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No Man’s Science for 1.7 (Chemistry Fixes)

Does the plethora of chemical inaccuracies in No Man’s Sky bug the hell out of you? If you’ve taken basic chemistry class and even paid the least bit of attention, it probably bugs you that you can’t just lap some hydrogen and nitrogen together to get ammonia, or the fact dioxite is notated as CO2, yet it’s a different “element” and you can’t react some oxygen with carbon to get some of that sweet blue drank.

Well, do I have the mod for you? (The answer is yes, yes I do.)

If you liked my previous mod Chemically Correct, then you’ll be happy to know this is that mod but on gorilla steroids.

All elements that should be compounds or diatomic elements and such have been totally redesigned in a vanilla look so you can actually tell what the hell you’re looking at.

No longer will you have to search the wiki for how the hell to make oxygen through convoluted metal combinations!
Away are the days you have to wonder “how the hell did I turn pure phosphorus into a plant?”

Do you know the chemical equation to make pyrite?
Great! Go grab some iron and sulfur (sulphurine in-game) and make yourself some rocket fuel!

If you’d like to extract some ammonia from some fungus, just slap that plant in a refiner and add a catalyst (the reward varies on the strength)


If this mod seems unbalanced, or you have any suggestions or bugs PLEASE message me about what the issue is so I can fix it ASAP.
This mod is my baby and I intend to care for it.

Contact me preferably through Reddit (u/PetrikM) or discord (@petrik#0940).


This mod was nearly impossible, but with the help of the new modding tool AMUMSS ( it was possible.

I’d like to personally thank and credit AMUMSS devWberto a hell of a lot for all of the help he gave me in making this mod possible, as it took many many hours to find and delete all 167 trash recipes from the game and add about 50 new ones. Without AMUMSS this process would have been very difficult to locate every recipe and delete them correctly along with adding the new recipes, without compiling errors. By coding loops in Lua, we were able to efficiently and effectively delete all of these recipes whilst avoiding file errors. With his help, I was able to successfully make this mod reality, so I can finally use refiners without getting super pissed. If you are a modder I HIGHLY recommend this tool, as it makes editing EXML files a hell of a lot easier, especially for large scale projects such as this one.

To combine this mod with another that edits DEFAULTREALITY.MBIN it must be coded with AMUMSS.

Survival/Permadeath Tedium Helper

Do you wish you could play Permadeath for the challenge but remove some of the grind that the game forces on Survival/Permadeath mode? This might be the mod for you.

This mod aims to reduce some of the tedium in Survival/Permadeath while still keeping them challenging.

This mod modifies the following multipliers to be equal to Normal mode:

  • Exocraft fuel cost and fuel boost cost
  • Terrain manipulator cost
  • Launch thruster cost
  • Jetpack fill rate
  • Discharge rate of life support/hazard protection

What this mod does not change:

  • Damage multiplier, including hazard damage
  • Anything else not specifically mentioned

Chemically Correct

Do the game’s chemical inconsistencies ever bother the hell out of you? No? Maybe it’s just me.

Regardless, this mod fixes that. 

This is my first mod, fueled by my pet peeve of scientific inaccuracies. It essentially just replaces the icons and elemental abbreviations with artistically correct renditions of how the molecules should actually look (for the most part). It retains the same atomical artistic style of the game, the icons are just slightly altered to match the actual molecular structure of the resources they’re supposed to represent. 


Big thanks to monkeyman192 for helping me find all the file locations, as well as Lo2k for his language file editor!


 Please let me know if there are any inaccuracies in the renditions or any changes you’d like to suggest.

My next goal for a mod is to build upon this to support chemical reactions such as di-hydrogen and nitrogen combinations to create ammonia.

Fewer Buildings and Resources

Fewer Buildings and Resources mod decreases the amount of some stuff generated on every planet.

  1. It decreases the amount of buildings. It makes planets natural and wilder. So you have to use scanners and beacons to find buildings, plaques and ruins.
  2. It decreases the amount of resources a little bit.
  3. It decreases the amount of caves.