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Trade and Economy Mod NEXT

So Hello Games added a new trading system in 1.3 which is very cool but unfortunately only limited to specific 35 trade goods. In 1.5 for some reason they removed trade goods entirely from the space stations and other sales places so I added them back in.

I decided to make every product and substance in the game also be affected by this new trade system.

Basically, every item in the game now belongs to a certain class of items (Advanced material, scientific component, mineral, tech component, trade commodity or manufactured item) which corresponds to the 7 new types of economic systems added in the game. This means that each item in the game will have one type of system where it can be bought for much cheaper and one type of system where it can be sold for a lot more, enabling a lot more interesting trading.

I’ve also made items be even cheaper in systems where they are produced and more expensive in systems where they are needed to increase potential trading profits, this may be a little overpowered in the late game, I will probably add a more balanced version later for those who want to keep it realistic.

I’ve tried to give each item a realistic class although it wasn’t always easy, here are a few examples :

  • A Neutrino Module is a Tech Component which means it will sell for cheap in Tech systems and sell for a lot in Fuel Generation systems.
  • A Gek Charm is a Trade Commodity which means it will sell for cheap in Trading systems and sell for a lot in Advanced Material systems.
  • Ferrite Dust/Pure Ferite/Copper are Minerals which means they will sell for cheap in Ore Extraction systems and sell for a lot in Ore Processing systems.
  • Alloys of all kind (Aronium/Lemmium/Dirty Bronze, etc) are Advanced Materials which means they will sell for cheap in Advanced Material systems and sell for a lot in Scientific Systems.

Most of these are logical however they may be some inconsistencies so please report any item which feels out of place and should belong in another class.

If you want to learn more about each type of economic system and potential trade loops, check this page out : https://nomanssky.gamepedia.com/Economy

I’ve also added a few more smaller changes to go along with the trade overhaul:

  • Stations and ships sell more items and a wider variety (a lot of items which were not allowed to be sold in the base game now are). 
  • The loss of value you get when selling many items has been reduced (not entirely removed)
  • Some items such as the more rare exotic elements (frost crystals, solanium, rubeum, viridium) have seen their base price significantly increased to better reflect their rarity

I’ve tried to keep things reasonably balanced however there will probably be exploits and this definitely makes money making easier. 

Please report any bugs you find and anything you want changed.

The mod is currently compatible with 1.5 NEXT update.

Increased Discovery Units & More Trading

Tatsujin’s Increased Discovery Units & More Trading:

NEW: I have added a version of this mod where you can have discovery unit increases WITHOUT the changes in terms of trading. (see changelog)

**This mod changes DEFAULTREALITY.MBIN 

This is my very first No Man’s Sky mod! *This mod was inspired by droot1986’s “Profession Explorer and Trader.” I’ve decided to expand
onto it a little bit and add Pathfinder support as well.*

This mod increases the amount of units rewarded to a player for making discoveries and also increases the amount of minerals and items sold at galactic trade terminals greatly. I feel like the motivation for landing on a planet and scanning the flora/fauna is pretty low since it serves little purpose with the amount of units it gives you in Vanilla No Man’s Sky. Also, the amount of things sold at terminals, especially minerals, are way too low. Upon installing this mod however, you will start to see space station and trading terminals offering 400-1,000 minerals instead of 30.

Discovery Unit Increases:

There are multiple .PAK files included with the mod that all differ in terms of how much discovery units are altered. Before choosing which .PAK you want, please keep in mind that these are the default values that the game has set place:
Solar Systems: 5,000 units
Planets: 2,000 units
Animals: 1,500-2,500 units
Flora: 500 units
Rocks / Minerals: 500 units
Save Points (Sectors): 1000 units

The file named “DiscoveryANDTrading2x” multiplies these original numbers by TWO. (Solar Systems would be 10,000 instead of 5,000, 4,000 for planets, etc.)

The file named “DiscoveryANDTrading3x” multiplies it by THREE, and there is also one that multiplies these values by FOUR.

If you want, what I think, is a pretty balanced amount of units rewarded for playing, you might want to use the .PAK file labeled just “DiscoveryANDTradeIncrease.” That version alters these values:
Solar systems give 15,000 units, planets give 10,000, Animals give 5,000-6,000, Flora give 1,500,
Rocks give 1,000 and Save Points give 5,000.

If you want an OP build, go ahead and use the .PAK labeled “DiscoveryANDTradingCRAAZYYY.” That version
alters these values:
Solar systems give 100,000, planets give 25,000, animals give 10,000-14,000, Flora give 3,000, Rocks give
2,000 and Save Points give 5,000.