Freighter technology

What can a freighter upgrade module raise? The hyperdrive and each kind of frigate expedition have their own family, from C to S, and most raise one stat: an S-Class freighter hyperdrive upgrade adds 200 ly to 250 ly of range. No merchant sells them. They come from three places:

  • A derelict freighter. The Scrap Dealer, behind the Galactic Trade Terminal of a station, sells the place of one, 5,000,000 units the first time and 10,000,000 the second. At its engineering control panel, pick Fabricate Items, then Fabricate Technology Upgrade. It gives one freighter module of any class, C to S, or now and then a starship reactor instead. A freighter module from it is class C 55% of the time, B 25%, A 15%, and S 5%. Its walk from the hangar to that panel is the quest Lost in Space.
  • A destroyed pirate dreadnought. It gives one module, always at class S, as freighter modules shows. The rare class A item it gives instead is a starship reactor, not a freighter module.
  • The Hive of Glass. The boss of the Swarm expedition gave a class S module too; it fought only in that expedition, which has ended.

Every module on this page has the numbers of its system: the same place gives the same module again.

Each stat reads as the module's card prints it.

Every freighter module

The modules you build or receive, apart from upgrade modules. The Resonance Matrix, which takes the freighter to the purple stars, is a Capital Ship Research blueprint, bought for Salvaged Frigate Modules, and the quest In Stellar Multitudes gives it too.

ModuleWhat it doesBuilt from

Freighter Hyperdrive

FTL propulsion drive that allows starship to attain warp speed and jump between neighbouring systems.

Warp Core Resonator

An augmentation for the colossal hyperdrive engine of an interstellar freighter.Cadmium ×250, Quantum Computer ×1, Antimatter Housing ×4

Plasmatic Warp Injector

An augmentation for the colossal hyperdrive engine of an interstellar freighter.Emeril ×250, Solar Mirror ×1, Antimatter Housing ×5

Reality De-Threader

An augmentation for the colossal hyperdrive engine of an interstellar freighter.Indium ×250, Magnetic Resonator ×1, Antimatter Housing ×6

Amplified Warp Shielding

Upgrades the hyperdrive's core bounding magnets, preventing rapid disassembly when attempting to reach rare-class red stellar bodies.Warp Hypercore ×1, Quantum Computer ×2, Cadmium ×250

Chromatic Warp Shielding

Upgrades the hyperdrive's shield integrity, preventing reality glitches when attempting to reach rare-class green stellar bodies.Warp Hypercore ×1, Solar Mirror ×2, Emeril ×250

Temporal Warp Computer

Upgrades the hyperdrive's computational matrix, preventing temporal anomalies when attempting to reach rare-class blue stellar bodies.Warp Hypercore ×1, Magnetic Resonator ×2, Indium ×250

Resonance Matrix

Sideloads a resonant memory packet into your warp computer, allowing the ship to pass through the dissonant space surrounding purple stellar bodies.Crystallised Heart ×1, Atlantideum ×160, Quartzite ×250

Matter Beam

A device that modulates standard freighter communication signals to enable the interplanetary transport of matter as well as data.Antimatter ×5, Magnetic Resonator ×3, Wiring Loom ×10

Interstellar Scanner

An upgrade to the freighter's galactic-scale sensors.Chromatic Metal ×160, Magnetised Ferrite ×70, Wiring Loom ×2

Singularity Engine

An unstable and highly-experimental piece of freighter hyperdrive technology. This extreme gravity device generates a wormhole deep within the freighter's reactor core, inverting the entire vessel and transporting it across the universe.

Atmospheric Control Unit

A critical freighter subsystem, vital for maintaining a habitable and safe environment for all on-board organic lifeforms.
Every freighter module the game lists, apart from upgrade modules.

Upgrade modules

One table per family: each class, how many stats one install raises, and the limits of each stat. Below each table a second one shows what one install rolls: how many stats it raises, how often it comes near the best its kind can add to the stat it names, and how often each stat is raised; a third shows how often a raised stat lands in the top tenth of its limits.

Freighter Hyperdrive

ModuleStats raisedHyperdrive RangeWarp Cell Efficiency

C-Class

150 ly to 100 ly—

B-Class

1100 ly to 150 ly—

A-Class

2150 ly to 200 ly+100%

S-Class

2200 ly to 250 ly+100%
Freighter Hyperdrive upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best Hyperdrive RangeHyperdrive RangeWarp Cell Efficiency

C-Class

110.7%100%—

B-Class

116.6%100%—

A-Class

222.5%100%100%

S-Class

229.3%100%100%
What one install of each Freighter Hyperdrive upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Hyperdrive Range any install of its kind adds, a dash where Hyperdrive Range has one value. Each stat: how often an install raises it.
ModuleHyperdrive RangeWarp Cell Efficiency

C-Class

5.2%—

B-Class

5.2%—

A-Class

5%—

S-Class

5%—
How often a raised stat of each Freighter Hyperdrive upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Expedition Speed Control

ModuleStats raisedExpedition Speed

C-Class

1+1% to +5%

B-Class

1+5% to +11%

A-Class

1+11% to +14%

S-Class

1+15%
Expedition Speed Control upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best Expedition SpeedExpedition Speed

C-Class

16.5%100%

B-Class

110.7%100%

A-Class

119.5%100%

S-Class

1—100%
What one install of each Expedition Speed Control upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Expedition Speed any install of its kind adds, a dash where Expedition Speed has one value. Each stat: how often an install raises it.
ModuleExpedition Speed

C-Class

5.2%

B-Class

5.2%

A-Class

5.2%

S-Class

—
How often a raised stat of each Expedition Speed Control upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Expedition Efficiency Control

ModuleStats raisedExpedition Efficiency

C-Class

1+1% to +6%

B-Class

1+6% to +11%

A-Class

1+11% to +15%

S-Class

1+15% to +20%
Expedition Efficiency Control upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best Expedition EfficiencyExpedition Efficiency

C-Class

16.5%100%

B-Class

110.6%100%

A-Class

116.4%100%

S-Class

122.6%100%
What one install of each Expedition Efficiency Control upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Expedition Efficiency any install of its kind adds, a dash where Expedition Efficiency has one value. Each stat: how often an install raises it.
ModuleExpedition Efficiency

C-Class

5.2%

B-Class

5.2%

A-Class

5.2%

S-Class

5.2%
How often a raised stat of each Expedition Efficiency Control upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Expedition Defences Control

ModuleStats raisedExpedition Defences

C-Class

1+1% to +5%

B-Class

1+5% to +11%

A-Class

1+11% to +14%

S-Class

1+15%
Expedition Defences Control upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best Expedition DefencesExpedition Defences

C-Class

16.5%100%

B-Class

110.7%100%

A-Class

119.5%100%

S-Class

1—100%
What one install of each Expedition Defences Control upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Expedition Defences any install of its kind adds, a dash where Expedition Defences has one value. Each stat: how often an install raises it.
ModuleExpedition Defences

C-Class

5.2%

B-Class

5.2%

A-Class

5.2%

S-Class

—
How often a raised stat of each Expedition Defences Control upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Expedition Trade Control

ModuleStats raisedExpedition Trade Ability

C-Class

1+1% to +5%

B-Class

1+5% to +11%

A-Class

1+11% to +14%

S-Class

1+15%
Expedition Trade Control upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best Expedition Trade AbilityExpedition Trade Ability

C-Class

16.5%100%

B-Class

110.7%100%

A-Class

119.5%100%

S-Class

1—100%
What one install of each Expedition Trade Control upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Expedition Trade Ability any install of its kind adds, a dash where Expedition Trade Ability has one value. Each stat: how often an install raises it.
ModuleExpedition Trade Ability

C-Class

5.2%

B-Class

5.2%

A-Class

5.2%

S-Class

—
How often a raised stat of each Expedition Trade Control upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Expedition Scientific Control

ModuleStats raisedExpedition Scientific Ability

C-Class

1+1% to +5%

B-Class

1+5% to +11%

A-Class

1+11% to +14%

S-Class

1+15%
Expedition Scientific Control upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best Expedition Scientific AbilityExpedition Scientific Ability

C-Class

16.5%100%

B-Class

110.7%100%

A-Class

119.5%100%

S-Class

1—100%
What one install of each Expedition Scientific Control upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Expedition Scientific Ability any install of its kind adds, a dash where Expedition Scientific Ability has one value. Each stat: how often an install raises it.
ModuleExpedition Scientific Ability

C-Class

5.2%

B-Class

5.2%

A-Class

5.2%

S-Class

—
How often a raised stat of each Expedition Scientific Control upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Expedition Mining Control

ModuleStats raisedExpedition Mining Ability

C-Class

1+1% to +5%

B-Class

1+5% to +11%

A-Class

1+11% to +14%

S-Class

1+15%
Expedition Mining Control upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best Expedition Mining AbilityExpedition Mining Ability

C-Class

16.5%100%

B-Class

110.7%100%

A-Class

119.5%100%

S-Class

1—100%
What one install of each Expedition Mining Control upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Expedition Mining Ability any install of its kind adds, a dash where Expedition Mining Ability has one value. Each stat: how often an install raises it.
ModuleExpedition Mining Ability

C-Class

5.2%

B-Class

5.2%

A-Class

5.2%

S-Class

—
How often a raised stat of each Expedition Mining Control upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

That covers the freighter. What is left is the gear you never find and only upgrade, starting with the suit you wear: exosuit modules.