Howdy folks and welcome to the first of 4 guides that comprehensively cover every aspect of Starships, Multitools, Exosuits and Freighters, this guide will focus on Starships. A lot has changed, especially when it comes to how the Tech Modules work and the addition of Procedural Tech, because of this I have been gathering data from many players to compare with the game data in the files and get an accurate representation of what to expect from your Procedural Tech Module stats. We’ll be going over the data gathered so far for the Starship tech shortly, but the data gathering is not at all over. In the description I have linked to a page on my website where there are 3 forms for each category, these forms are nice and easy to work with and only take a second to input the stats and such from your tech modules, so anyone who is willing to help, please use the forms and submit your Procedural Tech Module data, as what we already have gives us some good understanding of the stats and their ranges, a very important aspect of the ranges which is the curves, cannot be accurately extrapolated from just a few hundred submissions, so keep going in submitting your data.
Once enough has been submitted to get a good idea of the curves I’ll be making a followup video on the procedural tech as well as publishing the results dynamically on the website as data comes in. The first subject we’ll cover in this guide is the basics, so ship types, slot counts, spawning and more. There are 5 types of Starship in No Man’s Sky, each with their own vast array of parts and combinations. Shuttles are about the most common of all the types and as expected, they are the least favourable. As the name suggests they look clunky, weak and lacking in style. Their bonuses are generally balanced but also very low and their costs reflect this mediocre description. We’ll go into great detail on the potential slots and Bonuses for all types shortly.
Then there are explorers, these ships are known for being tied to the Korvax race, they are very stylish in their classic sci-fi appearance and tend to have large engines with cockpits that suggest the owner is mostly interested in viewing what is around them. Their bonuses lean heavily toward its Warping capabilities, giving an overall buff to hyperdrives with a standard buff to shielding. Fighters are another type which are connected to the Vy’keen. They tend to be very sleek and cool, with a design that points toward maneuverability and firepower.
Their bonuses lean heavily toward Damage with a standard buff to shielding. Then Haulers, which as the name suggests are primarily focused on the movement of materials. They are connected to the Gek race and have a very bulky appearance which can often look very nice, with cargo pods of many kinds attached to the nose and wings. Their bonuses lean heavily toward Shielding to protect their cargo with a standard buff to hyperdrives.
And the last of the types of Starship, are the Exotics. The exotics, also known as Royal within the files, are not connected to any race, they are certainly classed as a rare ship type, how rare exactly we will get into shortly. They have very beautiful designs from the squid type with striped patterns to the bug type with a lancer nose and gold trim. Their bonuses are the best of all with Damage that isn’t too far off the best Fighter, Shields that match the best Haulers and a hyperdrive that matches the best Explorers. Those are the ship types, so let’s go over the slots and exactly what each type can have and how to identify the possibilities. First, we need to address the sizes. All ship types except for exotic and Shuttles have 3 different sizes as a subtype, which are Small, Medium and Large, shuttles only have small and medium. You may think, well, if there’s only 2, then isn’t that small and large? but the files actually have a small medium and large set up for the shuttles, but you can only obtain the small and medium in game. These subtypes each have their own ranges and pool of parts that can be combined to make that ship model.
For example, if you see a much sought after Hauler type with the large ball cargo pods, you can be absolutely sure, that that ship is a Large hauler type, as those ball Cargo pods only appear on large haulers. These parts are most easily identified as the wings. Though, with the advent of being able to even more easily scan a ship for all of the information you need, you can ascertain a ship’s size by scanning and seeing how many slots it has, as those slots will fall within the range of that ship size. For the actual numbers here. A small Shuttle will have between 18 and 23 slots in its main inventory and 3 to 6 technology slots, with a Medium shuttle having between 19 and 28 slots in main and 5 to 8 tech slots. So we aren’t here forever, I’ll go through the rest quickly. Small explorers are 15-19 main and 3-5 tech medium explorers are 20-29 main and 5-8 tech, and Large Explorers are 30-38 main and 8-12 tech.
Small fighters are 15-19 main and 2-4 tech, medium fighters are 20-29 main and 3-5 tech, and large fighters are 30-38 main and 5-12 tech Small Haulers are 25-31 main and 2-4 tech, medium Haulers are 32-39 main and 4-6 tech and large Haulers are 40-48 main and 6-8 tech And finally Exotic ships only have a single size, in-game anyway, in the files they have a small medium and large, but only the medium is available in-game, and that has between 15 and 20 main slots with 4-6 tech slots. So in summary, the largest a Shuttle can be is 28 slots, the largest an Explorer or Fighter can be is 38 slots, largest a Hauler can be is 48 slots and the largest an Exotic ship can be is 20. It’s also very important to know that Class plays a role here, in that if it is an S Class ship for all but Exotic, it will always have the maximum main and tech slots for that type and size, so an S class medium fighter will always have 29 slots in it’s main and 5 slots in its tech, whereas a large S class fighter, will always have 38 slots in it’s main and 12 slots in its technology.
As for the bonuses, well they work on a different system, size does not play a part in the bonuses, as the bonuses are determined by ship type and then class. As you likely already know there are 4 class types, C, B, A and S, C being the worst and S being the best. For this, we’ll just go over the S class bonus range but all classes will be visible on the screen. Shuttles at S class have their Damage, Shielding and Hyperdrive somewhere between 15 and 20%, they are all done individually, so they won’t all be the same as each other, well, they can be, but it is rather unlikely. They have a medium level of maneuverability and a base launch cost of 16.67%. If you really want that Shuttle model you just saw, the S Class could be of some use, and bonuses aren’t everything, but they are substantial on the correct ship.
Explorers, as I said before, heavily favour Hyperdrive bonuses with a standard buff to shielding, the S class explorers will have somewhere between 50 and 65% for their Hyperdrive bonus and 20-25% for their shield bonus with no Damage bonus what so ever. Their maneuverability is very high and they have a very low base launch cost of 12.5%. Fighters weigh heavily toward Damage, so an S Class fighter will have a damage bonus of between 55 and 60%, a Shield bonus of between 15 and 25% and 0 for its Hyperdrive bonus. A fighters Maneuverability is also very high matching the explorer yet has a base launch cost of 25%.
Haulers weigh heaviest in the Shielding to protect its goods, so have a Shield bonus at S Class of between 55 and 60%, a Hyperdrive bonus of between 30 and 35% and 10-20% for Damage. Haulers have the lowest maneuverability of all and a high base launch cost that matches fighters at 25%. The last being the Exotic is an interesting one, that can only be found as an S Class, and if you remember from the previous slot talk, can only be found in one size. So an exotics bonuses will always be within this range, which is a Damage Bonus of between 35 and 50%, a Shield bonus of between 55 and 60% and a Hyperdrive bonus of between 50 and 65%.
As you can see, the Exotics low slot count is a trade-off for its very high bonuses and they make a very good general exploration ship. The last thing regarding these basic stats and such that you should know when looking for ships is the price and what you should expect to have ready for any particular ship you are looking for. It’s a horrible feeling to have saved up your units and waited hours for the perfect S Class Hauler to realise you are 20 Million units short.
To plan ahead and know what you’re dealing with, let’s go over the system. The pricing for ships is very simple, the number of slots it has, determines the base value within that type, this is specific to the Main Inventory slots and is not at all affected by the Technology slots, you can consider them free. Each ship type has a different base value for the number of slots. Once the base value is figured out, you then apply a multiplier which changes based on the class, the class multiplier is also different for each type. C class ships of all types have a 0% class multiplier, whereas the S class multipliers are significant. Shuttles and Explorers at S Class have a 50% multiplier on the price. For Haulers, the S Class multiplier is 80%. For Fighters, it is 100% and Exotics don’t have a multiplier as they only come in S Class. NEXT, we’ll cover Spawning, as if you know exactly how the spawning works, you can truly make your ship hunting as efficient as possible. Every system has a total of 21 different Starship models.
These models are static to that system, even through the next update which was the opposite to what I expected to happen. So, yes, this means that those ships from before next in all the videos are actually still there, and now easier to gain than ever as you can go through a portal, provided you have the glyphs of course and buy it without warping the whole way there or setting up a base terminal for a teleport. These 21 ships in each system are broken down as such: 1 exotic 7 Shuttles 3 Haulers 3 Explorers 3 Fighters and then an extra 4 of either Hauler, Fighter or Explorer to match the respective race. These being Haulers for Gek, Fighters for Vy’keen and Explorers for Korvax. The first thing many of you may have picked up on there is the Exotic, yes, every single system has a unique exotic to that system, they are just often very rare to spawn, so you just have to wait.
To clarify what I mean about each system having 21 ships, by this I mean specific ship models, it is just the model, and of course, the model is specific to size and type, so that sets the basic ranges for slots and bonuses. The slots, bonuses and class are decided on spawn. The chance of a ship being an S Class is affected by the systems economy strength, low strength economies such as; Declining Destitute Failing Fledgling Low supply Struggling Unsuccessful & Unpromising Have a zero percent chance of spawning an S Class. Note, that this does not include the Exotic which can only spawn as an S Class, Exotic S Class ships can spawn in low economy systems, it is just suspected that they are rarer, but this is not definite.
Medium strength economies such as; Adequate Balanced Comfortable Developing Medium Supply Promising Satisfactory & Sustainable Have a 1% chance of spawning an S Class. And High strength economies such as; Advanced Affluent Booming Flourishing High Supply Opulent Prosperous & Wealthy Have a 2% chance of spawning an S Class. To be clear, the chance of S Class is per ship on spawn, and not per spawning of multiple ships. What this all means is that, if you are waiting for a specific ship model in a high economy system, you have a 1 in 50 chance of it being S Class, which can be frustrating considering each ship has a chance to spawn in the first place and sometimes the one you want can be a rare spawn. As for ship sizes within the 21 ship models. It was previously believed that each system has a large version of each of the main 3 types, Hauler, Fighter and Explorer, with 3 large versions of the type that relates to the systems race. But this was disproved due to multiple accounts of more than 1 large of a ship type outside of its race.
So when it comes to that, we simply know that there is at least 1 large version of the types per system, with 3 or potentially more, yet unknown of the ship type that matches the systems race. To summarise all of this, if you are hunting for an S Class ship, you should start by looking for the model of the ship you want, looking in High Economy systems preferably, but medium will do if you don’t mind waiting longer. Also be sure to verify that the ship you are looking for is the size that you want, a medium or small Hauler will never under any circumstances spawn with 48 slots. Once you have found the ship model that you want, wait in either the Space Station or at a trading post, the trading post has a faster turnover of ships, and scan every ship of that model that comes in, eventually the S Class will arrive and you can rejoice, or at least potentially rejoice until you see the layout, which, in anything but a max slot hauler, will have its slot randomly placed within the slot grid.
Luckily, with the NEXT update came far simplified weapon and general tech layouts, so the layout of a max fighter is no longer the bane of all ship hunters, though it can still be an eyesore. Now you have your ship, let’s go over Weapons and other Tech. Starships have a number of weapons and other tech modules. These can all be split into 2 basic groups. Ones that you buy a Blueprint for and build, and ones that are purchased as one-off upgrade modules to existing tech.
We’ll start with the Blueprint tech, as you need a base to build the upgrades on. Blueprints are purchased from Space Station, at least technology module Blueprints are. Every blueprint can be purchased from every active station, and they are available in a specific order, the order does not change per station, which means that you will have to buy some blueprints to make others available as only a 3rd are available at any one time. Here is the order and Nanite costs for each blueprint; Teleport Receiver at 150 Nanites Economy Scanner at 150 Nanites Phase beam at 150 Nanites Cyclotron Ballista at 150 Nanites Conflict Scanner at 150 Nanites Cadmium Drive at 80 Nanites Ablative Armour at 85 Nanites Efficient Thrusters at 120 Nanites Large Rocket Tubes at 50 Nanites Nonlinear Optics (Photon Cannon Version) at 75 Nanites Emeril Drive at 120 Nanites Positron Ejector at 150 Nanites Infra-Knife Accelerator at 150 Nanites Indium Drive at 200 Nanites Dyson Pump at 120 Nanites Fourier De-Limiter at 120 Nanites Fragment Supercharger at 120 Nanites and finally Nonlinear Optics (Infra-Knife Accelerator Version) at 120 Nanites These are all of the Starship tech blueprints available, and they all come at a total Nanite cost of 2260, which really isn’t all that bad.
You can avoid some of these costs by doing the Player Base Armourer missions as he rewards various blueprints through the missions. Another method which I have yet to test thoroughly, is the Anomalies, on my first trip to an Anomaly on my legacy save in NEXT, I spoke to Polo who gave me an option to buy tech for 120 thousand or so units, so I took him up on the offer and received the Teleport Receiver Blueprint, it was the only ship one I didn’t have as the Efficient Thrusters blueprint at the time was not available, the next time I went in he offered again for 160 or so thousand units, and gave me an upgrade module.
I have a feeling, but haven’t had the time to test that you can essentially get the Blueprints from Polo one at a time per anomaly for units, though it is an increasing amount and mine has appeared to have capped at 2 million units a time, and I’m generally getting weak upgrade modules. As for what the modules do, let’s go through them in a more coherent order, starting with weapons. The first Weapon isn’t a Blueprint option as every ship comes with it, but it is certainly worth noting, it is the Photon Cannon, it has infinite ammunition and is essentially a light-powered machine gun, it is the most basic of ship weapons but can be very powerful when upgraded. If you want a basic idea of how each weapon works as far as it’s uses and general mechanics, I would advise watching my pre-next guide on Ship Weapons that I have linked in the description, the numbers stated in the guide have changed with next, but their mechanics are the same, it’s a good basis for now, yet that being said, a new guide focusing on ship weapons and testing them will be coming in the future.
Next we have the Cyclotron Ballista, it’s one of my general favourites as it shoots incredibly powerful balls of charged particles, it feels like a plasma launcher to me, but these balls do massive damage and have a good range, and with the Cyclotron Ballista being fully upgraded it shoots a lot of them, very quickly for an extended period of time. The Infra-Knife Accelerator is kind of a minigun version of the Photon Cannon, it’s projectiles are weaker, but there are more of them and it’s faster. The Phase Beam is a fantastic all-round weapon, it shoots 2 lasers to a focal point that shred for great damage, unlike the other weapons with the exception of the rocket launcher, there is no way to increase its rate of fire, it is a static 2 ticks per second from each laser. The Phase Beam is fantastic for movement heavy fights as it is instant, with no travel time, there is no need to lead the enemy with your cursor.
Then the beastly Positron Ejector, this weapon is insane, and from the first impressions of most people I’ve spoken to and myself, it appears to be the best currently, though requires some good timing to use effectively, by this I mean that it’s range is tiny, the enemy will be shooting at you a little while before you can fire back with this weapon, it shoots a multitude of projectiles with each shot, it’s essentially a space shotgun that shoots tiny superheated fragments. The Positron Ejectors spread is also a big factor as it is huge, but as the range is short, it is not such an issue, the projectiles each do so much damage you only need a few to hit.
Lastly out of the weapons is the Rocket Launcher, The Rocket Launcher I previously disliked, but have grown to love. It does absolutely huge damage with a single projectile per shot and a long cooldown, it is by far best used as a first strike and then again when your primary weapon is on cooldown due to its crazy range. The Rocket Launcher will hit your opponents long before they can shoot at you, it also in NEXT appears to have a slight lock-on function which makes it immeasurably more useful at shooting at a range of 5000 with no lock on could be a little difficult. Each weapon has a single upgrade module as far as the blueprint tech goes, these add a specific and very useful upgrade to a stat. The Photon Cannon has the Nonlinear Optics upgrade, which adds +11% to Heat Dispersion. Heat Dispersion is a stat that affects the time it takes to overheat, so by stacking Heat dispersion, you can increase the time you are shooting before you either stop for it to cool down, or overheat which will enact a delay before the usual cooldown. The Cyclotron Ballista has the Dyson Pump upgrade which also adds +11% heat dispersion.
Note, that these bonuses only apply to the specific weapon, there are also adjacency bonuses, but we’ll go into that shortly. The Infra-Knife Accelerator also has Nonlinear Optics as its upgrade, but it is not the same one as the Photon Cannon, and the stats do not apply to the other one. The Infra-Knife Nonlinear Optics offer a bonus of an extra projectile per shot taking the total to 3, this is a substantial power increase of an overall 50%. The Phase Beam’s upgrade is the Fourier De-Limiter, this as with the Photon Cannon and Cyclotron upgrades provides an 11% Heat Dispersion stat boost. Then the Positron Ejector has what in my opinion is the best upgrade, the Fragment Supercharger upgrade adds 20% to its accuracy and 25% to its range. This is just outstanding and makes the Positron Ejector a real winner, it is a must-have upgrade for this weapon and is arguably more useful than the S Class Procedural Tech Module that you should also use with it.
The Last weapon upgrade available via a blueprint, is the Large Rocket Tubes for the Rocket Launcher. This upgrade adds a bonus of +20% to Heat Recovery. Now, this uses the stat Heat Recovery and Not Heat Dispersion, that is because the Rocket Launcher only has a single shot, so will overheat after every shot, so has no heat to actively disperse while firing. This is why the cooldown is so harsh, in part at least, but this 20% buff makes a real difference. While that’s all of the weapon blueprints done, there are plenty of Procedural Tech Upgrade Modules to obtain and boost your weapons and more massively, we’ll go through those in the next section, but before then, let’s continue with the Blueprint Tech. Scanners are very useful pieces of tech. There are 2, the Economy Scanner and the Conflict Scanner. The Economy Scanner gives you 2 very big and useful things, the first being the ability to see the economic data for any system on the Galactic Map without already having been there provided that the tech is installed in the ship you are viewing it from.
This data includes Economy Type, Economy Strength and the Buy & Sell percentages that are used in the dealing of Trade Goods. The Economy Scanners second function is to be able to scan from your ship for a Trading Post. This is incredibly useful and you will use it all the time. Simply bring up your quick menu while in your ship and go to the config cog, it’s the same place where the first and third person view toggle is located. Select the Economy Scanner and it will give you a waypoint to a Trading Post within the system. Pre-NEXT, this was never the nearest, and it still isn’t now, as far as I( can tell the rules haven’t really changed, so to be sure to get a Trading Post on a specific planet, you need to enter the atmosphere and be somewhat close to the ground, then use the scanner, otherwise it may give you a trading post on a different planet, sometimes one that is the furthest away for no apparent reason.
The Conflict Scanner is also very useful, but mostly for either people who enjoy taking on pirates or those who wish to avoid them as much as possible, such as starting Permadeath players. This scanner simply allows you to see the Conflict level of a system in the Galactic Map before you have been there. After the Scanners there are the Hyperdrive upgrades, of which there are 3, Cadmium Drive, Emeril Drive and the Indium Drive, these different hyperdrive upgrades allow you to access the different colour Star Systems. As you may have noticed, each system on the galactic map without any filters on has a different colour, these colours are Yellow, Red, Green and Blue/White. This is the stellar class, it affects which of the stellar class metals you will find on the planets there and also the likelihood of finding specific Biomes.
I have a guide from Pre-NEXT on how the steller class affects the biome type, which I’ll link in the description, I can’t guarantee that it is definitely accurate now, but I have seen nothing that would say it is not yet, and in this update, they haven’t changed what they didn’t need to. The Cadmium Drive allows you to warp to Red Systems. The Emeril Drive allows you to warp to Green systems. and the Indium Drive allows you to warp to Blue/White systems. The tooltips for these Hyperdrive upgrades can be a little confusing, but whether it says it or not, you only need one of them active at a time.
By this I mean that the Indium Drive will allow you full access to all systems, the Emeril Drive will allow you access to all but Blue/White, so you don’t need the lower upgrades, just the best one you have the blueprint for. Also, to be clear, these drives do not add anything at all to the range of your Hyperdrive, they don’t add a single lightyear, and I have tested just in case, but they also do not add any kind of adjacency bonus. Then there is the Shield upgrade called Ablative Armour, this adds a nice and simple 10% to your ships Shields.
After that, there is the Teleport Receiver. This extends the range from your ship that you are able to send and receive items and while the flavour text states long distances, they have a very strange thought toward long. It is in fact about 150u, which isn’t all that much for an explorer, but what it is very very good for, is for those wishing to build a base. Now, of course, you can go out further provided it is connected to something within the restriction, but generally, this Teleport Receiver is going to be absolutely fantastic for base builders. You will often have your ship filled with buildings materials you either just collected, stored, or ferried from your freighter, and having this installed and sat near the middle of your base will allow you access to build using the materials inside it. Having to run back to your ship every minute got very annoying during Atlas Rises, this is a very pure quality of life Module.
And the last of the Ship Blueprint Tech Modules is the Efficient Thrusters. This Tech Module simply makes it cheaper to take off from on a planet. Specifically by 20%. As to how this 20% is applied, it is applied to the base Launch Cost, so my S Class Fighter has a launch cost of 25%, with this upgrade, it has a launch cost of 20%. This is useful, but not necessary, it is most useful installed on either a Hauler or Fighter that you regularly explore with, this is because they both have a base launch cost of 25%, so you are getting 5 launches per Starship Fuel. Now, this is, of course, a percentage, so you will still gain that extra 20% per Starship fuel, but when it’s an Explorer that can take off 8 times per Starship Fuel anyway, the extra 2 times don’t seem worth it. Personally, I likely won’t be using this upgrade on anything, the space is too valuable to me and I would keep the full stack of Uranium on me at all times whether I had this or not.
Just a little bit of info in case any who are watching are not aware. Those Terminals at points of interest on a planet that you can use to call your ship over with a bypass chip, if you land at them, it will not cost you to launch from them, same with landing pads and so Trading Posts, and of course, Freighters and Space Stations. Also, if you are far from your ship and it has empty launch thruster so you cannot call it to you, if you make a cheap bypass chip and use it at one of those point of interest terminals or a landing pad, it will call it over to you without the need for the launch fuel.
Now we’ve gone over the Blueprint Tech, let’s take a look at Procedural Tech Procedural Tech Modules are those one use Tech Modules that you buy from Space Station vendors. It’s the second option, with the first being to buy the tech Blueprints. The idea is that you buy one of these mystery modules for a specific type, so for ships that would be; Pulse Drive Hyperdrive Shields Photon Cannon Phase Beam Cyclotron Ballista Positron Ejector & Infra-Knife Accelerator Unfortunately, there are not any for the Rocket Launcher at this time, if there were, it would likely be a little ridiculous, although, the Positron Ejector already kinda is.
These Procedural Tech Modules come in the usual Class system of C, B, A and S, with C being the worst and S being the best. When it comes to buying these modules, you should always just get the S Class, as you are limited by the amount you can place, so going S Class is the rational way. If you happen to gain any C, B or A-Class modules from other means, you can sell them back to the Technology vendor for Nanites to buy yourself some S Class ones instead. Another thing to note on the Procedural Tech sell screen is the percentage next to each module, this has caused some confusion, I mistook it myself the first time I saw it. It is essentially the sell percentage, it has nothing to do with the outcome of the module itself, you should look for small numbers, the lower the better as this percentage is how many more nanites you are paying for it on top of the base value. The way the random part of the Procedural Tech works is that each Module Type has a number of different stats it can have, the class of the module determines a range of how many of the potential stats will be present on the tech, the class also determines the range of power for each stat.
So for example, take the Scanner Multitool upgrades, this is one we know for definite, at least for 2 of the 3 stats, what the ranges are, as this one is actually legible in the files. The C class version will have 1-2 stats present on the newly made module, with it being unlikely that you will have 2, this could be any of the 3 stats available, which are Scan Radius, Fauna Discovery Bonus and Flora Discovery Bonus, the discovery bonuses being that it increases the number of units you gain when scanning for the first time.
The B Class will also have 1-2 of the stats present but will be more likely to have 2 than the C Class, but still unlikely. The A-Class will have 2-3 of the stats present with it being as unlikely to have 3 as the B Class is to have 2. And the S Class will definitely have all 3 stats present on the module. As for the stats, if they are present on the modules; The C Class would have between 1000 and 2000% for both the Fauna and Flora discovery bonuses, with it being unlikely to have 2000.
Note of course that these 2 while having the same ranges, are calculated separately, so will not be, or are incredibly unlikely to be the same as each other. The Scan Radius is a very difficult one to work out, as this particular stat is not presented in the files as it is in the game, it likely has a modifier applied to it later or is itself a modifier to a different stat that I cannot find. I also haven’t yet had the chance to set up the processing for the Multitool data as I have with the ship data. It took quite a few hours to set up the system to automatically correct user errors from folk inputting certain things differently to how they appear on screen. The B Class would have between 2500 and 5000% for both the Fauna and Flora discovery stats, with 5000% being unlikely, A Class having between 5000 and 10,000% with 10,000% being super unlikely, and S class is between 6,500 and 10,000% with the max being unlikely.
So that’s what we are dealing with, Number of Stats, with each stat having a range and a curve. For these Starship Procedural Upgrade Modules, we’ll just go over the S Class for now as that is what is important here, but when more data is submitted to be able to realistically gauge the curves I’ll do a follow up video, to fill in any blanks and also publish the data on xainesworld.com as a dynamic table as data continues to come in and refine the results. Pulse Drive S Class Procedural Tech Modules will always have all 3 stats, these stats are Pulse Drive Power, Maneuverability and Boost. Pulse Drive Power will make your ship go faster while Pulsing and reduce the cost of Pulsing. Maneuverability increases the responsiveness of your ship, allowing just smoother flight and sharper turning. Boost increases the speed at which you boost your ship. Pulse Drive power at S Class will be a static 20%. Interestingly, in the files Pulse Drive Power is split up into 2 different stats, the speed and the fuel cost, the speed is static whereas the fuel spend is not.
Maneuverability at S Class will be between 5 and 12%, this is accurate in both the files and the submitted data. For S Class Pulse Drive Modules there are currently 53 to glean from, so this isn’t bad at all. The submitted data currently puts the Average at 7.64% & the files weight the curve at the max being uncommon, so consider yourself lucky to get on the top end of that range. Boost at S Class will be between 11 and 15% according to the submitted data, I is possible that the range is a little bigger, maybe 10-15% as for this one the files make no sense. Boost in the files is listed as being between and with no curve, we know for certain that there is a range and it is not static and as it is not static, there must be a curve. The 53 submissions for s Class Pulse Drive Modules show a range between 11 and 15% with an average of 12.43%. Next, we have the Hyperdrive Modules and these are nice and simple. There were a fair few errors with this one, so I’ll just say here, if submitting data, please submit the data exactly as it is displayed, if it is a percentage, it needs to have either the percent symbol or be divided by 100, righting 100 with no percent symbol tell the database that it is 10,000% and not 100%.
A Hyperdrive Module at S Class with Definitely have both available stats on it, these stats being ‘Warp Cell Efficiency’ & ‘Hyperdrive Range’ The Warp Cell Efficiency will always be 100%, it has no range and so no curve. Hyperdrive Range, however, will at S Class be between 200 and 250 Light Years with the maximum being unlikely. The submitted data from 46 S Class modules puts the average at 2with no one receiving over 248 Light Years. The files confirm the range of 200 to 250 as well as the curve. Next is Starship Shield which is even more simple. Starship Shields have only one stat that is of course guaranteed, this stat is Shield Strength, and it is static with no range and so no curve. 16 Submissions back this up as being a static 40% to Shield Strength. Photon Cannon has 3 available Stats, all of which are guaranteed at S Class, these stats are Damage, Heat Dispersion and Fire Rate. The S Class range for Damage is 8 to 10%, or at least that is what is seen via 31 received submissions.
This range is not remotely reflected in any of the stats found in the files, the curve however is, but that is not enough evidence. The average from the submissions is 8.9%, putting it fairly close to the middle, the files state the max as being uncommon. Remember that with only 31 submissions, this range could be larger. Both Heat Dispersion and Fire Rate from the submissions state a static 3% increase, and this somewhat matches the files. Rate of Fire is indeed set to 3% static, yet what is listed as Guns Damage in the files is more likely to be Heat Dispersion, this is because the third stat simply labelled as Guns doesn’t match anything, whereas the Guns Damage appears to be a range of between 2 and 2.1% with no curve, this would default to something, maybe lowest, middle or max, if it is the middle or max, it would display in game as 3% due to the game display always rounding up.
The A-Class variant has the same range except the curve is set to the Max being Uncommon, which would further lean toward the S Class being at the max. This is not completely flawless logic and is very difficult to test, but if you don’t want a headache, just call is a static 3%. Next is Phase Beams which have only have 2 stats, this being due to how they work as lasers, they have no change with Rate of Fire, instead, they fire twice per second, with 2 lasers, that is 4 shots per second that only tick for damage on the screen every second. The Phase Beam at S Class has a guaranteed 2 stats. The stats are Damage and Heat Dispersion. In the Files, this one is also mixed up, with the Laser Damage stat appearing to be the Heat Dispersion when compared to the submitted data. The Damage from 22 submissions appears to have a range of 60-76%, what troubles me here is that the Phase Beams Damage was altered after I started collecting this data, it was not obvious when it was altered from the patch notes, but I suspect the file may actually be correct.
If that is the case then the Damage Range for Phase Beams at S Class is actually 60-70% with the maximum being UnCommon. Heat Dispersion fully matches the files, the files put Heat Dispersion at a range between 75 and 95%, with the submitted data showing between 76 and 95% with an average of 83.58%. Cyclotron Ballista is the same as most other weapons for its available stats, these are Damage, Heat Dispersion and Fire Rate with all 3 being guaranteed on the S Class variant. As with the others, it is a complete mess in the files, it would appear that in the files, the Guns Rate stat is actually Heat Dispersion, the Guns Damage is Fire Rate and the Guns stat, well, it must be related to Damage but it doesn’t look like it from the values. Assuming these changes, Heat Dispersion from the 22 submissions show as a range of 31 to 35% with an average of 32.59%, the files match this increasing the range slightly to 30 to 35% with a stated curve of the max being uncommon.
Fire rate via the submissions would appear to have a range of between 11 and 15%, and an average of 11.86%, this matches, not including the stat name, the files just with a slightly broadened range of 10-15% with a curve of Max being Uncommon. Damage is a funny one, for all submissions and the 50 or so test modules I made in-game, the Damage is always displayed as 2%, I believe this to be as with presumably all stats with a range, a rounded up number. While Damage Potential is a useless number for gauging the correct layout of your technology, more on that shortly. It is a very good number to use for comparing your exact layout with itself. By doing this you will see the Damage Potential change even though the stats appear to be the same, they are rounded up on screen and so while they technically give different stats, they do not appear to. So while this will always say 2%, it may be a range, and while those damage potential differences could also be explained by the other 2 stats being on a different number between say 30 and 31, I have tested single shot damage on multiple modules displaying all of the same, with a different damage being inflicted.
Heat Dispersion and Fire Rate would not at all affect a single shot. This rounding up also explains why Heat Dispersion and Fire rate all have the low end of the range 1% higher than the files state, as the likelihood of it being the absolute lowest is very very unlikely, but if it was even just 30.01%, it would round up to 31%, giving us slightly skewed data. Next is the Positron Ejector. This beast has a guaranteed 3 stats at S Class and they are of course Damage, Heat Dispersion and Fire Rate.
As with the Cyclotron Ballista, Guns Rate in the files appears to be Heat Dispersion, I mean, this could make sense, with Heat Dispersion being the Rate that the gun reaches overheat, it just feels needlessly confusing. Guns Damage appears to be Fire Rate & once again, Guns stat does not match damage. Heat Dispersion in the 28 submitted modules has a static value of 15%, the files stat Guns Rate also backs this up stating a static 15% value, oddly with a curve of MaxUncommon, but the fact no submissions have had a 16% shows us well enough that it is static. Fire Rate in the submitted data also shows a static 20%, though I believe it is either not static or is not a full 20%, this is because in the files the stat is 19% with no curve.
My theory is that somewhere this hits a modifier or something that adds even a minuscule amount, which results in a rounded up number of 20%. As with before, this is not exact, it just appears to make the most sense. Now damage, as with the other weapons, we can only rely on the submitted data here, which shows the range to be between 2 and 3% with an average of 2.32%. Talking about the ranges earlier and the rounding up, this average is likely very skewed, as the likelihood of getting a perfect 2% for the lowest is very low, especially the majority of the results. With this in mind, the Range you will see may be between 2 and 3%, but the range it actually is, is more likely to be from some decimal between 1 and 2 and some decimal between 2 and 3.
Either way, it doesn’t make sense of the files that just show a between 5 and 6, not even a percent, potentially, this could be either 5 or 6 damage being added to each projectile of the Positrons Shot, but that is reaching. And lastly, we have the Infra-Knife Accelerator, which as with all but the Phase Beam, has 3 available stats, all of which will be present on the S Class version of the module. As with the other, in the files, Heat Dispersion is marked as Guns Rate and Fire Rate is marked as Guns Damage, the fact that these stats correlate to this for every weapon gives it more weight, so logically, it would be likely.
Heat Dispersion via the submissions is shown to be between 8 and 9%, with the files showing 7 and 9%, this is once again explained via the rounding up. Fire Rate via the submissions shows a range of between 6 and 10%, with the files showing between 5 and 10%, explained with the whole rounding up again. Damage is once again, completely different in-game to the files, so we must rely purely on the submitted results, which show a range of between 14 and 17%, which is likely 13 and 17%.
The files for this show the same as the Positron at 5 and 6, while writing this I decided to test whether this 5 and 6 in the files was an additive damage, just in case, I can confirm it is not as the Infraknife Upgrade offers a unique opportunity of adding an extra shot per volley and the percentage didn’t change on the modules. It may seem like a pointless test, but it ruled something out so it was worth it. That’s it for the Procedural tech data as far as starships go, before I publish the data after it has grown a fair bit, I will be adding the ability to narrow down the date of the submissions to compare different patches to each other, I have kept a date and timestamp of each submission so that this would be possible. This will be needed as balance changes to weapons will likely be in our future.
Now let’s go over Adjacency Bonuses. When you put tech of the same type right next to each other, and by that I mean like Photon Cannon, Hyperdrive, etc, they have the same border colour, they give each other a boost. This is called the Adjacency Bonus, and for the most part, it is actually quite simple, even if I did find it incredibly hard to get my head around in the first place. Ket is a very patient man luckily. There are 2 types of bonus, Additive and Multiplicative, Additive is used for such things as Light Years on the Hyperdrive upgrades, an Additive Bonus is 6%. Multiplicative is used for Percentages generally and is 4%. Each bonus type has a lesser, 5% for additive and 3% for multiplicative. The issue at the moment for working out which modules and stats are lesser and which are not is that I do not personally know where this indicator is found in the files so I cannot know exact numbers for bonuses and so cannot give you fully accurate builds as far as the DPS and so forth, but by knowing how the basic system works and working within the lesser and none lesser range, we can guide ourselves for in-game testing, which I’ve done a fair bit of for working out layouts.
As for how the bonuses are applied. Each module has its bonus worked out and then they are all totalled. This bonus is calculated based on what is directly touching it on its 4 sides, it is essentially, Adjacency Bonus multiplied by how many sides are touching plus lesser adjacency bonus multiplied by how many sides are being touched by lesser. For example, with Hyperdrive Upgrades. If you have one module that has a light year range of 217, that is touching a module with 246 light years which is then touching a module with 232 light years. You start with the first one, the first 1 is touching the second one, so has 1 account of the additive adjacency bonus of 6%, so 217 multiplied by is 230.02. The second module has a stat of 246 and is touching both the first and third module, so this is multiplied by for 275.52. The third module has a stat of 232 and is touching the second module, so just one adjacency bonus for him, so 232 multiplied by is 245.92.
Add them all up for 751.46, add the hundred on from the main unit for 851.46. Due to some rounding at times it may be off by 1 or 2 light years, but it’ll pretty much say that on the dropdown tooltip for your ship bonuses in the inventory screen. If you want to learn more about Adjacency Bonuses, I have linked Ket’s original guide on Steam which details how the system works, it is from Atlas Rises, but Ket has confirmed that the system still works this way, with the same 4% multiplicative, 6% additive etc, just what is lesser or doesn’t have a bonus etc is different and yet to be worked out. Damage Potential is a stat, it is displayed on the drop-down info panel for your ship when viewing in your inventory, it is not completely useless, but it largely is and I’ll prove to you why. No one actually knows how it is calculated, at least, no one has publicly explained it. Most would understandably assume that it is a good marker for how powerful your ship is, but it really isn’t, in fact, through my testing, I have found most of the optimized builds show a lower Damage Potential.
As far as the proof for how this doesn’t show you what is best. Here I have 2 examples, on the first, we have a layout of the Cyclotron Ballista in a Cross Pattern, the main unit is in the centre, 4 connections for a total of 8 potential bonus, it has a Damage Potential of 70Next, we have a cube with the upgrade touching the main unit, it has 5 connections for a total of 10 potential bonuses, this is per stat involved ofc, and this has a much larger damage potential of 7543.4. The first example has the lowest Damage Potential and hits per projectile for 744. The second has a much larger damage potential yet hits per projectile for 713. For this test all 3 procedural modules had the exact same stats, I know this because the stats a module gets are not linked to the module before it is installed, it doesn’t matter which module you decide to instal out of however many you have, whichever you pick will be those stats. You can see this yourself by placing one, noting its stats, then reloading, if you replace it, it will have the same stats, if you have 2 or more modules and pick a different one to place on the reload, it will have the same stats.
The Stats of a module run off a seed tied to you, no amount of rerolling the same upgrade will change it’s stats, to get different stats, you must dismantle the old and replace it with another. I also ensured that the upgrade module was touching only the main unit on both times. This is as it only affects Heat Dispersion, which has an effect on the Damage Potential stat, but not on the damage of a single shot. So while this proves that Damage Potential, is not a good way to judge a layout, it can certainly be used for something. And that is comparing a layout to itself.
If you are in the stage where you are min-maxing especially, and basically have the top stats, which means they are rounded up and so won’t appear to have changed, your Damage Potential is a much large number that shows a decimal, so this can be used to see much finer changes. We can assume that the Damage Potential makes some kind of DPS like approach, this is just due to its name, it doesn’t focus on your best weapon, it takes readings from all of your weapons into one, which is very strange considering you can’t fire more than 1 at a time. I’d love to solve this mystery, but for the moment, rely on solid in-game testing more than Damage Potential. The most optimized layouts for each technology type differ, so we’ll have to mostly go through them one by one. Remember folks that you are limited to 3 of any type of procedural technology module, per inventory, this means that you can have 3 S Class Pulse Drive Modules in your Main Inventory and 3 in your Technology Inventory and they will all work, but you cannot have 4 or more of any type of specifically Procedural Tech Modules in any one inventory.
This does not include the blueprint upgrade modules. The Shields are simple. They do gain an adjacency bonus to each other, but not to the main unit, meaning that they do not need to be attached to the main unit, but should be attached to each other. As you have an upgrade blueprint called Ablative Armour which also benefits from an Adjacency bonus, you should have them in a 2 by 2 cube, if you wish to put 3 more procedural Shielding Modules in the other inventory, there are only 3, so they should either be placed in a line, or a corner, either way, all 3 should be connected. The Pulse Drive is similar, there is a blueprint upgrade module called the Photonix Core, but most people will not have it or be able to have it, as it was part of the limited edition PS4 release and due to a bug was also available in-game for a very short time on the original launch.
If you have the Photonix Core blueprint, you will know it, so if you don’t, don’t worry about it. If you do have it, then do as with the Shields and make a cube, if not then just have the 3 modules connected. I cannot be certain whether the main unit gives an adjacency bonus or not, so I would say, if you can connect the module to it, do so, if you cannot, don’t worry about it, it’s only a few percent. Hyperdrive is an interesting one, the total jump distance is shown in the drop-down tooltip for the ship, so you can test this one far more easily. The base unit gives 100 and does not gain a bonus on itself if a module is touching it, but a module touching it does gain a bonus, so if you can, you should connect the hyperdrive modules to it, as there are only 3, just one will connect to the main unit, and those need to connect to each other. The Cadmium, Emeril and Indium Drives do not give any bonus to each other or the other Hyperdrive Modules, and remember that you only need the top one, so if you have the blueprint for the Indium Drive, then just build that one, and it doesn’t matter what it’s touching.
The Teleport Receiver, Efficient Thruster, Economy Scanner and Conflict Scanner have no adjacency bonuses with anything, so just put them where you want, they are good for filling in single slots after you have placed your weapons and such. The Cyclotron Ballista and Infra-Knife Accelerator are both most optimised when placed in the Cross layout where the main unit is in the centre with the Modules and Blueprint Upgrade touching it on all four sides.
This is likely down to the main module being the whole base numbers while the procedural modules are just percentages of that base, while the main module may and most likely receives a lesser bonus percentage, it is still greater in the output bonuses. The second best layout for this is with the Main Unit and the Procedural Modules in a 2 by 2 cube with the Blueprint Upgrade touching the Main Module. The Positron Ejector is the same as the Cyclotron Ballista & Infra-Knife Accelerator for the Damage and DPS, but can also be done a different way to extend its range and presumably Accuracy. I did some testing on this to see if the Blueprint Upgrade for the Positron Ejector, called the Fragment Supercharger, benefitted from an adjacency bonus and so increases it’s range more than the 25% stated, and awesomely, it did, I was rather happy to see this and was a bitch to test but totally worth it.
I cannot, unfortunately, confirm whether the accuracy is also affected by the bonus, but it would seem logical, and if so, you may be very tempted to drop about 13 or so percent damage in order to increase your range by a potential 4% and accuracy by 12.8%, that is of course unless it is a lesser bonus, in which case it would be lower, but it is a choice none the less, and if you wish to do it that way then have the Upgrade in the middle with the Main unit and the Procedural modules touching the 4 sides. The Phase Beam is a very interesting one, I’m not sure how it works, but through all of the tests I did, the one that gave the highest damage was actually the Main unit with the 3 Procedural Modules in a 2 by 2 cube and the Blueprint Upgrade touching the Procedural Module that has the highest stats.
From what I saw, it actually seems as though the main unit either does not gain a bonus from being touched, or gives a very small one, but it appears to at least impart a lesser bonus to the s Class modules, so they are the focus for the Phase Beam. The Rocket Launcher does not have any procedural modules, it has only a blueprint upgrade module. The upgrade gives a 20% decrease on the Cooldown of the Rocket, an adjacency bonus for that would be small enough that trying to measure it would be very very difficult, I tried, but I cannot be certain whether it makes a difference, but what I am certain of is the damage increase from putting them next to each other, you definitely get a worthwhile damage increase on your rockets by placing the 2 modules next to each other and if the main module gains a damage bonus, it may gain other things, so place them together when possible. The last thing about layouts is planning.
Whether you put the sets of 5 weaponry in the Technology Inventory depends on a few things. How many tech slots you have to use and things like, whether you want this ship to have warp capabilities, if so, are you going all out with 3 in the main and 3 in the tech. Is it a trading vessel where only the most basic on weaponry is required, but a bit of shielding would be nice, so maybe, only hyperdrives, shields and a Positron with it upgrade in the tech. With this new system we have in NEXT, the amount of combinations is large, so plan it out and do the best with the slot layout and slot count you have to fit your purpose. This was a huge guide to make and took me multiple days just to write it, I hope you’ll all understand why it was so late to be released, also why I have split Ships, Exosuits, Multitools and Freighters into separate videos. I’d like to thank everyone who has and is going to submit data from their procedural tech modules to the submission forms linked in the description, here on screen are all of those who submitted for the Ship data specifically as of editing this guide.
Also an absolutely massive thank you to Ket, who’s wiki entries, steam guides, tools and patience have helped me bring all of this knowledge into a single place. If you wish to help support Xaine’s World, there is a Patreon linked in the description with just one tier of 1 dollar or more, a streamlabs donation link and of course, sharing is a fantastic way to help support the videos, which in turn supports the channel. We also have a discord which is growing every day, we’re now up to more than 350 members, lot’s of knowledgeable and just generally nice folk on there, that is, of course, link in the description. Thank you for watching folks, I look forward to your comments, have an awesome day. .
As found on Youtube