No Man's Sky

No Man's Sky

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RJS Jul 28, 2024 @ 4:49am
Multiple bonus modules
Do multiple similar modules for scanning, dps, shield etc stack or is only one effective?
And on multitool weapons won't list damage. Just says 'potential damage'.
And on supercharge slots, only modules that already display stats show stats that I can see, other modules say 'supercharged' but I don't know for sure if it's doing anything.
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Showing 1-12 of 12 comments
Shadow Strider Jul 28, 2024 @ 4:55am 
yo can have 3 standard upgrade modules for each tech type, plus some extra specific ones depending on the tech)
Any more than 3 will disable them all until you've removed/destroyed the extras (there will be a caution icon on the tech if it is disabled)
Eg, The jetpack can have: the basic module, 3 standard upgrades, airburst engine, rocket boots, water jets, and neural simulator

Supercharged slots give a significant boost to the modules placed on them, usually best used on the basic module as it has all the stat types, whereas a standard upgrade will have a random selection of available stat types, but generally not all...
Last edited by Shadow Strider; Jul 28, 2024 @ 4:58am
GenSec39 Jul 28, 2024 @ 4:56am 
Of course they do. Also put them together for additional bonuses. Supercharged slots give even bigger boost. Put there what's important for you.
Sentient_Pickle Jul 28, 2024 @ 5:02am 
to add what GenSec39 said, know that sometimes supercharged slot bonuses to a module can be better overall than placing a module adjacent to all the others of the same type since that normally conveys a bonus
Shadow Strider Jul 28, 2024 @ 5:05am 
Originally posted by Sentient_Pickle:
to add what GenSec39 said, know that sometimes supercharged slot bonuses to a module can be better overall than placing a module adjacent to all the others of the same type since that normally conveys a bonus
You say "can be", but Is this ever not true?

Also worth noting that you can expand your tech slots instead of expanding inventory slots when you get an exosuit upgrade (press left or right on d-pad or click on the slot you want to unlock)... some (myself included) didn't realise you could do this until quite far into the game
Last edited by Shadow Strider; Jul 28, 2024 @ 5:09am
Constantine Jul 28, 2024 @ 5:06am 
Originally posted by Sentient_Pickle:
to add what GenSec39 said, know that sometimes supercharged slot bonuses to a module can be better overall than placing a module adjacent to all the others of the same type since that normally conveys a bonus

Also, putting them all in a cross around a supercharged slot makes it much better, than if it was a line.
Sentient_Pickle Jul 28, 2024 @ 5:10am 
Originally posted by Shadow Strider:
Originally posted by Sentient_Pickle:
to add what GenSec39 said, know that sometimes supercharged slot bonuses to a module can be better overall than placing a module adjacent to all the others of the same type since that normally conveys a bonus
You say "can be", but Is this ever not true?
probably not, but if I'm not sure, I'd rather say "can be" than say always and have someone "well, actually..." me lol
Shadow Strider Jul 28, 2024 @ 5:17am 
Originally posted by Sentient_Pickle:
Originally posted by Shadow Strider:
You say "can be", but Is this ever not true?
probably not, but if I'm not sure, I'd rather say "can be" than say always and have someone "well, actually..." me lol
Oh well, I thought you might know something I didn't, but yeah, that's fair enough, better safe than sorry...
Albertillo Jul 28, 2024 @ 5:24am 
Originally posted by Constantine:
Originally posted by Sentient_Pickle:
to add what GenSec39 said, know that sometimes supercharged slot bonuses to a module can be better overall than placing a module adjacent to all the others of the same type since that normally conveys a bonus

Also, putting them all in a cross around a supercharged slot makes it much better, than if it was a line.

Why?
Shadow Strider Jul 28, 2024 @ 5:31am 
Originally posted by Albertillo:
Originally posted by Constantine:

Also, putting them all in a cross around a supercharged slot makes it much better, than if it was a line.

Why?
It's because you get more adjacency bonuses in a square or cross formation than in a line...
In a cross, the central module will have 4 adjacency bonuses, but the others only get one.
in a 2x2 square, you get 2 bonuses for each module. (both of these options will total at 8 bonuses)
A line will get a max of 2 each, but only one each for the modules at either end

the cross is usually more effective assuming you use the basic module in the centre. this is because the adjacent modules will share all their stat types with it, whereas the other modules only have some of the stats, and might not share stats with the neighbouring one
Last edited by Shadow Strider; Jul 28, 2024 @ 5:35am
Johnny in the Clouds Jul 28, 2024 @ 6:24am 
If you shuffle tech around in your ship or multi-tool, you can see the stats and the bonuses applied go up or down. Sometimes the stat figures are not immediately visible, as for some odd reason depending on where you are, like at the Anomaly, in a space station or on the surface of a planet or hangar of a freighter, in a ship and so on, the changing stats will either show or not. Perhaps its something to do with the game not allowing weapons to be active in space stations. Either way the visibility of the numbers is inconsistent sometimes. Just find the preferred location to arrange the tech while numbers are showing.

As for the adjacency bonuses, that's a fancy word for connecting each of the four sides of any tech items. The square grid of the tech inventory allows a player to shuffle tech about to best improve the stats, especially when similar stats 'touch' each other. The more connections there are, the greater the bonus of a particular stat.

In most cases tech upgrades for example, will have up to four different stats depending on their class tier. Tech of the same type can all be next to one another in a tight block of four slots, each benefiting from touching each other. However read the actual stat information to check that the same named stats are next to each other, if possible. That's important to get the bonuses and not just randomly placing similar tech types next to each other.

Placing similar tech types next to one another will visually highlight the outlines of adjacent tech of the same type, with a thicker coloured outline. However further shuffling the tech pieces about to match their (up to 4) named stats will also make a dramatic difference to the overall bonus.

As the named stats are important especially on upgrades it can be preferred in most cases to group upgrades in a tight block to enable the most sides touching of individual tech pieces. Supercharged slots arguably are best in a L shaped layout or 3 or a block of 4.

Various supercharged slot arrangements can be useful as the overall potential damage increases with the more variety of weapon and tool functions that are added. The potential damage may seem oddly low, despite one weapon being maxed out. However that maxed out weapon tech has its own individual stat detail, that are the true indicator of how powerful that 'specialist' weapon has becoming, because of the careful arrangement of its tech parts.

A player can build and hold six multi-tools, even assigning them to hot keys for quick access. Each weapon or multi-tool can be a specialist in one particular type of tech and make best use of all the supercharged slots. Alternatively a more general build may be desired, perhaps improving bonuses for the scanner and a gun type. If so it may be preferred to have supercharge slots separated in a different pattern or grouping to increase the stats of each.

The hyperdrive distance travelled is a good example stat to fiddle with and see the stats increase and decrease depending on how hyperdrive tech is arranged. The hypedrive has red, blue and green generic crafted upgrades, to reach coloured stars and these are best left in a cross arrangement centered on the main drive tech. The game makes a calculated distinction between the crafted generic tech and the found or purchased tech upgrades. Usually crafted tech upgrades are best connected to the main tech piece and then upgrades slotted around the main piece making further connections, as many sides touching and same class next to one another.

Always try to end up with the same best class for each piece of tech you can afford. Maxed out three S class upgrades ideally would be arranged around the main tech, touching sides with one another, to best improve the bonuses of their individual
stats displayed in the information of each. The Jet pack can become incredibly powerful enabling a player to jump tremendous distances by carefully matching stats, making use of supercharge slots, adjacency and collecting the best class of upgrades.

At other times it may be simple to adjust the tech on an ad hoc basis just before a battle or task and make use of the supercharge slots. The main basic weapon tech of individual type, is often best slotted to a supercharge slot if there are not many upgrades available that would benefit.

There are also special sentinel tech drops (from barrels etc) that will 'globally' improve stats of several weapons. They also benefit from touching each other but will increase stats of several basic tech pieces without needing to touch them. They can be very useful indeed to increasing the performance of any multi-tool.
Last edited by Johnny in the Clouds; Jul 28, 2024 @ 6:35am
RJS Jul 28, 2024 @ 7:20am 
A lot of good stuff to digest here. One more question, do core modules that dont display stats like mining laser (or advanced laser) or jump pack or visor get any effect from being placed in a super charged socket. Or just the upgrade/bonus modules? Some core modules like weapons do.
When I for example place the jump pack in, it says 'supercharged' even though there's no associated stats to look at.
Last edited by RJS; Jul 28, 2024 @ 7:21am
Shadow Strider Jul 28, 2024 @ 7:55am 
Originally posted by RJS:
A lot of good stuff to digest here. One more question, do core modules that dont display stats like mining laser (or advanced laser) or jump pack or visor get any effect from being placed in a super charged socket. Or just the upgrade/bonus modules? Some core modules like weapons do.
When I for example place the jump pack in, it says 'supercharged' even though there's no associated stats to look at.
They are generally the best parts to put on the supercharged slots as, even though none of the stats are visible, they contain every applicable stat type (can be more than 4), whereas the other modules will only have a selection of the stats (with a max of 4, if there are that many for that module)
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Date Posted: Jul 28, 2024 @ 4:49am
Posts: 12