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Exocraft Headlights – Next


Increases the intensity and FOV of the headlights on all 4 Exocraft. Now you dont have to run over those cute little critters.

Credits to : kurzondax for the original mod. Mod will be removed if kurzondax reinvests in his mod.


Credits to : – monkeyman192 for mbinCompiler and making modding possible.



Exocraft Fuel Efficiency

This mod reduces exocraft fuel usage by 90%. Vanilla No Man’s Sky exocraft fuel cost is higher in Survival and Permadeath than in Normal–this mod retains this difference, so Survival/Permadeath still have a higher cost than Normal, but for all modes the cost is only 10% of what it originally was.

Note that the mod does not modify refuel cost (i.e. it still takes 300 carbon to recharge the tank), but a full tank will essentially last 10 times as long as it would without the mod. Normal and thruster cost are both reduced, so you can keep the accelerator on without the tank quickly emptying.

Exocraft Mining Laser Damage Temporary Fix

Increases the damage of the Exocraft’s basic mining laser from 8 to 360 (In the mod files, this increase is from 10 to 450).

The exocraft’s mining laser will now be more powerful than a good multitool. As a turret and considerably larger weapon than a handheld multitool, I would expect the laser’s power to scale accordingly.

The “8” damage that the mining laser does in default NMS is a bug and this mod attempts to fix or at least balance the weapon.

Exocraft Headlight Upgrade

This mod has been tested on v1.33 and v1.34


Ever wonder why your flashlight can light up half a canyon, but the headlights on the exocraft barely light up anything just a meter away?  Well, you no longer have to deal with such perplexing issues with this exocraft headlight upgrade package.  

Note: unlike the flashlight, the lights on the exocraft continue to shine during the day, so you’ll see a bit of a bright spot in front of the vehicle, but it’s not too noticeable.

This mod should play nice with most other exocraft mods, except for any that change the looks of the vehicles. 



Faster Ship and Tool Scanner Recharge

NOTE: This mod has been updated for v1.35!

Simple mod that lowers the scanner recharge time to 1 second for both the ship scanner, and the multitool scanner.


I have now added an additional pak that also shortens the recharge time for the exocraft.  HOWEVER… The game file (MBIN) that contains the exocraft scanner recharge time also contains all of the performance/speed related parameters for the exocraft.  Therefore, installing that pak will conflict with any other mods that alter those parameters.

There is no current way to “make it compatible” with other exocraft mods, so please don’t ask.  

The only other exocraft mods that it will work with the exocraft only pak file I’ve included are those that only alter the buildings you can scan for. e.g. Exocraft Scanner Boost by nyok0


Files affected by this mod:



(If you are on the NMS mods Discord channel, I am known as Lentalis over there)

Exocraft Scanner Boost

This mod will modify the exocraft scanner to include more options.

To scan certain structures you will need to upgrade your exocraft scanner.

The following scans can be made now:

  • Crashed Ships (ScanLv 1)
  • Traveller Graves (ScanLv 2)
  • Crashed Freighter (ScanLv 2)
  • Observatories (ScanLv 1)
  • Transmission Towers (ScanLv 1)
  • Manufacturing Facilities (ScanLv 1)
  • Alien Shops (ScanLv 1)
  • Trading Posts (ScanLv 1)
  • Planet Bases (ScanLv 1)

Also, alert sounds will now be triggered when a structure is found by the scanner.

I used this mod by Tub0Crisco as reference and added some extra changes. Exocraft Scan Boost

I was not successful when I tried to add a portal scan but you can still find them using with the Monoliths.


Today’s final part for the X3000 series balance mods. (More to come, eventually. Don’t quote me on that.) 

I’ve played around with other exocraft mods, and ultimately didn’t find one I liked. The goal of this mod is to stay close to the apparent intended design for the three craft, but make it better. (Why is the Colossus so sloooooow!???)

Nomad Changes:

Slightly increased top speed.

Increased jump height. (It’s a hovercraft, afterall.)

Increased boost time to 2 seconds. 4 with upgrades.

Slightly increased weight, to compensate for the added jump and boost. (There may be such a thing as ‘too much air.’)

At top speed, over long distances, it should feel only slightly better than vanilla. At lower speeds, or over flat spaces (like open water), it should avoid that feeling of running out of gas and have a lot more control.


Buggy Changes

Improved Jump height. 

Slightly increased gravity in water. Keeps the front end from floating.

Doubled base boost time.

Main goal here was just to correct a few annoyances I didn’t like, but otherwise pretty close to vanilla for travel time.


Colossus Changes

Improved top speed.

Increased gravity in water.

Reduced speed and turn dampening in water.

Increased jump height. (Helps avoid getting stuck.)

Increased boost time to 2 seconds base.

Ideally I was aiming for underwater to feel like vanilla land speeds. While on land, it is improved by about 20%. Travel speed feels only slightly less than the buggy, but without the ability to jump long distances, it still works out to be much slower. Keeping with it’s design intentions, but making it actually usable now.