Howdy folks and welcome to another No Man’s Sky guide, Today we will be fully going over the Exosuit, upgrading it’s slots, the technology and their interactions, obtaining Exosuit Blueprints and the best layouts for the way you prefer to game So let’s start with slots and the default arrangements. <Slots> Exosuits have 3 types of inventory, Main, Technology and Cargo, main are just standard inventory slots capable of holding a single of the large items or 250 of the small type, a large item would be something like Gravitino Ball, Defense Chit, Shielding Sheet etc, the Small items are things like Iron, Plutonium, Nanite Clusters etc. The Main is also capable of having technology installed in its slots, but we’ll get to that shortly. The Technology section can only hold Technology modules and upgrades. The Cargo can hold double the quantity of small items, so 500 or 5 times to quantity of large items, so 5, these slots are the same as a Star Ships slots.

When you start your game, you will have 12 slots in your exosuit main and 4 slots in your exosuit Technology. The maximum possible slots each section may have is 48 slots for the Main, 12 for the Technology and 25 for the Cargo allowing for somewhat huge storage potential. To upgrade slots in any of your exosuit sections you must find either a drop pod or an exosuit upgrade unit within a room that requires Atlas Pass Version 2 to enter. These upgrade stations allow you to purchase a single slot in one of your sections for a price dependant on the slot you’re buying for that specific section.

The Main section starts with 12 and the first upgrade is actually free, but from then onward to upgrade the main slot it will cost you 10,000 units more than the last, so slot 14 is 10k, slot 15 is 20k, slot 16 is 30k and so on to the last slot, slot 48 being 360,000 units. Technology starts at 4 slots and doesn’t go up in the same incremental pattern as the main, the 5th slot is 1,000 units, the 6th is 5,000, 7th is 10,000, it then keeps going up with 30,000, 60,000, 100,000, 200,000 and finally 350,000 for the final 12th technology slot. The Cargo slots are the most expensive of all with the first one starting at 50,000 and going up in increments of 50,000 until slot 12 where it caps at 600,000 units, so 12-25 all cost 600,000 units each.

Upgrading your exosuit to it’s full capacity is a long and expensive but very worthwhile endeavour, it will cost you a total of 19,116,000 units for all Exosuit slots, which really isn’t that bad, it’s about the cost of a max S Class Exotic ship, which is surprisingly some of the cheapest top tier ships out there. Your main exosuit section will have a few bits of technology installed by default, this is so you don’t instantly die, these technology modules are The Jetpack, Hazard Protection and Life Support. None of these technologies can ever be moved or removed, this causes great anguish to those travelers trying to min-max their exosuits capabilities as the Jetpack is always in the top left slot with the Hazard Protection to it’s right and the Life Support below, this prevents you from connecting your jetpack upgrades to it for greater returns, and on that note, let’s move to an explanation of technology modules and their interactions.

<Technology Modules> So technology module is a broad term that covers all technology in the game from the freighter to exosuit, but today we’re just talking about the Exosuit technology. Including the ones you have installed by default, there are a total of 34 different Exosuit Technology modules and upgrades, though there is no real need to have every single item installed at the same time, some merely serve best as a best available until you have obtained the blueprint for the higher level one. Many of the technology modules interact with each other dependant on where you place them, in the simplest terms they have a multiplicative nature. It is the same as why Hyperdrive upgrade placement matters, this does not affect all though. If we start with the Jetpack module and upgrades, the Jetpack upgrades have this multiplicative value, so the best placement is to have both the Sigma and Tau upgrades toughing the Theta, the Theta is the strongest upgrade with the Tau being the next strongest and the Sigma the weakest, by having the sigma and tau touch the theta, both of the lower power upgrades are gaining the benefit of the most powerful.

To break it down a little, the Main Jetpack unit has a value of 3.5, the Sigma has a value of 1, tau has 2 and the Theta has 3, in this circumstance the Jetpack main module cannot be reached by the upgrade so let’s ignore that for the moment. If you placed the Theta on its own you would merely gain the extra 3 it provides, the same with the tau and sigma, but if you move them together with both touching the theta you get the standard 6 they provide with an extra 0.54. Including the original module not touching them, it gives a total maximum of 10.04. Just for laughs, if we used a save editor to move the jetpack main module and put it with the upgrades it would reach a maximum of 10.19, this might be lower than you’d expect and there is a reason. The main module can contribute to the multiplicative nature of an upgrade but does not have the same nature itself.

Either having the Tau and Sigma both touching both the Theta and main module or the main module just touching the Theta will give the best result, this is because to have both the tau and theta touching the main module would mean that the tau and theta are not touching each other which is more beneficial. The Jetpack main module and its upgrades only affect each other and not any other module or upgrade so they make up one Tech Type. Next is the Hazard protection, this is the largest group of technology in the Exosuit lineup consisting of the Main Hazard Protection Module as well as 5 different sets of specific protection that each have 3 upgrades. These are Radiation Deflector, Coolant Network, Thermic Layer, Toxin Suppressor and Aeration Membrane. The names are pretty self-explanatory, they cover the 4 main hazard elements as well as the Aeration Membrane which covers breathing under water. The Aeration Membrane is arguably the most useful out of all as underwater you cannot gather zinc or titanium to refill as well as the standard holding of breathe not being enough to get to the bottom and back of moderately deep oceans, ignoring the fact you’d also want time while there.

With at least one Membrane upgrade you could at least take copious amounts of Zinc, Titanium or shielding consumables and just keep refilling it to increase your time there. Now, these upgrades are tricky little blighters, they actually increase their effectiveness via placement, or at least, they say they do via the number they boast, but this is in fact not true, thanks to Ket, the walking wiki, and a few others who have tested this, they do not actually add what they say they do when placing next to each other, there is no multiplicative bonus when it comes to any of the 15 different Hazard Protection upgrades or the main module. Because of this, it is best to do one of 2 different methods. You can either not have a permanent Hazard Protection upgrade and when you need it simply create the Sigma version, the Sigma is incredibly cheap at 50 Carbon and 100 Iron, iron and Carbon are abundant on most planets, the Sigma won’t last a whole lot of time but it will do in a pinch, once the Sigma runs out, don’t refill it, just dissassemble it for half of the materials back and rebuild it, it is built with a full bar, and this method is cheaper than refilling it.

The other method is to build the Theta, only refill it when you need to and that’s about it for that one, the Theta, Tau and Sigma all cost the same to recharge, so the Theta is by far the most efficient, this along with them not having any advantage to connecting with each other means it is pointless to have more than the Theta itself. The Aeration Membrane Theta though I would argue is more useful, just due to the huge amount of time it gives you underwater without having to recharge or think about it.

Next is the Life Support, there are only 2 upgrades and the main module in this category. This one is a little strange, the main module and both upgrade all have the multiplicative bonuses from being next to each other, yet as the main module is the lowest in power at 1, while the sigma is 1.5 and the Tau 2, it is most beneficial to arrange them with the tau touching the main module and the Sigma touching the Tau, this will give you a total of 4.83, so 4.83 times the default time on the Life Support before it runs out and need to be recharged, also only the main module ever needs to be recharged and adding upgrades doesn’t increase the recharge cost. This is a preference thing really, even at default, you won’t generally get into trouble, you can make the power gels and buy them super cheap, but my preference is to have them both, as I have to worry about it one hell of a lot less, also, on the super extreme planet, default does not last long at all.

Then there is the Health Modules, there are 3 and they don’t pair with anything, each one, regardless of level, will give you 1 extra hitpoint when your shield and protection etc fail, in all honesty this is pretty much pointless on Normal for anything other than filling the empty spot in the Technology section you may have, in which case if you’re just using one, then go for the Sigma, it’s the cheapest and provides the same benefit of the Theta.

Now in Survival and Permadeath situations, this would be king. Then for the Protection, there are kind of 5, this group of 5 are grouped as they all connect with each other, there are the 3 Shield Boost Upgrades, though it’s weird to call them upgrades as there is no Main module to upgrade, but there is a Sigma, Tau and Theta Shield Boost that give you an increase in shield strength, there is also the Haz-Mat Gauntlet and the Remembrance, these 2 give no actual protection themselves, but when connected to the Shield Boost upgrades they do increase their power. So these can be arranged in many different ways to give the maximum Shield Strength of 1.73, I would suggest you play around with it on Ket’s Layout Editor linked in the description until you work out the arrangement that provides 1.73 shield strength and fits the space you have, you should be able to arrange them to fit any gap of 5 touching slots and reach the maximum. They are very useful upgrades for shielding and require no maintenance which is fantastic, also the Haz-Mat Gauntlets are required to be able to harvest a number of crops, and the Remembrance, without giving any spoilers, allows you to interact with some stuff too.

The last category of Exosuit upgrades is the Stamina Enhancements, there are 3 of them with no main module like the Shield Boost, it should be noted that by no main module I mean no physical module in your inventory, main module status could be given to the shield and sprint bars on your HUD. The Stamina Enhancements increase the length of time that you can sprint for or the speed in which the bar depletes, however you wish to think about it.

The difference is significant and with all 3 will make sure that you are able to permanently switch between sprinting and jetpack boosting without ever having to walk like a shmuck. This one is nice and simple, they don’t benefit from connecting with each other, so just place them in any way you like and you are golden. Well, that was a fairly huge ass list, so let’s look at where to get all of these blueprints, as you start the game with hardly any! <Blueprints> So, there are 34 different modules, most of which require a blueprint to build, well, you start with 3 that cannot be disassembled and so never need building, so that leaves us 31, you can take another one off as you start the game with the Stamina Enhancement Sigma Blueprint. And then there were 30. All but 2 of these remaining 30 blueprints are simple to gather yet can be mightily frustrating and take you a few hundred hours if passively gathering as you play or still many hours if focusing on gathering them. They are obtained primarily from Korvax star systems by way of the Blueprint Vendor in the space station.

These vendors sell blueprints for nanites, Nanites are gathered in a few different ways, you can get them from the barrels that drop from sentinels upon death, you can find them in Damaged Machinery dotted around all planets after fixing them, you can get them from little terminals on the inner walls of structures found on the planets surfaces as well as behind the Atlas Pass Version 3 doors in Space Station, destroying cargo pods on a freighter that contains nanites, as a reward from completing missions, in the buried storage containers of crashed freighters, and also from aliens found everywhere through speech, specifically the Barter speech option.

The Nanite Blueprint Vendors will sell type specific Blueprints with a few anomalies, these being Gek for Starship blueprints, Vykeen for Multitool blueprints and Korvax for Exosuit Blueprints, like I said there are a few anomalies such as the Conflict scanner for you ship being available from Korvax vendors, but all of the 28 Exosuit blueprints here are all gathered from Korvax vendors. The Vendors will each have 10 blueprints available for purchase, the blueprints available while random for each system are static, so that system will always sell that set of 10 Blueprints. For Exosuit upgrades the nanites cost of the blueprints will vary between as low as 50 for the Aeration Membrane Sigma to 360 for the Jetpack Booster Theta, when compared to the cost of ship upgrade blueprints, they are quite cheap.

On top of this though, as with all Blueprints from the Nanite Vendors, they also require you to be of a certain rank with that races faction, the rank varies dependant on the upgrade, it scales similarly with the cost. It may sound a little demotivating when I say that it could easily take you 100+ warps to find all of the blueprints as the last few are always a real bitch, my last one took almost 40 warps to find, but gaining all of them is a big achievement in the game and is only such a big deal because of the expense in time and effort that you exhaust finding them.

The last 2 of the 30 that are not obtained from Korvax Blueprint vendors are the Haz-Mat Gauntlet and the Remembrance. The Haz-Mat Gauntlets blueprint is quite simple to obtain and does not require the hell of RNG to get, it is rewarded by the Armourer in your base after completing a little mission for him, you gain the armourer about halfway through the base missions. In case you’re confused about what I’m talking about, the base missions are the large questline surrounding your player base that is obtained when claiming a system for yourself via a habitable base on a planet in a system where no one else currently resides. Once you claim a habitable base you can build an Overseers Terminal, this will make a quest available that starts the whole big chain, after a few of them, he will instruct you to build a Weapons Terminal, this terminal needs to be staffed by an Armourer, no surprise it’s a Vykeen, he’ll then give you a little quest and blamo… Haz-Mat Gauntlets Blueprint. The Remembrance, however, is a whole other deal, it requires you to complete both of the biggest Quest Chains in the game to both obtain the blueprint and to build.

To obtain the Remembrance blueprint, you have to complete the Artemis line, I don’t actually have to say more than that to point you in the right direction, but I’ll mention how to start it off in the upcoming spoiler section. I’m going to talk about some spoilers here now folks, so if you do not wish to hear them, skip to the point in the video flashing on the screen now or alternatively pause and find the timestamp for the point flashing on the screen now for a little more accuracy.

I’ll also say a few words that should guide you enough to build it without spoiling anything after the spoiler section. Ok… you have been warned… So, to start the Artemis questline, you just need to play a bit, this includes warping and maybe finding a portal, it’s not fully known what the actual trigger is but I think it’s similar to the trigger for Anomalies and Space Battles, so upto 5 warps and a bunch of time just exploring and such, eventually, you’ll get a communication from Artemis and bingo bango, that’s the start, so does that questline which could take upto 8 hours and will require you to have done all of the Base missions to complete, and at the end you’ll get the Remembrance Blueprint. Now to build this bitch is another story, this requires the Atlas Path, and as you’d expect, pretty much the entirity of it, you need to get to just before the end after you have visited almost all of the Atlas Interfaces and picked up the 9 different blueprints starting with Captured Nanode, and ending with Heart of the Sun, you don’t need to birth the star and reset the galaxy etc, once you have the Heart of the Sun Blueprint, you’re good as the Heart of the Sun is one of the 2 items needed to create the Remembrance.

To Start the Atlas path you must talk to Nada in an Anomaly and choose to be given help in pursuing the Atlas Path, this puts you on that questline, you can do it over a very long time and pick it back up again later from Nada, you’ll get a location on your galactic map to the next system with an Atlas Interface, just go to it and follow the Galactic Map waypoints and visiting and interacting with each one. To get an Anomaly to show up you need to play for about 3 hours or so and then warp 5 times, the 5th should present an Anomaly, if it shows a battle and not an anomaly just warp again, and as far as I know, the 3 hours doesn’t need to be a single session. Ok so Spoiler section over, the non-spoilery version is simply Atlas Path, that’s all I’ll say, it’s enough to get there eventually.

So now we’ve covered obtaining the Blueprints, let’s go over the materials required to build these bad boys. <Building the Upgrades> All of these Exosuit upgrades require various different materials to craft, some of which are rather annoying to gather. I think going over each blueprint individually with its resource requirements and such would be a tedious waste of your and my time, so instead, I’ll quickly go over the less common resources that these upgrades require to build and give you a quick explanation of where to find them. Aluminium and Gold are both sometimes annoying to find, the best way to find these is to just scan the planets in whichever system you are in, if none of them has gold or Aluminium, warp to another and scan the planets there, do this until you find one with those elements and harvest from the large deposits.

If you are in Euclid, I’ve put the portal addresses for a planet with Gold on and one with Aluminium on, fairly close to the gates in the description. Both Chrysonite and Titanium should just be bought from space stations, this is by far the easiest method, they are cheap and not worth your time to actively gather from a planets surface, they are too rare for how much they cost. Gravitino Balls are found on planets with extreme sentinels, I think it’s only lush also, but can’t be certain of that either way, I’ve put a Portal Address to a planet in Euclid that has them, only requires 2 glyphs to dial to, how convenient! If those in galaxies different to Euclid have an address for these resources, please note the address and the Galaxy in the comments and I’ll compile them into a single pinned comment for others to use.

AquaSphere’s are a bitch, they don’t show up on planetary scans, but do show up on an on-foot scan, so with that being said, they can sometimes pop up in non-space station trade terminals, but if you’re in Euclid, thanks to Xenaslave there is a Portal Address only requiring 2 glyphs in the description that will send you to a planet that has Aquaspheres in its ocean caves. Aaaand lastly, Omegon, this one had me stumped until I found out an easy way to get it, once again Xenaslave to the rescue here, If you have a freighter, it’s almost guaranteed that your Galactic Trade Terminal, if you built one of course) on the freighter will sell Omegon. Otherwise, it’s not found in the wild and can very rarely be found on non-space station terminals. <A Useful Tool> In classic Xaine’s World fashion I have created a tool for every occasion, and for this one, I’ve built another shopping list type thing! This Tool will tell you exactly what you need resource wise to build your exosuit up, just follow the link in the description to the Exosuit Resource Calculator and select the upgrades you’ve planned to get and it’ll tell you what you need, now what makes this kinda awesome is that I’ve programmed in the ability to select your blueprint via pasting in the URL from your layout if you used Ket’s layout editor to plan it.

Just paste the full URL or at least the part that goes after .io and the Calculator will auto detect what you have selected in the layout editor and tell you what is needed to craft it all. I’m thinking of adding support to auto arrange it for you in the most efficient way possible but that’s a version 2 type thing. And now, let’s move on to the final part, the Exosuit Builds for various different occasions. <Exosuit Builds> So here are a few Exosuit builds for different circumstances, they are all linked in the description, and I would advise having a look and making any changes you want to the best-suited one, there’s no Perfect one for everyone, as with pretty much everything I make, it’s about guidance toward the best thing for you.

This also assumes you have every slot unlocked in your Technology section, so if you haven’t you’ll need to make adjustments there, just remember what I’ve said about the interactions between each upgrade, I’ve put timestamps to each section of the video as it’s so utterly huge, to aid you in jumping around to different parts. The first build is the Explorer Normal build, it has max Jetpack, Sprint, Shields, Life Support, the Haz-Mat, and Remembrance and the Thetas for all Hazards, you could not include the Hazard Thetas and just build the sigma for each circumstance as you travel, but for prolonged periods of time out on planets, I personally prefer to have them, then you can just activate the appropriate one with a charge when a storm comes in or if you are on a particularly extreme planet. This is for normal mode so I have not included the Health Modules. All 5 Hazard Protection and the 3 Stamina Enhancement mods do not need to be where they are, they have no connection bonuses so move them however you like. The second build is just a Survival and Permadeath version of the Explorer, this time with added Health Modules.

As with the Normal version the 5 Hazards, 3 Sprints and also now the Health modules are not locked for the position via connection bonuses, so move as you see fit. The Third Build is the Ninja Build for Normal mode focusing on a player who is unlikely to spend prolonged periods of time in harsh environments and instead has short quick stop offs travelling mostly by ship. It has full shield, sprint and jetpack with Remembrance and Haz-Mat and an added Aeration Membrane Theta to both fill the spot in technology but also as it’s super useful to breathe underwater when needed. For this build, I would advise carrying a stack of Carbon and Iron around with you to build a Sigma Hazard protection if you find yourself a little further from you ship than intended in a storm and have no grenade launcher to make yourself a cave. Stamina Enhancement and Aeration Membrane locations are not locked down in this build. The Fourth as you’d expect is just the Survival and Permadeath version of the Ninja, this time with added Life Support and Health Modules, and the Aeration Membrane removed.

Number 5 is the Shut-In, this build only requires 5 slots in technology and could be done with the initial 4 you start with, all it has is the Jetpack Theta for getting around your base with ease, all 3 staminas for the same, just drop the sigma if you only have 4 slots and the Haz-Mat for handling your crops. If you have the slots unlocked to do the exact placement here, it is laid out to be expanded to any of the other builds later on once you leave you safe 4 walls to find that special item you’ve been tucked away farming for.

Everything in this build has no connection bonuses so do what you like, but if you plan to expand later one, you may wish to consider future placements. And that’s about it for the builds really, I think those sets kind of cover everything, the everyman kind of build fits Explorer, so that is likely the main build. Have a play about with Ket’s calc and then paste the URL into mine to see what you need. <outro> So thank you for watching folks, I hope this exhaustively comprehensive nerdgasm guide was as good for you as it was for me. If it was, make sure you hit that like button and subscribe if you haven’t already, and maybe think about checking out my Patreon, a dollar a month is a great way to support the channel and the work I do such as this. But above all, have an awesome day folks!.

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