Extraction Bases, Which Resources to Focus on

No Man's Sky5 · 276 ratings17k views819 favorites4 min readBulgarianby ZestyUpdated 6 Jul, 2025View on Steam ↗

Intro

Helpful?
If you're brand new and want a couple resources to focus on first, try Gold and Oxygen. Gold is valuable and Oxygen is probably your most used resource.

If you're a returning player, you might be under the impression Activated Indium (165 units/ea) is the most valuable resource. It was nerfed and now worth about half as much as Gold (353 units/ea).

As you continue to progress, you should focus on making extraction bases to collect what you need to make more extraction bases. Here's a quick list of those resources:

Resources Needed
Gold
Chromatic Metal
Carbon
Condensed Carbon
Ferrite Dust
Pure Ferrite
Magnetised Ferrite
Metal Plates

To Make
Solar Panels
Batteries
Supply Pipes
Supply Depots
Cylindrical/Square Rooms

+ a little Carbon, Sodium, and Metal Plates for a Teleporter.

Hotspots

Finding Hotspots requires a Survey Device tech in your multi-tool. You can research it in the Anomaly.

When looking for mineral/gas hotspots, you really don't need a high class or "potential" for most extraction bases. C-Class will do in most scenarios.

You can make searching for hotspots be an active task or do it alongside other tasks you're already working on. If you happen to notice a hotspot for a resource you want a base on, just put a Base Computer on it and you can teleport back to it later.

Planets have three minerals and up to two gasses available for hotspots.

Mineral 1 (Random)
• Cobalt
• Salt
• Silver
• Sodium
• Magnetized Ferrite Mineral 2 (Biome)
• Ammonia (Green, Toxic)
• Basalt (Lava)
• Dioxite (Blue, Frozen)
• Faecium (Swamp)
• Gold (Exotic)
• Mordite (Swamp)
• Paraffinium (Lush or Swamp)
• Phosphorus (Lava, Red, Scorched)
• Pyrite (Barren, Lava)
• Rusted Metal (Dead)
• Uranium (Irradiated) Mineral 3 (Star Color)
• Copper (Yellow)
• Cadmium (Red)
• Emeril (Green)
• Indium (Blue) Gas 1
• Oxygen (always) Gas 2 (Biome)
• Nitrogen (Blue, Lush, Swamp, Toxic)
• Radon (Frozen, Green, Irradiated)
• Sulphurine (Barren, Lava, Red, Scorched)

Base Design

2 Solar Panels
1 Battery
1 Extractor

Scale up for more. I recommend 3 extractors per resource for most situations. But feel free to experiment for whatever meets your needs.

9 Supply Depots + your extractors will get you just under 9999 resources stored, which is a stack. Scale this up as much as you like.

Placing Solar Panels on top of Cylindrical (or Square) rooms provide power to that room and all connected pieces. Batteries/Teleporter inside the room will automatically be charged. The only wiring you need to do is between the extractors and to the power node on the side of the building, but avoid connecting wires to the doorways because those will cause problems to your door.

You might find it helpful to have a supply depot you can reach from inside your room to save time.

Networks and Diminishing Returns

After your extraction network at a base is collecting more than 1,000 per hour, it will start to see diminishing returns on more extractors added to that network.

For most resources, you do not need more than 1,000/hr to maintain your stocks. But if you wanted more, say, gold, you might make multiple networks on the same hotspot to get way more than 1,000 gold per hour from that base.

Just keep power and supply separate to maintain multiple networks. Also keep in mind that supply depots might merge their networks if they're too close together even if they aren't connected by supply pipes at all. Just eyeball them 10+ feet apart.

In this ugly base of mine, each row of extractors is part of it's own network, connected to its own cylindrical building with solar panels and batteries, and to it's own string of supply depots, which are kept a little bit apart from the other strings of supply depots.

Resources needed to build Extraction Bases

Gold
• for Solar Panels Chromatic Metal
• for solar panels, Extractors
• lots of refining options, but Silver/Gold/Indium has a 1:30 ratio. Ferrite Dust
• For Supply Pipes Carbon
• For Supply Pipes Condensed Carbon
(Oxygen -> Carbon -> Condensed Carbon)
• for batteries. Magnetised Ferrite
• for Batteries.
• Can set up a mining base for it, or craft it in Ferrite chain. Pure Ferrite
(Rusted Metal -> Ferrite Dust -> Pure Ferrite)
• Cylindrical/Square Rooms, for ease of power moving. You can place solar panels on top, and batteries/teleporter inside and not have to wire any of it. Metal Plates
• for Supply Depots, Solar Panels, Extractors
• You can craft these with ferrite, but that's a lot of ferrite refining. Just buy them from space stations and pilots. You'll want a few hundred or so for an extraction base.

The teleporter also needs a some Carbon, Sodium, and Metal plates.

Importance of all Extractable Resources

Not the end-all-be-all, but it should give you an idea.

Important Resources for your Basics
Gold, Indium, Magnetised Ferrite, Rusted Metal, Silver, Sodium, Oxygen

Recharging Tech
Ammonia, Dioxite, Phosphorus, Pyrite, Uranium

Annoying to not have
Cadmium, Copper, Emeril

The Rest, but good to have
Cobalt, Faecium (can grow in farms), Paraffinium, Salt, Nitrogen, Radon, Sulphurine

Don't bother
Basalt, Activated [Metals]

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