Your web browser, Internet Explorer is out of date.

Please download one of these up-to-date, free and excellent browsers:

Microsoft Edge, Mozilla Firefox, Google Chrome or Brave Browser

Login / Register

Passive Sentinels

Had enough of constantly being stalked by environmentalist sentinels during your routine grind for resources? Well, weep no more, because this mod will make those pesky hovering mini robocops things totally oblivious to whatever you’re doing with that beamy mining laser thingy of yours. Finally you can destroy the environment in peace, woohoo!



This mod is incompatible with any other mods that modify GCROBOTGLOBALS.MBIN

Escape Sentinel Ships

Allows you to escape sentinels ships in space by pulse jumping away. You can’t jump immediately, however. It takes roughly ten seconds of boosting away from the sentinel ships before it will let you start a pulse jump. You will still be “wanted” until you land on a planet/station/freighter, but at least you can get there now.

This mod uses the GCGAMEPLAYGLOBALS.GLOBAL file, so it may conflict with a bunch of other stuff. It will NOT, however, conflict with Infrequent Storms if you’re using that.

Update 2.0:

Added variations of this mod merged with the Faster Analysis mod (

You’ll find the appropriately named files in the zip.

Difficulty X3000

Part 2 of the X3000 series balance mods. This mod focuses on two areas of difficulty, and affects Normal and Hard modes in different ways.

Adjusts hazard protection falloff rates in Normal mode to match those of Survival and Permadeath. It does NOT modify galaxy generation in any way. You will still find carefree and safe planets, as the ranges are much lower in Normal than on Hard modes, but extreme planets and hazards will be an actual challenge and require the use of upgrades. 

All Modes: Hazard protection recharge has been mildly increased in caves and in your ship. (I get the point of the long recharge, but really, it was just boring sitting there.)

Base Oxygen protection duration has been doubled in all modes.

Sentinel Speed has been doubled. No more outwalking the space cops.



All base damage has been increased to match the Hard mode rates. This makes Normal a decent challenge, without all the extra grind attached, while Extreme Sentinel planets remain uncommon and pirates spawn at Normal mode rates (instead of every 2 min exactly).


Survival and Permadeth use Multipliers on the base damage stats. Anywhere from 1.5x to 3x. With the base damage changed, Hard modes can now InstaKill. For those who truly enjoy a challenge and feel Permadeath was too easy, I DARE YOU!

But really, Survival gets pretty easy once you get even 1/3 of the upgrades. This should, at minimum, inject some life back into late game saves. Otherwise, stick with the new and improved Normal mode.




As the name states this simply makes the quad sentinels bigger. I think they look pretty cool and I wanted to give them a little bit more attention.

It only changes their size, nothing else. Not harder to fight than before. But I think it looks pretty cool now.



No Pirates + No Random Sentinels (all optional)

IMPORTANT: This mod is now part of my “AUTO MOD BUILDER – UPDATER – MOD SCRIPT SYSTEM” and can be build on your own with a few clicks.

  1. Download the tool and extract it
  2. Copy the mod script (.lua) file from the ModScriptCollection folder to the ModScript folder
  3. Enter your No Man’s Sky game folder path into the NMS_FOLDER.txt
  4. Click the BuildMod.bat
  5. When asked enter “y” to copy the mod to your mods folder (it also gets created into the root folder of the tool)

When the mod doesn’t get created you need to wait until monkeyman updates the MBINcompiler tool.


Mod Description (old and partly outdated):

Now made with a completely new modding approach that should be more update resistant.

Important: Currently in test phase so report errors in the comment section.

Removes pirate spawns and every (drone) sentinel spawns on planets.



No random Sentinels on planets

This mod removes all randomly spawned Sentinels on planets. This means you will no longer see them when just walking around planets.


This mod does NOT remove scripted events where Sentinels appear. Therefore causing too much damage to a planets ecosystem will still alert Sentinels and cause them to spawn. Same with breaking a door down to enter a building.