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No Man's Sky Multitool Guides Verified for Cosmos 6.50

Multitool Upgrades in No Man's Sky: Modules, Slots, and Builds Explained

Multitool upgrades explained: module classes, the three-module limit, adjacency bonuses, supercharged slots, where to buy modules, and example builds.

8/22/2026 NMS Wiki Team Last updated: 8/22/2026 5 min read

A stock multitool is a blank chassis. The thing that mines asteroids of gold, melts pirate squadrons, and turns a walk through the woods into a units faucet is not the tool you bought — it is the upgrade layer you installed on it. And the upgrade system rewards players who understand it disproportionately: two tools of identical class and type can differ by half again in performance purely from module choice, placement, and slot discipline.

Last updated: August 22, 2026, current through patch 6.50. This is the system guide — how modules, slots, and bonuses interact. For what to install on a specific tool, see best multitools, weapon modes, or mining beam builds.

The Three Layers of a Multitool Build

LayerWhat it isWhere it comes from
Core technologiesThe base Mining Beam, Scanner, Boltcaster, etc.Installed by default or crafted from blueprints
Upgrade modulesClass-graded boosters per family (C/B/A/S)Technology merchants — stations and the Anomaly, priced in nanites
SlotsTechnology slots vs general slots; supercharged slotsShips with the tool; expandable at station cabinets and the Anomaly

Technology slots hold tech and modules; general slots hold anything, at reduced tech efficiency — a fine overflow valve, never the plan. Supercharged slots are the highlighted technology slots every tool carries a few of, and they are the most valuable real estate on the grid.

Rule One: Three Modules Per Family, Then Stop

Each technology family — Mining Beam, Boltcaster, Scanner, and so on — accepts its core technology plus up to three upgrade modules. The fourth module of the same family contributes nothing: no stat gain, one fewer slot. Every properly built tool is therefore an exercise in choosing families, not stacking one:

  • A combat tool takes three modules of its main weapon family (boltcaster or neutron cannon, per weapon modes), plus three of a backup or utility family.
  • A scanner tool takes three Scanner Upgrades plus its analysis tech — the build that makes an experimental print money.
  • A mining tool takes three Mining Beam Upgrades plus heat management tech — the deep dive is mining beam upgrades.

The limit is why slot counts matter less than players fear: three families times three modules plus cores fits comfortably in a good tool’s technology grid.

Rule Two: Adjacency Is Free Performance

Modules of the same family perform better when placed adjacent to their core technology and to each other. The game communicates this the moment you move a module — stats shift live in the install screen. The discipline it asks for:

  1. Install the core technology.
  2. Cluster its three modules in the surrounding slots, touching the core and each other.
  3. Keep families in contiguous blocks — a “checkerboard” grid of scattered modules is the most common self-inflicted nerf in the game.

Plan the grid before you install: cores and their module blocks first, supercharged slots reserved, general slots left for overflow.

Rule Three: Supercharged Slots Go to Your Identity

Supercharged slots multiply whatever sits in them. The allocation question — “which single module most defines this tool?” — has a build-specific answer:

  • Scanner tool: the strongest Scanner Upgrade. This is the difference between a good payout and an absurd one.
  • Combat tool: the strongest damage module of your primary weapon family.
  • Hybrid/royal-style builds: the family you actually use most — resist spreading supercharged boosts across two families unless you genuinely split time evenly.

Buying Modules: Where and How

Technology merchants on space stations sell module stock for nanites, refreshed per system — and, as with everything, wealthy systems stock better classes. The Space Anomaly’s multitool merchant is the guaranteed baseline stock when a route disappoints. Practical shopping:

  1. Bring nanites — hundreds for A-class, more for S-class stock. Our nanite farming guide covers the standard earning loops.
  2. Check the class letter on offer per family before buying; a C-class module is placeholder gear, S-class is the destination.
  3. Buy duplicate families across systems when hunting a better roll — module stats vary within a class band, so veterans replace good modules with slightly better good modules.

Two Reference Builds

The money scanner (on an experimental):

Grid regionContents
Supercharged slotsStrongest Scanner Upgrade
Technology block 1Scanner core + remaining Scanner Upgrades, clustered
Technology block 2Mining Beam core + three Mining Beam Upgrades (the working tool still has to mine)
General slotsShield and utility overflow

The dissonance fighter (on a sentinel multitool):

Grid regionContents
Supercharged slotsStrongest primary damage module
Technology block 1Primary weapon core (boltcaster or neutron cannon) + three upgrades, clustered
Technology block 2Mining Beam line for the resource loop
General slotsHealth/shield tech overflow, teleporter utility

Mistakes That Cost Real Performance

  • Scattering modules and forfeiting adjacency — the silent, universal error.
  • Installing a fourth same-family module — pure slot waste.
  • Supercharging a utility instead of your build’s identity module.
  • Buying a prettier tool before upgrading the current one — an A-class tool with disciplined modules beats an S-class tool with none, a point worth internalizing before any royal hunt.
  • Neglecting the scanner on general-purpose tools — scanner modules pay for all the other modules.

The upgrade layer is the same across every tool type in the game, which is the good news: learn it once, and every tool you ever buy — station, outlaw, or harmonic camp — gets built right the day you buy it.

Frequently Asked Questions

How many upgrade modules can I install on a multitool?

Up to three upgrade modules of the same technology family — for example three Scanner Upgrades or three Mining Beam Upgrades — plus the core technology itself. A fourth module of the same family adds nothing and wastes a slot, so three is the hard working limit.

Where do I buy multitool upgrade modules?

Space station technology merchants sell them for nanites, with inventory and module classes varying per system, and the Space Anomaly's multitool merchant is the guaranteed fallback. Wealthy systems stock better classes more often, so module shopping and tool hunting use the same route.

What do supercharged slots do on a multitool?

Supercharged slots — the highlighted technology slots — boost any module or core technology installed in them. Reserve them for the module that defines your build: the strongest damage module on a combat tool, the strongest scanner module on a money tool.

What is the adjacency bonus for multitool upgrades?

Upgrade modules of the same family perform better when installed next to their core technology and each other. Group your three Mining Beam Upgrades around the Mining Beam core, your Scanner Upgrades around the scanner, instead of scattering them across the grid.

What should I upgrade first on a multitool?

Early game: the Mining Beam and Scanner cores with whatever modules you can afford, because mining feeds everything and scanning pays early units. Mid game: three S-class modules for your main weapon family. Late game: chase S-class module rolls and slot your best modules into supercharged positions.

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