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  • Scream Supressor Upgrade Node | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS CURIOSITIES Open to install technology. Once installed, Memory Fragments will not award these again unless you uninstall them. Scream Supressor Upgrade Node SOURCES NMSResources Infographics 3.90 Leviathan - Added To Game RELEASE HISTORY Introduced for Expedition 7 - Leviathan - an Expedition set to Survival settings; with a rogue-like element. Players are expected to rely on these Memory Fragments, rather than unlocking tech & upgrades in the usual manners. An early pop-up incorrectly labels this expedition as 'Permadeath', which it is not. The save file is set to Survival settings & will convert to a Survival save once the expedition's 6 weeks have concluded. The update notes also repeatedly referred to it as a Survival Expedition, not a Permadeath one; and the gameplay elements reflect this. ADDITIONAL NOTES Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Videos

  • Voyagers Expedition Banner | No Man's Sky Resources

    Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. CONSTRUCTION PARTS RECIPES & BLUEPRINTS Voyagers Expedition Banner EXPD_BANNER11 BLUEPRINT LOCATION NMSResources Infographics Submit Your content has been submitted An error occurred. Try again later Upload File Max File Size 15MB Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities In-Game Screenshot Players must complete Expedition Mode Season 11 to unlock, then claim on any save from Quicksilver Merchant. 4.40 Echoes - Added To Game Release History: Additional Info:

  • Tritium | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS RAW MATERIALS Tritium ROCKETSUB Category: Exotic Type: Neutron-Rich Fuel Element H3 Rarety: High Energy Group: Common A resource and one of the exotic elements. It is one of the main ingredients for crafting freighter related base building products. It is also used as fuel for the Pulse Engine. RECHARGES SOURCES REFINED FROM USED TO BUILD USED TO CRAFT REFINES INTO RELEASE HISTORY EGG SEQUENCER RESULTS Pulse Engine 04 - Di-Hydrogen & 05 - Deuterium - Refiner Recipe.png 90 - Aronium - Refiner Recipe.png 91 - Dirty Bronze - Refiner Recipe.png 92 - Herox - Refiner Recipe.png 93 - Lemmium - Refiner Recipe.png 94 - Magno-Gold - Refiner Recipe.png 95 - Grantine - Refiner Recipe.png Starshield Battery - Blueprint Requirements [Emergence 3.70].png Frigate Fuel (50) - Blueprint Requirements [Emergence 3.70].png Frigate Fuel (100) - Blueprint Requirements [Emergence 3.70].png Frigate Fuel (200) - Blueprint Requirements [Emergence 3.70].png Rocket Boots - Blueprint Requirements [Emergence 3.70].png Star Seed - Blueprint Requirements [Emergence 3.70].png Efficient Thrusters - Blueprint Requirements [Emergence 3.70].png Nonlinear Optics - Blueprint Requirements [Emergence 3.70].png Phase Beam - Blueprint Requirements [Emergence 3.70].png Sub-Light Amplifier - Blueprint Requirements [Emergence 3.70].png Grip Boost Suspension - Blueprint Requirements [Emergence 3.70].png Exocraft Summoning Station - Blueprint Requirements [Emergence 3.70].png Fleet Command Room - Blueprint Requirements [Endurance 3.94].png Freighter Corridor - Blueprint Requirements [Endurance 3.94].png Freighter Exterior Stairs - Blueprint Requirements [Endurance 3.98].png Freighter Stairs - Blueprint Requirements [Endurance 3.98].png Storage Shuttle Room - Blueprint Requirements [Endurance 3.94].png Curved Freighter Corridor - Blueprint Requirements [Emergence 3.70].png Freighter Corridor - Blueprint Requirements [Emergence 3.70].png Freighter Cross Junction - Blueprint Requirements [Emergence 3.70].png Freighter Junction - Blueprint Requirements [Emergence 3.70].png Large Freighter Room A - Blueprint Requirements [Emergence 3.70].png Large Freighter Room B - Blueprint Requirements [Emergence 3.70].png Large Freighter Room C - Blueprint Requirements [Emergence 3.70].png 1.5 NEXT - Added as a resource. 1.75 Visions - Hidden changes: The information panel has an additional icon indicating its purpose. Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities ADDITIONAL NOTES

  • Waspfish | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Waspfish FISH_TOX_EPIC_S1 Cooking Stage: 21 – Fish Consume Bonus: Nutrient Injestor Bonus: 21% Breathing Efficiency 1 Min Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • Midnight Nibbler Skull | NoMan'sSky Resources

    Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. ASSEMBLING FOSSIL DISPLAYS Base Construction Learning New Base Parts Portable Technology Powering The Base Bytebeat Interesting Bases Industrial Surveying Assembling Fossil Displays Head Midnight Nibbler Skull Rodent FOS_HEAD_CG Add Success Go Failure RELEASE HISTORY 5.60 Relics - Added To Game NMSResources Infographics Videos DISPLAYS Quadruped Fossil Display Biped Fossil Display Reptilian Fossil Display Avian Fossil Display Protoform Fossil Display Fossil Display Fossil Mount Fossil Skull Display Fossil Skull Mount BODIES BODIES Lengthy Ribcage Lengthy Plated Ribcage Gargantuan Ribcage Mighty Ribcage Lengthy Flared Ribcage Lengthy Finned Ribcage Ancient Ribcage Plated Ribcage Spiked Ribcage Armoured Ribcage Flared Ribcage Finned Ribcage LIMBS LIMBS Ancient Limbs Hunter's Forearms Ungulate Fossil Dangling Forearms Grasping Forearms Stalking Leg Bones Fossilized Biped Legs Swift Leg Bones Fossilized Flippers Fossilized Fins Fossilized Wing Stubs TAILS TAILS Fearsome Lashbone Ancient Tailbone Flailing Tailbone Mace-like Tailbone Plated Tailbone Lengthy Tailbone Slashing Springtail Coiled Tailbone Upturned Tailfan Downturned Tailfan Stubtail PREDATOR HEADS Predator Skull Mono-Horn Predator Skull Horned Predator Skull Diabolic Skull Vicious Predator Skull HERBIVORE HEADS Herbivore Skull Forest Warrior Skull Skull of the Cursed Doe Pachyovine Skull Armoured Ovine Skull Ovine Skull Skull of the Golden Hart Crown of Bones Longhorn Skull Grazer Skull Skull of the Watcher RODENT HEADS Rodent Skull Spiked Rodent Skull Gnarled Rodent Skull Flared Rodent Skull Armoured Rodent Skull Magnificent Rodent Skull Statuesque Rodent Skull Midnight Nibbler Skull Skull of the Forest King Longhorn Rodent Skull Glorious Rodent Skull BOAR HEADS Boar Skull Wattlehog Skull Saddleback Skull Bullhog Skull Warthog Skull Swinehorn Skull Hornboare Skull Hammerhead Skull Charger Skull Flathead Skull Moustachioed Skull CANINE HEADS Canine Skull Warhound Skull Fearsome Canine Skull Armoured Canine Skull Scavenger Skull Skull of the Bone Thief Carbuncle Skull Infernal Skull Malevolent Skull Skull of the Wild Hunter Haunted Skull MEGAFAUNA HEADS Megafauna Skull Skull of the Goring Wall Colossal Skull Mammoth Skull Behemoth Skull Styrax Skull 'Dragon' Skull Monstrous Skull Oceanid Skull Vy'keen Spirit Skull Giganto-Skull Elephantine Skull Cyclopean Skull Gargantuan Skull PROTOFORM HEADS Protoform Skull Masked Skull Warrior Skull Bonehair Skull Unnameable Skull Nightmare Skull Skull of the Midnight Visitor WORM HEADS Skull of the Ocean King Leviathan Skull Worm Lord Skull Titanworm Skull Skull of the Consumer Feasting Skull Cetenid Skull Skull of the Master AVIAN HEADS Blunted Skull Fleshripper Skull Avian Skull Divewing Skull Pterosaur Skull Hookbeak Skull Proto-Parrot Skull Snapbeak Skull REPTILIAN HEADS Crocodilian Skull Swamp Dweller Skull Mega-Newt Skull Pond Beast Skull Bogsnapper Skull Marshdipper Skull Mudskipper Skull Sarco-Skull Sawtooth Skull Reptile Skull Skull of the Legsnapper HORNED HEADS Equuleus Skull Pincer Skull Monoceros Skull Direhorn Skull Broadbore Skull Skull of the Plains Menace Skull of the Untameable Skull of the Unbroken Gnawing Skull Pegasus Skull Longtooth Skull Horned Bounder Skull Drayflare Skull

  • Moustachioed Skull | NoMan'sSky Resources

    Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. ASSEMBLING FOSSIL DISPLAYS Base Construction Learning New Base Parts Portable Technology Powering The Base Bytebeat Interesting Bases Industrial Surveying Assembling Fossil Displays Head Moustachioed Skull Boar FOS_HEAD_DJ Add Success Go Failure RELEASE HISTORY 5.60 Relics - Added To Game NMSResources Infographics Videos DISPLAYS Quadruped Fossil Display Biped Fossil Display Reptilian Fossil Display Avian Fossil Display Protoform Fossil Display Fossil Display Fossil Mount Fossil Skull Display Fossil Skull Mount BODIES BODIES Lengthy Ribcage Lengthy Plated Ribcage Gargantuan Ribcage Mighty Ribcage Lengthy Flared Ribcage Lengthy Finned Ribcage Ancient Ribcage Plated Ribcage Spiked Ribcage Armoured Ribcage Flared Ribcage Finned Ribcage LIMBS LIMBS Ancient Limbs Hunter's Forearms Ungulate Fossil Dangling Forearms Grasping Forearms Stalking Leg Bones Fossilized Biped Legs Swift Leg Bones Fossilized Flippers Fossilized Fins Fossilized Wing Stubs TAILS TAILS Fearsome Lashbone Ancient Tailbone Flailing Tailbone Mace-like Tailbone Plated Tailbone Lengthy Tailbone Slashing Springtail Coiled Tailbone Upturned Tailfan Downturned Tailfan Stubtail PREDATOR HEADS Predator Skull Mono-Horn Predator Skull Horned Predator Skull Diabolic Skull Vicious Predator Skull HERBIVORE HEADS Herbivore Skull Forest Warrior Skull Skull of the Cursed Doe Pachyovine Skull Armoured Ovine Skull Ovine Skull Skull of the Golden Hart Crown of Bones Longhorn Skull Grazer Skull Skull of the Watcher RODENT HEADS Rodent Skull Spiked Rodent Skull Gnarled Rodent Skull Flared Rodent Skull Armoured Rodent Skull Magnificent Rodent Skull Statuesque Rodent Skull Midnight Nibbler Skull Skull of the Forest King Longhorn Rodent Skull Glorious Rodent Skull BOAR HEADS Boar Skull Wattlehog Skull Saddleback Skull Bullhog Skull Warthog Skull Swinehorn Skull Hornboare Skull Hammerhead Skull Charger Skull Flathead Skull Moustachioed Skull CANINE HEADS Canine Skull Warhound Skull Fearsome Canine Skull Armoured Canine Skull Scavenger Skull Skull of the Bone Thief Carbuncle Skull Infernal Skull Malevolent Skull Skull of the Wild Hunter Haunted Skull MEGAFAUNA HEADS Megafauna Skull Skull of the Goring Wall Colossal Skull Mammoth Skull Behemoth Skull Styrax Skull 'Dragon' Skull Monstrous Skull Oceanid Skull Vy'keen Spirit Skull Giganto-Skull Elephantine Skull Cyclopean Skull Gargantuan Skull PROTOFORM HEADS Protoform Skull Masked Skull Warrior Skull Bonehair Skull Unnameable Skull Nightmare Skull Skull of the Midnight Visitor WORM HEADS Skull of the Ocean King Leviathan Skull Worm Lord Skull Titanworm Skull Skull of the Consumer Feasting Skull Cetenid Skull Skull of the Master AVIAN HEADS Blunted Skull Fleshripper Skull Avian Skull Divewing Skull Pterosaur Skull Hookbeak Skull Proto-Parrot Skull Snapbeak Skull REPTILIAN HEADS Crocodilian Skull Swamp Dweller Skull Mega-Newt Skull Pond Beast Skull Bogsnapper Skull Marshdipper Skull Mudskipper Skull Sarco-Skull Sawtooth Skull Reptile Skull Skull of the Legsnapper HORNED HEADS Equuleus Skull Pincer Skull Monoceros Skull Direhorn Skull Broadbore Skull Skull of the Plains Menace Skull of the Untameable Skull of the Unbroken Gnawing Skull Pegasus Skull Longtooth Skull Horned Bounder Skull Drayflare Skull

  • Blue Flight Decal | No Man's Sky Resources

    Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. CONSTRUCTION PARTS RECIPES & BLUEPRINTS Blue Flight Decal DECAL_SHIP1 BLUEPRINT LOCATION NMSResources Infographics Submit Your content has been submitted An error occurred. Try again later Upload File Max File Size 15MB Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities In-Game Screenshot 4.44 Echoes - Added To Game Release History: Additional Info:

  • Fish Pie | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Fish Pie PIE_FISH Cooking Stage: 18 - Assemble Pie - Tarts & Pies Consume Bonus: Sprint Overload 15 Sec Nutrient Injestor Bonus: 47% Breathing Efficiency 8 Min Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • Packaged Cold Protection Upgrade | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS CURIOSITIES Open to install technology. Once installed, Memory Fragments will not award these again unless you uninstall them. Packaged Cold Protection Upgrade SOURCES NMSResources Infographics 3.90 Leviathan - Added To Game RELEASE HISTORY Introduced for Expedition 7 - Leviathan - an Expedition set to Survival settings; with a rogue-like element. Players are expected to rely on these Memory Fragments, rather than unlocking tech & upgrades in the usual manners. An early pop-up incorrectly labels this expedition as 'Permadeath', which it is not. The save file is set to Survival settings & will convert to a Survival save once the expedition's 6 weeks have concluded. The update notes also repeatedly referred to it as a Survival Expedition, not a Permadeath one; and the gameplay elements reflect this. ADDITIONAL NOTES Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Videos

  • Sticky 'Honey' | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Sticky 'Honey' V_BLOB Cooking Stage: 02 - Raw Ingredients - Feed Fauna Consume Bonus: 20% Life Support Nutrient Injestor Bonus: 16% Sprint Distance 2 Min Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • Frozen Isopod | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Frozen Isopod FISH_COLD_RARE_S2 Cooking Stage: 21 – Fish Consume Bonus: Nutrient Injestor Bonus: 21% Breathing Efficiency 1 Min Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • Expired Braincoral | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Expired Braincoral FISH_TRASH_CORAL2 Cooking Stage: 21 – Fish Consume Bonus: n/a Nutrient Injestor Bonus: n/a Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • The First Traveller | No Man's Sky Resources

    Null, the Stranger Fourth mission of the Artemis Path proper | No Man's Sky Resources The First Traveller Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. STORY MISSIONS Null, the Stranger Fourth mission of the Artemis Path proper NEXT MISSION Awakenings The Atlas Path The Artemis Path - Part 1 Expanding The Base - Part 1 A Trace Of Metal Under A Rebel Star Dreams Of The Deep Starbirth INSTRUCTIONS TITLE REWARD [Insert Instructions Here] The First Traveller Step 1 [Insert Reward Here] [Insert Instructions Here] The First Traveller Step 2 [Insert Reward Here] [Insert Instructions Here] The First Traveller Step 3 [Insert Reward Here] [Insert Instructions Here] The First Traveller Step 4 [Insert Reward Here] [Insert Instructions Here] The First Traveller Step 5 [Insert Reward Here] [Insert Instructions Here] The First Traveller Step 6 [Insert Reward Here] [Insert Instructions Here] The First Traveller Step 7 [Insert Reward Here] [Insert Instructions Here] The First Traveller Step 8 [Insert Reward Here] [Insert Instructions Here] The First Traveller Step 9 [Insert Reward Here] [Insert Instructions Here] The First Traveller Step 10 [Insert Reward Here] [Insert Instructions Here] The First Traveller Step 11 [Insert Reward Here] EVERY MISSION STEP - SCREENSHOTS (Currently building as I do a new 2025 playthrough - some missions done) [Google Chrome is currently having difficulty loading this section. It's a Google problem, that I cannot fix. Please try another browser, OR adjust your zoom to 80%.] The First Traveller MISSION STEPS (Currently Building. For now just use the picture guides).

  • Radon | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS RAW MATERIALS Radon GAS2 Category: Earth Type: Compressed Atmospheric Gas Rn Rarety: Gas Group: Uncommon A resource and one of the Compressed Atmospheric Gas elements. RECHARGES SOURCES REFINED FROM USED TO BUILD USED TO CRAFT REFINES INTO RELEASE HISTORY EGG SEQUENCER RESULTS 26 - Uranium - Refiner Recipe.png 35-37 - Sulphurine-Radon-Nitrogen - Refiner Recipe.png 42-47 - Fungal Mould-Frost Crystal-Gamma Root-Cactus Flesh-Solanium-Star Bulb - Refiner Re.png 98 - Enriched Carbon - Refiner Recipe.png Enriched Carbon - Blueprint Requirements [Emergence 3.70].png 1.3 Atlas Rises - Added as a resource. 1.5 NEXT - It can be refined as well as harvested. The icon was swapped with Nitrogen's icon. 1.57 (NEXT) - Hidden changes: NPCs no longer sell Compressed Atmospheric Gas type resources. 1.75 Visions - Hidden changes: The information panel has an additional icon indicating its purpose. 2.0 Beyond - Added Concentrated Gas Cloud as a source. Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities ADDITIONAL NOTES

  • Pioneers Expedition Decal | No Man's Sky Resources

    Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. CONSTRUCTION PARTS RECIPES & BLUEPRINTS Pioneers Expedition Decal EXPD_DECAL01 BLUEPRINT LOCATION NMSResources Infographics Submit Your content has been submitted An error occurred. Try again later Upload File Max File Size 15MB Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities In-Game Screenshot Players must complete Expedition Mode Season 1 to unlock, then claim on any save from Quicksilver Merchant. 3.30 Expeditions - Added To Game Release History: Additional Info:

  • Ancestral Memories | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS RAW MATERIALS Ancestral Memories TIMEMILK Category: Special Type: Recessive Creature Genes Rarety: Item Group: Common Ancestral Memories is a resource and one of the special elements. Ancestral Memories are used in Expedition 7: Leviathan in the Loop Research mission. RECHARGES SOURCES REFINED FROM USED TO BUILD USED TO CRAFT REFINES INTO RELEASE HISTORY EGG SEQUENCER RESULTS Memory Resonator - Info Panel [Leviathan 3.90].png Whalesong Flute - Info Panel [Leviathan 3.90].png 3.90 Leviathan - Added To Game Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities ADDITIONAL NOTES

  • Remnant Expedition Banner | No Man's Sky Resources

    Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. CONSTRUCTION PARTS RECIPES & BLUEPRINTS Remnant Expedition Banner EXPD_BANNER21 BLUEPRINT LOCATION NMSResources Infographics Submit Your content has been submitted An error occurred. Try again later Upload File Max File Size 15MB Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities In-Game Screenshot Players must complete Expedition Mode Season 21 to unlock, then claim on any save from Quicksilver Merchant. 6.2 Remnant - Added To Game. Release History: Additional Info:

  • Galactic Trade Room | No Man's Sky Resources

    Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. CONSTRUCTION PARTS RECIPES & BLUEPRINTS Galactic Trade Room FRE_ROOM_SHOP BLUEPRINT LOCATION NMSResources Infographics Submit Your content has been submitted An error occurred. Try again later Upload File Max File Size 15MB Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities In-Game Screenshot A Freighter Base Building module replacing Galactic Trade Terminal in Freighters. 3.94 Endurance - Added To Game Release History: Additional Info:

  • Grahberry | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Grahberry P_RADWILD Cooking Stage: 04 - Raw Ingredients - Plants Consume Bonus: 5% Life Support Nutrient Injestor Bonus: 23% Radiation Resistance 2:30 Min Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • Brined Flesh | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Brined Flesh FISH_FOOD_LARGE_2 Cooking Stage: 22 – Seafood Assembly Consume Bonus: 25% Hazard Protection Nutrient Injestor Bonus: Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • Clarified Oil | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Clarified Oil R_OIL Cooking Stage: 07 - Nutrient Refining Consume Bonus: 25% Hazard Protection Nutrient Injestor Bonus: 207% Jetpack Boost Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • Glittering Honey Cake | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Glittering Honey Cake CK_HONEY Cooking Stage: 19 - Assemble Baked Product - Cakes Consume Bonus: 50% Hazard Protection Nutrient Injestor Bonus: 52% Resources Mined 10 Min Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • Rimescale Snapper | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Rimescale Snapper FISH_COLD_EPIC_S1 Cooking Stage: 21 – Fish Consume Bonus: Nutrient Injestor Bonus: 21% Breathing Efficiency 1 Min Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • Weltscale Clam | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Weltscale Clam FISH_TOX_RARE_S2 Cooking Stage: 21 – Fish Consume Bonus: Nutrient Injestor Bonus: 24% Breathing Efficiency 1 Min Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • Frozen Whelk | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Frozen Whelk FISH_COLD_COM_S2 Cooking Stage: 21 – Fish Consume Bonus: Nutrient Injestor Bonus: 28% Breathing Efficiency 30 Secs Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • Caustic Urchin | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Caustic Urchin FISH_TOX_RARE_S1 Cooking Stage: 21 – Fish Consume Bonus: Nutrient Injestor Bonus: 27% Breathing Efficiency 1 Min Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • Polished Stone | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS CURIOSITIES Building Ruin / Relic Base Parts Polished Stone RUINSUB SOURCES NMSResources Infographics 5.5 Worlds - Part 2 - Added To Game RELEASE HISTORY On Ruined versions of regular planet biomes, players can shoot Ruined Structures and Abandoned Fragments for Polished Stone. This can then be used to create ruin base parts, after those blueprints have been found from Memory Stones on those planets. ADDITIONAL NOTES Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Videos

  • Message In A Bottle | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Message In A Bottle FISH_TRASH_BOTTLE Cooking Stage: 21 – Fish Consume Bonus: n/a Nutrient Injestor Bonus: n/a Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • Breach Crawler | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Breach Crawler FISH_ODD_COM_XL Cooking Stage: 21 – Fish Consume Bonus: Nutrient Injestor Bonus: 27% Breathing Efficiency 2 Mins Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • Fusion Engine | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. UPGRADES & CRAFTING Best Stats On Upgrade Modules Fusion Engine EXOCRAFT TECH VEHICLE_ENGINE Category: Exocraft - Core Systems Type: Exocraft Power System An exocraft technology which comes pre-installed in all Exocraft and powers their locomotion systems < Stats Carbon Condensed Carbon Oxygen Recharge With: 1.2 Pathfinder - Added as a technology. 1.5 NEXT - Recharge materials changed, formerly used Plutonium, Power Gel or Power Canister. Icarus Fuel System - Recharges Engine during daylight hours. Does not provide adjacency bonus Release History: Additional Info: Upgrades: Fusion Engine An exocraft technology which comes pre-installed in all Exocraft and powers their locomotion systems Icarus Fuel System A solar recharging upgrade for Minotaur. Exocraft Boost Module A propulsion upgrade for the Exocraft. Exocraft Mining Laser A weapon which can be mounted on any Exocraft, but comes pre-installed on the Colossus. It can be fired continuously without ever overheating, dealing damage at an apparent tick rate of 5 ticks per second until its energy is depleted, at which point it must be recharged. Advanced Exocraft Mining Laser +62% Mining Laser Power, +100% Advanced Exocraft Mining Laser Increases the weapon's mining power and grants it the ability to harvest tough minerals. Mounted Cannon An exocraft weapon which lobs explosives toward targets and can be mounted on any exocraft. Mounted Flamethrower A mounted flamethrower specifically designed for the Exocraft. Causes Extreme damage at close range. Mineral Processing Rig A large and powerful refiner unit, designed to be housed within the belly of a Colossus Exocraft. The unit is able to process the most complex recipes, but requires its own independent fuel source. Exocraft Radar Scan For: Resource Deposits and Depots Provides a large subspace radar mounted on the exocraft. It can be used by pressing the scan button, or with the Quick Menu to scan for individual points of interest, including Resource Deposits and Depots. Radar Amplifier +100% Scan Scan for: Abandoned Buildings and Drop Pods A level-1 upgrade to the standard Exocraft Signal Booster, or subspace radar. It can be used with the quick menu to scan for additional points of interest, including Abandoned Buildings and Drop Pods. Radar Power Resonator +100% Scan Scan For: Ruins and Monoliths A level-2 upgrade to the standard Exocraft Signal Booster, or subspace radar. It can be used with the Quick Menu to scan for additional points of interest, including Ruins and Monoliths. Drift Suspension +200% Forwards Grip -34% Angular Grip A technology which changes the handling characteristics of an Exocraft, making it drift easily. Grip Boost Suspension -50% Forwards Grip +110% Angular Grip A technology which changes the handling characteristics of an Exocraft, making it especially good at making sharp turns without drifting or sliding. Hi-Slide Suspension -50% Forwards Grip -34% Angular Grip A technology which changes the handling characteristics of an Exocraft, making it slide easily. Air Filtration Unit Protect from: Toxic Environments A hazard protection upgrade for the Exocraft Neutron Shielding Protect from: Radioactive Environments A hazard protection upgrade for the Exocraft Megawatt Heater Protect from: Cold Environments A hazard protection upgrade for the Exocraft Thermal Buffer Protect from: Hot Environments A hazard protection upgrade for the Exocraft Cyclops Scope Allows Scanning from exocraft. Allows use of the Analysis Visor while driving. Excavation Blade Collects resources. Harvests resources from obstacles destroyed by vehicle collision. Humboldt Drive An exocraft technology required for the propulsion of the Nautilon. It uses Hydrothermal Fuel Cell (100%/unit) as a fuel source Osmotic Generator Fuel Efficiency +20% A propulsion upgrade for the Nautilon submarine. It lowers the fuel drain of all movement within the Exocraft, extending the distance it can cover before the Humboldt Drive requires recharge with a Hydrothermal Fuel Cell Tethys Beam A variant of the Exocraft Mining Laser that can only be mounted on the Nautilon Nautilon Cannon An exocraft weapon for the Nautilon. The weapon draws from an internal fuel supply to lob explosive projectiles which are affected by gravity. High-Power Sonar Scan For: Crashed Ship, Crashed Freighter, Sunken Building, Submerged Ruins. A variant of the Exocraft Signal Booster that can only be mounted on the Nautilon. Dredging Laser +Terrain Manipulation Adds Terrain Manipulation capability to the laser systems of the Nautilon Submarine. Daedalus Engine Provides power for the Minotaur exocraft Self-Greasing Servos A fuel economy upgrade for Minotaur Ariadne's Flame A propulsion upgrade for the Minotaur Exocraft Minotaur Laser A weapon which can be mounted on a Minotaur Precision Minotaur Laser +62% Mining Laser Power, +100% Advanced Mining A Minotaur Laser upgrade for Minotaur providing the same abilities as Exocraft Mining Laser Upgrade Sigma. Minotaur Cannon A Minotaur weapon which lobs explosives toward targets. It shoots two explosives per second. Minotaur Bore Provides Terrain Manipulator capabilities to the Minotaur Laser Minotaur Radar Array A scanner technology upgrade for Minotaur Environment Control Unit A hazard protection upgrade for the Exocraft Minotaur AI Pilot A semi-autonomous artificial pilot plugin for the Minotaur Heavy Exocraft Hybrid. Installation allows the Minotaur to traverse planets itself and engage in combat or mining activities to support its primary operator. The AI pilot will always cede control to the primary operator when they enter the cockpit. Piloting routines are highly localised. It is incapable of developing emotional bonds nor exercising independent control of the Minotaur. Sentinel Hardframe Body A collection of salvaged components from a Sentinel Hardframe, reconditioned to fit the Minotaur Heavy Exocraft Hybrid. Will function as a semi-autonomous artificial pilot plugin. AI Installation allows the Minotaur to traverse planets itself and engage in combat or mining activities to support its primary operator. The Al pilot will always cede control to the primary operator when they enter the cockpit. Sentinel Hardframe Left Arm Damage to stunned enemies +400% Post-Impact Ignition Enabled Mining Laser Power +62% Impact Fire Duration 4 seconds A collection of salvaged components from a Sentinel Hardframe, reconditioned to fit the Minotaur Heavy Exocraft Hybrid. When installed alongside a Minotaur Laser, it transforms the mining laser into a powerful combat upgrade with the ability to deal heavy damaged to stunned entities. Sentinel Hardframe Right Arm A collection of salvaged components from a Sentinel Hardframe, reconditioned to fit the Minotaur Heavy Exocraft Hybrid. This limb override also functions as its own dedicated combat system. It deploys high-velocity stun projectiles and serves as an excellent support weapon to the Minotaur's primary cannon. Use G to cycle available weapon modes. Sentinel Hardframe Legs Fuel Usage - 11% Boost Tank Size +25% A collection of salvaged components from a Sentinel Hardframe, reconditioned to fit the Minotaur Heavy Exocraft, Hybrid. Installation will significantly improve the Minotaur's engine and mobility systems. Liquidator Body Liquidator Left Arm Liquidator Right Arm A mounted flamethrower specifically designed for the Minotaur Heavy Exosuit Hybrid. Causes extreme damage at close range. Liquidator Legs Stats Drawn Module Improves C Min C Max B Min B Max A Min Tech A Max S Max S Min HOVERCRAFT, CAR, TANK & BIKE NOMAD, ROAMER, COLOSSUS & PILGRIM C 1 B/A 1-2 S 2 Top Speed Fuel Usage 1 1 3 6 3 6 8 (9) 10 (11) 8 (9) 10 (11) Fusion Engine 15 15 15 20 10 15 C 1 B/A 1-2 S 2 Boost Power Tank Size 10 10 20 20 20 15 35 30 35 30 Exocraft Boost Module 55 50 70 60 55 50 C 1 B/A 1-2 S 2 Laser Power Laser Efficiency 5 1 10 (12) 5 (6) 10 (12) 5 (6) 20 (25) 10 (11) 20 (25) 10 (11) Exocraft Mining Laser 30 (37) 15 40 (50) 20 30 (37) 15 C 1-2 B 2-3 A/S 3 Damage Rate Of Fire Weapon Efficiency 5 1 1 10 (3) 3 5 (6) 10 3 5 20 (6) 5 (6) 10 (11) 20 5 10 Exocraft Mounted Cannon 30 (9) 7 15 40 (12) 10 (11) 20 30 7 15 SUBMARINE NAUTILON C 1 B 1-2 A 2-3 S 3 Top Speed Fuel Usage Acceleration 2 (3) 1 10 4 (5) 10 (11) 15 4 (5) 10 (11) 15 6 15 (16) 20 6 15 (16) 20 Humboldt Drive 7 (8) 25 25 8 30 (31) 30 8 15 25 C 1 B/A 1-2 S 2 Damage Rate Of Fire 5 (1) 1 10 (3) 3 10 (3) 3 20 (6) 5 (6) 20 (6) 5 (6) Nautilon Cannon 30 (9) 7 40 (12) 10 (11) 30 (9) 7 EXOMECH MINOTAUR B 1 A 1-2 S 2 Boost Tank Size Fuel Usage n/a n/a 10 5 15 10 15 10 Daedalus Engine 25 15 30 20 25 15 B 1-2 A 1-2 S 2 Laser Power Laser Efficiency n/a n/a 10 (12) 5 (6) 20 (25) 10 (11) 20 (25) 10 (11) Minotaur Laser 30 (37) 15 40 (50) 20 30 (37) 15 B 2-3 A 3 S 3 Damage Rate Of Fire Weapon Efficiency n/a n/a 10 3 5 20 (6) 5 (6) 10 (11) 20 (6) 5 (6) 10 (11) Minotaur Cannon 30 (9) 7 15 40 (12) 10 (11) 20 30 (9) 7 15 B 1-2 A 2-3 S 3 Damage Weapon Power Efficiency Impact Fire Duration n/a n/a 1 5 5 1 10 (11) 10 (11) 1 10 (11) 10 (11) Minotaur Flamethrower 2 (200) 20 20 (21) 2 (200) 30 (31) 35 (36) 2 (200) 20 20 (21) EXOCRAFT BLUEPRINTS EXOCRAFT UPGRADES Tech Layout & Adjacency Bonus Upgrade Modules Exosuit Tech Starship Tech Exocraft Tech Freighter Tech Living Ship Tech Multi-Tool Tech NMSResources Infographics Videos

  • Heirloom Gloves | No Man's Sky Resources

    Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. CONSTRUCTION PARTS RECIPES & BLUEPRINTS Heirloom Gloves GLOVES_VAULT BLUEPRINT LOCATION NMSResources Infographics Submit Your content has been submitted An error occurred. Try again later Upload File Max File Size 15MB Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities In-Game Screenshot Players must complete Expedition Mode Season 21 to unlock, then claim on any save from Quicksilver Merchant. Writing says: 'Power'. 6.2 Remnant - Added To Game. Release History: Additional Info:

  • Shell Greaser | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. UPGRADES & CRAFTING UT_SHOT Category: Multi-tool - Weapons Type: Scatter Blaster Upgrade 180 Nanites MULTI-TOOL TECH Shell Greaser Shell Greaser is a technology that augments the Scatter Blaster, a Multi-tool weapon. < Stats n/a Recharge With: -15% Reload Time 1.5 NEXT - Added as a technology. Additional Info: (Scatter Blaster) Upgrades: Release History: NMSResources Infographics Stats Drawn Module Improves C Min C Max B Min B Max A Min Tech A Max S Max S Min X Min X Max C 1-2 B 2-3 A 2-4 S 3-4 X 2-4 Scan Radius Flora Scanned Fauna Scanned Minerals Scanned 5 1000 1000 1000 11 2000 2000 2000 10 2500 2500 2500 20 5000 5000 5000 20 5000 5000 5000 Scanner / Analysis Visor 30 10000 10000 10000 40 10000 10000 10000 30 6500 6500 6500 5 1000 1000 1000 50 11000 11000 11000 C 1-2 B 2-3 A 3-4 S 4 X 1-4 Mining Speed Heat Dispersion Fuel Efficiency Overheat Downtime 6 5 1 6 11 15 10 11 6 15 11 11 15 21 15 15 11 21 15 11 Mining Beam 20 40 21 15 20 50 21 20 15 41 21 16 6 5 1 6 20 55 25 25 C 2-3 B/A/S 4 X 1-4 Damage Reload Time Clip Size Fire Rate Shots Per Burst Burst Cooldown 1 5 2 1 1 1 1 10 2 10 1 6 1 10 4 5 1 5 2 (1) 15 4 10 (11) 1 10 (11) 2 (1) 10 (11) 6 10 (11) 1 10 (11) Boltcaster 3 (1) 20 6 15 2 15 4 (2) 20 8 15 2 15 3 (1) 10 (11) 8 10 (11) 1 15 1 5 (6) 2 1 1 1 5 (2) 25 10 20 (21) 2 20 ? 1-3 Damage Reload Time Fire Rate Sentinel Class (?) Upgrades 1 1 1 2 15 21 C 1 B 1-2 A/S 2 X 1-2 Damage Time To Full Power 30 (2) 5 (6) 40 (2) 10 40 (2) 10 (11) 50 (3) 15 50 (3) 10 (11) Blaze Javelin 60 (4) 20 75 (5) 20 60 (4) 10 (11) 30 (2) 5 (6) 85 (5) 25 C 1-2 B 2-3 A 3-4 S 4 X 1-4 Damage Fire Rate Reload Time Clip Size 1 n/a 2 12 1 n/a 10 (11) 12 1 1 2 12 2 10 (11) 10 (11) 12 1 5 1 12 Pulse Spitter 3 10 (11) 10 (11) 12 3 15 10 (11) 12 2 11 6 12 1 1 1 12 4 15 20 (21) 12 C 2-3 B 2-3 A/S 4 X 1-4 Damage Reload Time Clip Size Fire Rate Shots Per Burst Burst Cooldown 1 5 n/a n/a 1 n/a 1 10 (11) n/a n/a 1 n/a 1 10 8 1 1 5 2 (1) 15 8 5 1 10 (11) 2 (1) 15 8 5 1 10 (11) Scatter Blaster 4 (2) 20 8 10 1 15 5 (3) 25 8 15 1 20 3 (2) 20 8 10 (11) 1 15 1 5 8 1 1 5 6 (4) 30 8 20 (21) 1 25 C 1-2 B 1-3 A 2-3 S 3 X 2-3 Damage Bounce Potential Explosion Radius Projectile Velocity 100 (20) 33 1 100 200 (40) 33 5 200 200 (40) 33 6 100 300 (60) 66 11 300 300 (60) 66 5 100 Plasma Launcher 400 (80) 100 11 300 400 (80) 100 15 300 350 (70) 100 11 200 100 (20) 33 2 100 450 (90) 133 20 (21) 400 C 1 B/A 1-2 S 2 X 1-2 Damage Explosion Radius Projectile Velocity 100 (10) 10 100 200 (20) 20 200 200 (20) 20 100 300 (30) 30 300 300 (30) 30 100 Geology Cannon 400 (40) 50 300 400 (40) 50 300 350 (35) 40 200 100 (10) 11 100 450 (45) 61 400 C 1-2 B 2-3 A 3-4 S 4 X 1-4 Damage Ion Spheres Created Charging Speed Ion Sphere Speed 2 (1) 1 5 (6) 5 (2) 5 (4) 1 10 (11) 10 (5) 5 (4) 1 10 (11) 10 (5) 7 (5) 1 15 15 (8) 7 (5) 1 30 (11) 15 (8) Neutron Cannon 12 (10) 1 30 (31) 20 (11) 18 (15) 1 50 25 (13) 12 (4) 1 30 (31) 20 (11) 5 (4) 1 5 (6) 5 (2) 18 (15) 1 50 25 (13) MULTI-TOOL UPGRADES MULTI-TOOL BLUEPRINTS Analysis Visor The Analysis Visor is a core component of the Multi-tool that provides supplemental information on various objects: Fauna, Flora, Minerals, Points of Interest, Resource Deposits & Hotspots (in surveying mode). Survey Device Survey Device is a Multi-tool technology and an upgrade to the Analysis Visor. It enables the Surveying Mode, a real-time terrain analysis to the scanning array. Scanner Used to discover resources and points of interest. Waveform Recycler -20% Recharge Time +11% Scan Radius Waveform Recycler is a technology that increases the scan radius and decreases the recharge time of the Scanner. It needs to be installed in a Multi-tool inventory slot for it to take effect. Scan Harmoniser Allows detection of nearby cloaked Autophage NPCs. Polyphonic Core Allows detection of nearby cloaked Autophage NPCs & Harmonic Camps. Mining Beam The default weapon installed on the multi-tool and it is an essential accessory used to expose and capture elements within planetary rock formations and vegetation. If not used carefully, the Mining Beam may result in sentinel scrutiny and aggression.Getting the mining beam closer to overheat will make it deal more damage. Hijacked Laser This Multi-Tool is made with material and methods known to no conventional manufacturer, its core a unfathomable array of impossible optics and glassy foam. Nonetheless, there is a layer of recognisable technology. It shows signs of having been tampered with by an unknown craftsman, who has repurposed its scanner array into a high-powered mining laser Powered by Carbon-based Elements. Runic Lens Damage +20 Mining Speed +100% Resources Mined +10% Fuel Efficiency +120% Heat Dispersion +12 Overheat Downtime 0.6 Active Camouflage Enabled Renders user invisible & provides various buffs to Mining Laser. Optical Drill The Optical Drill is a Multi-tool upgrade for the Mining Laser, allowing for more resources to be collected per click. Advanced Mining Laser Advanced Mining Laser: Enabled +11% Mining Speed Advanced Mining Laser is a technology that augments the Mining Beam, a Multi-tool weapon. Plasma Resonator +6% Mining Speed +5% Heat Dispersion Plasma Resonator is a technology that augments the Mining Beam, a Multi-tool weapon. Boltcaster The Boltcaster is an attachment for the multi-tool which uses Projectile Ammunition to shoot damaging energy bolts at threats. It's perfect for defending against hostile lifeforms and Sentinels. Boltcaster SM +1% Damage +21% Fire Rate +8.0 Clip Size Boltcaster SM is a technology that augments the Boltcaster, a Multi-tool weapon. Barrel Ioniser +31% Accuracy Barrel Ioniser is a technology that augments the Boltcaster, a Multi-tool weapon. Boltcaster Ricochet Module +31% Accuracy Augments the Boltcaster, a Multi-tool weapon. Blaze Javelin Damage ~1200 (full charge) Mining Power ~240 (full charge) The Blaze Javelin delivers instantaneous damage on targets. Mass Accelerator +20% Damage Mass Accelerator is a Multi-tool upgrade which increases the damage of the Blaze Javelin at full charge (and, by extension, at partial charge as well). Waveform Oscillator + Electrical Damage Adds a brief stunning effect to targets with the Blaze Javelin. Pulse Spitter Damage - 34 x3 Mining Power - 7 x3 The Pulse Spitter releases short, rapid sequences of fire. Amplified Cartridges +20.0 Clip Size Amplified Cartridges is a Multi-tool upgrade which significantly increases the number of rounds which can be held by the Pulse Spitter. Impact Igniter + Fire Damage Sets targets on fire with the Pulse Spitter. Pulse Spitter Ricochet Module +31% Accuracy Pulse Spitter Ricochet Module is a technology that augments the Pulse Spitter, a Multi-tool weapon. Scatter Blaster Damage Potential - 1070.7 Damage - 150 x8 Mining Power - 30 x8 This shotgun-style weapon fires 8 projectiles at once in a wide spread, making it most effective in close range encounters such as charging animals or attacks by Sentinel Quads. It allows multiple targets to be damaged at once, but requires a reload after every three shots. Shell Greaser -15% Reload Time Shell Greaser is a technology that augments the Scatter Blaster, a Multi-tool weapon. Neutron Cannon A charged energy weapon that does not use projectile ammunition, dealing short-range explosive damage in a fast-moving cone of destruction. P-Field Compressor +2.0 Ion Spheres Created +22% Ion Sphere Speed Adds additional Ion Spheres and bonus Sphere speed. Incinerator The Incinerator is a Multi-tool weapon which can currently not be obtained by normal means, but comes pre-installed on many multi-tools. It is significantly overpowered against all enemies in the game & also affects fauna. Note: Other weapons have since become more powerful. Given the Incinerator's lack of upgrades, it is nowadays a fairly disappointing weapon against many enemy types. Solar Ray The Solar Ray is a Multi-tool "weapon" acquired in Starbirth which allows conversion of metal deposits into Liquid Sun. Animus Beam A blue variant of the Mining Beam, its primary purpose is the extraction of Fragmented Qualia from fauna, a lethal process which forfeits normal creature resources such as Mordite and cooking ingredients. Terrain Manipulator The Terrain Manipulator is an attachment for the multi-tool which allows alterations to planetary terrain, both destruction and creation. Gravitino Coil + Magnetism A number of moveable objects can be magnetised and launched with the Gravitino Coil, including industrial waste, golden balls at planetary ruins, spheres fabricated by the Sphere Creator base part, combat supplies dropped by Sentinel drones, and Sentinel drones themselves. Plasma Launcher The Plasma Launcher causes massive amounts of damage against entities both living and robotic. Geology Cannon The Geology Cannon causes massive damage to the terrain compared to the Terrain Manipulator. Paralysis Mortar + Stun Damage On impact, or a short time after launch, the Paralysis Mortar’s projectiles will explode in a flash of electric energy, temporarily stunning all entities caught in its blast radius. Voltaic Amplifier + 21% Damage to Stunned Entities Grants Extra damage against stunned enemies. Combat Scope Weapon Precision Enhancement. Personal Forcefield Adds a deployable shield as an alt-fire function to Multi-tool weapons. This shield nullifies all ranged attacks coming from the front, but disables weapon usage and incurs a heavy drain on Life Support while active (the percentage value associated with the shield in the heads-up display indicates how much Life Support is left). Cloaking Device + Stealth Causes the user to become temporarily invisible, allowing rapid escape from Sentinel forces, or for a quick tactical repositioning. Fishing Rig + Fishing Allows Fishing Lost Angler's Rig + Fishing Allows Fishing Resonance Amplifier Locates Sentience Echoes. Tech Layout & Adjacency Bonus Upgrade Modules Exosuit Tech Starship Tech Exocraft Tech Freighter Tech Living Ship Tech Multi-Tool Tech Best Stats On Upgrade Modules Videos

  • Fuel Oxidiser | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS ITEM Reduces the expedition's duration of a frigate fleet for a single expedition by 10 points CRAFTING TREE Fuel Oxidiser FRIG_BOOST_SPD BOUGHT BLUEPRINT LOCATION USED TO CRAFT USED TO BUILD ADDITIONAL NOTES RELEASE HISTORY 1.5 NEXT - Added as a product, with frigate-related function. 2.0 Beyond - Added an ability to research a blueprint at the Freighter Research Terminal. 3.0 Origins - Blueprint Requirements Changed. NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS FOUND Videos C.P. Catalogue Crafted Products PAGE SHORTCUTS: CRAFTED PRODUCTS C.P. Catalogue Crafted Products PAGE SHORTCUTS:

  • Caterpillar Track | NoMan'sSky Resources

    Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. VEHICLES Exploring On Foot The Terrain Manipulator Flying The Starship Space Stations Portals & Glyphs Teleporters Vehicles Exocraft Races Wheels, Tracks, Treads & Legs TRUCK_WHEELS06 Caterpillar Track Notes Unlocked by disposing of 50 pieces of Toxic waste. Also unlocks 'Hazmat Specialist' player title. Release History 6.20 Remnant - Added To Game. NMSResources Infographics Videos CHASSIS Classic Colossus Body Flatbed Chassis Module Furnace Chassis Module HABITATION MODULES Classic Cabin Widescreen Cabin Asymmetrical Cabin WHEELS, TRACKS, TREADS & LEGS Classic Wheels Off-Road Wheels Tracked Treads Rear Treads Front Treads Caterpillar Track Superelastic Wheels Mechanical Legs COLOUR SCHEMES Classic Finish Weathered Finish Camouflage Finish

  • Hand-Made Light Capacitor | No Man's Sky Resources

    Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. CONSTRUCTION PARTS RECIPES & BLUEPRINTS Hand-Made Light Capacitor TWIT_GUN_11 BLUEPRINT LOCATION NMSResources Infographics Submit Your content has been submitted An error occurred. Try again later Upload File Max File Size 15MB Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities In-Game Screenshot Claimed from Twitch Drops 4.10 Fractal - Added To Game Release History: Additional Info:

  • Ruined Starship | No Man's Sky Resources

    Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. CONSTRUCTION PARTS RECIPES & BLUEPRINTS Ruined Starship EXPD_SHIPBREAK1 BLUEPRINT LOCATION NMSResources Infographics Submit Your content has been submitted An error occurred. Try again later Upload File Max File Size 15MB Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities In-Game Screenshot Players must complete Expedition Mode Season 13 to unlock, then claim on any save from Quicksilver Merchant. 4.70 Adrift - Added To Game. Release History: Additional Info:

  • Skull of the Bone Thief | NoMan'sSky Resources

    Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. ASSEMBLING FOSSIL DISPLAYS Base Construction Learning New Base Parts Portable Technology Powering The Base Bytebeat Interesting Bases Industrial Surveying Assembling Fossil Displays Head Skull of the Bone Thief Canine FOS_HEAD_EE Add Success Go Failure RELEASE HISTORY 5.60 Relics - Added To Game NMSResources Infographics Videos DISPLAYS Quadruped Fossil Display Biped Fossil Display Reptilian Fossil Display Avian Fossil Display Protoform Fossil Display Fossil Display Fossil Mount Fossil Skull Display Fossil Skull Mount BODIES BODIES Lengthy Ribcage Lengthy Plated Ribcage Gargantuan Ribcage Mighty Ribcage Lengthy Flared Ribcage Lengthy Finned Ribcage Ancient Ribcage Plated Ribcage Spiked Ribcage Armoured Ribcage Flared Ribcage Finned Ribcage LIMBS LIMBS Ancient Limbs Hunter's Forearms Ungulate Fossil Dangling Forearms Grasping Forearms Stalking Leg Bones Fossilized Biped Legs Swift Leg Bones Fossilized Flippers Fossilized Fins Fossilized Wing Stubs TAILS TAILS Fearsome Lashbone Ancient Tailbone Flailing Tailbone Mace-like Tailbone Plated Tailbone Lengthy Tailbone Slashing Springtail Coiled Tailbone Upturned Tailfan Downturned Tailfan Stubtail PREDATOR HEADS Predator Skull Mono-Horn Predator Skull Horned Predator Skull Diabolic Skull Vicious Predator Skull HERBIVORE HEADS Herbivore Skull Forest Warrior Skull Skull of the Cursed Doe Pachyovine Skull Armoured Ovine Skull Ovine Skull Skull of the Golden Hart Crown of Bones Longhorn Skull Grazer Skull Skull of the Watcher RODENT HEADS Rodent Skull Spiked Rodent Skull Gnarled Rodent Skull Flared Rodent Skull Armoured Rodent Skull Magnificent Rodent Skull Statuesque Rodent Skull Midnight Nibbler Skull Skull of the Forest King Longhorn Rodent Skull Glorious Rodent Skull BOAR HEADS Boar Skull Wattlehog Skull Saddleback Skull Bullhog Skull Warthog Skull Swinehorn Skull Hornboare Skull Hammerhead Skull Charger Skull Flathead Skull Moustachioed Skull CANINE HEADS Canine Skull Warhound Skull Fearsome Canine Skull Armoured Canine Skull Scavenger Skull Skull of the Bone Thief Carbuncle Skull Infernal Skull Malevolent Skull Skull of the Wild Hunter Haunted Skull MEGAFAUNA HEADS Megafauna Skull Skull of the Goring Wall Colossal Skull Mammoth Skull Behemoth Skull Styrax Skull 'Dragon' Skull Monstrous Skull Oceanid Skull Vy'keen Spirit Skull Giganto-Skull Elephantine Skull Cyclopean Skull Gargantuan Skull PROTOFORM HEADS Protoform Skull Masked Skull Warrior Skull Bonehair Skull Unnameable Skull Nightmare Skull Skull of the Midnight Visitor WORM HEADS Skull of the Ocean King Leviathan Skull Worm Lord Skull Titanworm Skull Skull of the Consumer Feasting Skull Cetenid Skull Skull of the Master AVIAN HEADS Blunted Skull Fleshripper Skull Avian Skull Divewing Skull Pterosaur Skull Hookbeak Skull Proto-Parrot Skull Snapbeak Skull REPTILIAN HEADS Crocodilian Skull Swamp Dweller Skull Mega-Newt Skull Pond Beast Skull Bogsnapper Skull Marshdipper Skull Mudskipper Skull Sarco-Skull Sawtooth Skull Reptile Skull Skull of the Legsnapper HORNED HEADS Equuleus Skull Pincer Skull Monoceros Skull Direhorn Skull Broadbore Skull Skull of the Plains Menace Skull of the Untameable Skull of the Unbroken Gnawing Skull Pegasus Skull Longtooth Skull Horned Bounder Skull Drayflare Skull

  • Viscous Fluids | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS RAW MATERIALS Viscous Fluids SPACEGUNK5 Category: Special Type: Junk Jn Rarety: Junk Group: Uncommon A resource and one of the junk special elements. Refine for Nanites: 5 Residual Goop > 5 Viscous Fluid > 5 Living Slime > 5 Runaway Mould > 1 Nanite Cluster RECHARGES SOURCES REFINED FROM USED TO BUILD USED TO CRAFT REFINES INTO RELEASE HISTORY EGG SEQUENCER RESULTS Pulsing Heart 52-55 - Junk Items - Refiner Recipe.png 87 - Junk To Nanites - Refiner Recipe.png 1.3 Atlas Rises - Added as a resource. 1.5 NEXT - Game description changed. Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities ADDITIONAL NOTES

  • O. Crabubireus Egg | No Man's Sky Resources

    Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. CONSTRUCTION PARTS RECIPES & BLUEPRINTS O. Crabubireus Egg TWIT_PET_14 BLUEPRINT LOCATION NMSResources Infographics Submit Your content has been submitted An error occurred. Try again later Upload File Max File Size 15MB Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities In-Game Screenshot Claimed from Twitch Drops 4.0 Waypoint - Added To Game Release History: Additional Info:

  • Salvaged Data | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS ITEM Purchase Base Building Blueprints from Space Anomaly or Construction Research Unit CRAFTING TREE Salvaged Data BP_SALVAGE BOUGHT BLUEPRINT LOCATION USED TO CRAFT USED TO BUILD ADDITIONAL NOTES Can be refined into 15 Nanites RELEASE HISTORY 1.5 NEXT - Added as a curiosity. 1.75 Visions - Hidden changes: The information panel has an additional icon indicating its purpose. 2.0 Beyond - Renamed from Salvaged Technology to Salvaged Data. NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS FOUND Videos C.P. Catalogue Crafted Products PAGE SHORTCUTS: CRAFTED PRODUCTS C.P. Catalogue Crafted Products PAGE SHORTCUTS:

  • Osmotic Generator | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. UPGRADES & CRAFTING Best Stats On Upgrade Modules Osmotic Generator EXOCRAFT TECH SUB_RECHARGE Category: Vehicle Type: Humboldt Drive Upgrade 350 Nanites A propulsion upgrade for the Nautilon submarine. It lowers the fuel drain of all movement within the Exocraft, extending the distance it can cover before the Humboldt Drive requires recharge with a Hydrothermal Fuel Cell < Stats Fuel Efficiency +20% n/a Recharge With: 1.7 Abyss - Added as a technology. (Humboldt Drive) Release History: Additional Info: Upgrades: Fusion Engine An exocraft technology which comes pre-installed in all Exocraft and powers their locomotion systems Icarus Fuel System A solar recharging upgrade for Minotaur. Exocraft Boost Module A propulsion upgrade for the Exocraft. Exocraft Mining Laser A weapon which can be mounted on any Exocraft, but comes pre-installed on the Colossus. It can be fired continuously without ever overheating, dealing damage at an apparent tick rate of 5 ticks per second until its energy is depleted, at which point it must be recharged. Advanced Exocraft Mining Laser +62% Mining Laser Power, +100% Advanced Exocraft Mining Laser Increases the weapon's mining power and grants it the ability to harvest tough minerals. Mounted Cannon An exocraft weapon which lobs explosives toward targets and can be mounted on any exocraft. Mounted Flamethrower A mounted flamethrower specifically designed for the Exocraft. Causes Extreme damage at close range. Mineral Processing Rig A large and powerful refiner unit, designed to be housed within the belly of a Colossus Exocraft. The unit is able to process the most complex recipes, but requires its own independent fuel source. Exocraft Radar Scan For: Resource Deposits and Depots Provides a large subspace radar mounted on the exocraft. It can be used by pressing the scan button, or with the Quick Menu to scan for individual points of interest, including Resource Deposits and Depots. Radar Amplifier +100% Scan Scan for: Abandoned Buildings and Drop Pods A level-1 upgrade to the standard Exocraft Signal Booster, or subspace radar. It can be used with the quick menu to scan for additional points of interest, including Abandoned Buildings and Drop Pods. Radar Power Resonator +100% Scan Scan For: Ruins and Monoliths A level-2 upgrade to the standard Exocraft Signal Booster, or subspace radar. It can be used with the Quick Menu to scan for additional points of interest, including Ruins and Monoliths. Drift Suspension +200% Forwards Grip -34% Angular Grip A technology which changes the handling characteristics of an Exocraft, making it drift easily. Grip Boost Suspension -50% Forwards Grip +110% Angular Grip A technology which changes the handling characteristics of an Exocraft, making it especially good at making sharp turns without drifting or sliding. Hi-Slide Suspension -50% Forwards Grip -34% Angular Grip A technology which changes the handling characteristics of an Exocraft, making it slide easily. Air Filtration Unit Protect from: Toxic Environments A hazard protection upgrade for the Exocraft Neutron Shielding Protect from: Radioactive Environments A hazard protection upgrade for the Exocraft Megawatt Heater Protect from: Cold Environments A hazard protection upgrade for the Exocraft Thermal Buffer Protect from: Hot Environments A hazard protection upgrade for the Exocraft Cyclops Scope Allows Scanning from exocraft. Allows use of the Analysis Visor while driving. Excavation Blade Collects resources. Harvests resources from obstacles destroyed by vehicle collision. Humboldt Drive An exocraft technology required for the propulsion of the Nautilon. It uses Hydrothermal Fuel Cell (100%/unit) as a fuel source Osmotic Generator Fuel Efficiency +20% A propulsion upgrade for the Nautilon submarine. It lowers the fuel drain of all movement within the Exocraft, extending the distance it can cover before the Humboldt Drive requires recharge with a Hydrothermal Fuel Cell Tethys Beam A variant of the Exocraft Mining Laser that can only be mounted on the Nautilon Nautilon Cannon An exocraft weapon for the Nautilon. The weapon draws from an internal fuel supply to lob explosive projectiles which are affected by gravity. High-Power Sonar Scan For: Crashed Ship, Crashed Freighter, Sunken Building, Submerged Ruins. A variant of the Exocraft Signal Booster that can only be mounted on the Nautilon. Dredging Laser +Terrain Manipulation Adds Terrain Manipulation capability to the laser systems of the Nautilon Submarine. Daedalus Engine Provides power for the Minotaur exocraft Self-Greasing Servos A fuel economy upgrade for Minotaur Ariadne's Flame A propulsion upgrade for the Minotaur Exocraft Minotaur Laser A weapon which can be mounted on a Minotaur Precision Minotaur Laser +62% Mining Laser Power, +100% Advanced Mining A Minotaur Laser upgrade for Minotaur providing the same abilities as Exocraft Mining Laser Upgrade Sigma. Minotaur Cannon A Minotaur weapon which lobs explosives toward targets. It shoots two explosives per second. Minotaur Bore Provides Terrain Manipulator capabilities to the Minotaur Laser Minotaur Radar Array A scanner technology upgrade for Minotaur Environment Control Unit A hazard protection upgrade for the Exocraft Minotaur AI Pilot A semi-autonomous artificial pilot plugin for the Minotaur Heavy Exocraft Hybrid. Installation allows the Minotaur to traverse planets itself and engage in combat or mining activities to support its primary operator. The AI pilot will always cede control to the primary operator when they enter the cockpit. Piloting routines are highly localised. It is incapable of developing emotional bonds nor exercising independent control of the Minotaur. Sentinel Hardframe Body A collection of salvaged components from a Sentinel Hardframe, reconditioned to fit the Minotaur Heavy Exocraft Hybrid. Will function as a semi-autonomous artificial pilot plugin. AI Installation allows the Minotaur to traverse planets itself and engage in combat or mining activities to support its primary operator. The Al pilot will always cede control to the primary operator when they enter the cockpit. Sentinel Hardframe Left Arm Damage to stunned enemies +400% Post-Impact Ignition Enabled Mining Laser Power +62% Impact Fire Duration 4 seconds A collection of salvaged components from a Sentinel Hardframe, reconditioned to fit the Minotaur Heavy Exocraft Hybrid. When installed alongside a Minotaur Laser, it transforms the mining laser into a powerful combat upgrade with the ability to deal heavy damaged to stunned entities. Sentinel Hardframe Right Arm A collection of salvaged components from a Sentinel Hardframe, reconditioned to fit the Minotaur Heavy Exocraft Hybrid. This limb override also functions as its own dedicated combat system. It deploys high-velocity stun projectiles and serves as an excellent support weapon to the Minotaur's primary cannon. Use G to cycle available weapon modes. Sentinel Hardframe Legs Fuel Usage - 11% Boost Tank Size +25% A collection of salvaged components from a Sentinel Hardframe, reconditioned to fit the Minotaur Heavy Exocraft, Hybrid. Installation will significantly improve the Minotaur's engine and mobility systems. Liquidator Body Liquidator Left Arm Liquidator Right Arm A mounted flamethrower specifically designed for the Minotaur Heavy Exosuit Hybrid. Causes extreme damage at close range. Liquidator Legs Stats Drawn Module Improves C Min C Max B Min B Max A Min Tech A Max S Max S Min HOVERCRAFT, CAR, TANK & BIKE NOMAD, ROAMER, COLOSSUS & PILGRIM C 1 B/A 1-2 S 2 Top Speed Fuel Usage 1 1 3 6 3 6 8 (9) 10 (11) 8 (9) 10 (11) Fusion Engine 15 15 15 20 10 15 C 1 B/A 1-2 S 2 Boost Power Tank Size 10 10 20 20 20 15 35 30 35 30 Exocraft Boost Module 55 50 70 60 55 50 C 1 B/A 1-2 S 2 Laser Power Laser Efficiency 5 1 10 (12) 5 (6) 10 (12) 5 (6) 20 (25) 10 (11) 20 (25) 10 (11) Exocraft Mining Laser 30 (37) 15 40 (50) 20 30 (37) 15 C 1-2 B 2-3 A/S 3 Damage Rate Of Fire Weapon Efficiency 5 1 1 10 (3) 3 5 (6) 10 3 5 20 (6) 5 (6) 10 (11) 20 5 10 Exocraft Mounted Cannon 30 (9) 7 15 40 (12) 10 (11) 20 30 7 15 SUBMARINE NAUTILON C 1 B 1-2 A 2-3 S 3 Top Speed Fuel Usage Acceleration 2 (3) 1 10 4 (5) 10 (11) 15 4 (5) 10 (11) 15 6 15 (16) 20 6 15 (16) 20 Humboldt Drive 7 (8) 25 25 8 30 (31) 30 8 15 25 C 1 B/A 1-2 S 2 Damage Rate Of Fire 5 (1) 1 10 (3) 3 10 (3) 3 20 (6) 5 (6) 20 (6) 5 (6) Nautilon Cannon 30 (9) 7 40 (12) 10 (11) 30 (9) 7 EXOMECH MINOTAUR B 1 A 1-2 S 2 Boost Tank Size Fuel Usage n/a n/a 10 5 15 10 15 10 Daedalus Engine 25 15 30 20 25 15 B 1-2 A 1-2 S 2 Laser Power Laser Efficiency n/a n/a 10 (12) 5 (6) 20 (25) 10 (11) 20 (25) 10 (11) Minotaur Laser 30 (37) 15 40 (50) 20 30 (37) 15 B 2-3 A 3 S 3 Damage Rate Of Fire Weapon Efficiency n/a n/a 10 3 5 20 (6) 5 (6) 10 (11) 20 (6) 5 (6) 10 (11) Minotaur Cannon 30 (9) 7 15 40 (12) 10 (11) 20 30 (9) 7 15 B 1-2 A 2-3 S 3 Damage Weapon Power Efficiency Impact Fire Duration n/a n/a 1 5 5 1 10 (11) 10 (11) 1 10 (11) 10 (11) Minotaur Flamethrower 2 (200) 20 20 (21) 2 (200) 30 (31) 35 (36) 2 (200) 20 20 (21) EXOCRAFT BLUEPRINTS EXOCRAFT UPGRADES Tech Layout & Adjacency Bonus Upgrade Modules Exosuit Tech Starship Tech Exocraft Tech Freighter Tech Living Ship Tech Multi-Tool Tech NMSResources Infographics Videos

  • Precision Minotaur Laser | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. UPGRADES & CRAFTING Best Stats On Upgrade Modules Precision Minotaur Laser EXOCRAFT TECH MECH_LASER1 Category: Vehicle - Minotaur Type: Advanced Minotaur Mining Laser 210 Nanites A Minotaur Laser upgrade for Minotaur providing the same abilities as Exocraft Mining Laser Upgrade Sigma. < Stats +62% Mining Laser Power, +100% Advanced Mining n/a Recharge With: 2.4 ExoMech - Added as a technology (Minotaur Laser) Release History: Additional Info: Upgrades: Fusion Engine An exocraft technology which comes pre-installed in all Exocraft and powers their locomotion systems Icarus Fuel System A solar recharging upgrade for Minotaur. Exocraft Boost Module A propulsion upgrade for the Exocraft. Exocraft Mining Laser A weapon which can be mounted on any Exocraft, but comes pre-installed on the Colossus. It can be fired continuously without ever overheating, dealing damage at an apparent tick rate of 5 ticks per second until its energy is depleted, at which point it must be recharged. Advanced Exocraft Mining Laser +62% Mining Laser Power, +100% Advanced Exocraft Mining Laser Increases the weapon's mining power and grants it the ability to harvest tough minerals. Mounted Cannon An exocraft weapon which lobs explosives toward targets and can be mounted on any exocraft. Mounted Flamethrower A mounted flamethrower specifically designed for the Exocraft. Causes Extreme damage at close range. Mineral Processing Rig A large and powerful refiner unit, designed to be housed within the belly of a Colossus Exocraft. The unit is able to process the most complex recipes, but requires its own independent fuel source. Exocraft Radar Scan For: Resource Deposits and Depots Provides a large subspace radar mounted on the exocraft. It can be used by pressing the scan button, or with the Quick Menu to scan for individual points of interest, including Resource Deposits and Depots. Radar Amplifier +100% Scan Scan for: Abandoned Buildings and Drop Pods A level-1 upgrade to the standard Exocraft Signal Booster, or subspace radar. It can be used with the quick menu to scan for additional points of interest, including Abandoned Buildings and Drop Pods. Radar Power Resonator +100% Scan Scan For: Ruins and Monoliths A level-2 upgrade to the standard Exocraft Signal Booster, or subspace radar. It can be used with the Quick Menu to scan for additional points of interest, including Ruins and Monoliths. Drift Suspension +200% Forwards Grip -34% Angular Grip A technology which changes the handling characteristics of an Exocraft, making it drift easily. Grip Boost Suspension -50% Forwards Grip +110% Angular Grip A technology which changes the handling characteristics of an Exocraft, making it especially good at making sharp turns without drifting or sliding. Hi-Slide Suspension -50% Forwards Grip -34% Angular Grip A technology which changes the handling characteristics of an Exocraft, making it slide easily. Air Filtration Unit Protect from: Toxic Environments A hazard protection upgrade for the Exocraft Neutron Shielding Protect from: Radioactive Environments A hazard protection upgrade for the Exocraft Megawatt Heater Protect from: Cold Environments A hazard protection upgrade for the Exocraft Thermal Buffer Protect from: Hot Environments A hazard protection upgrade for the Exocraft Cyclops Scope Allows Scanning from exocraft. Allows use of the Analysis Visor while driving. Excavation Blade Collects resources. Harvests resources from obstacles destroyed by vehicle collision. Humboldt Drive An exocraft technology required for the propulsion of the Nautilon. It uses Hydrothermal Fuel Cell (100%/unit) as a fuel source Osmotic Generator Fuel Efficiency +20% A propulsion upgrade for the Nautilon submarine. It lowers the fuel drain of all movement within the Exocraft, extending the distance it can cover before the Humboldt Drive requires recharge with a Hydrothermal Fuel Cell Tethys Beam A variant of the Exocraft Mining Laser that can only be mounted on the Nautilon Nautilon Cannon An exocraft weapon for the Nautilon. The weapon draws from an internal fuel supply to lob explosive projectiles which are affected by gravity. High-Power Sonar Scan For: Crashed Ship, Crashed Freighter, Sunken Building, Submerged Ruins. A variant of the Exocraft Signal Booster that can only be mounted on the Nautilon. Dredging Laser +Terrain Manipulation Adds Terrain Manipulation capability to the laser systems of the Nautilon Submarine. Daedalus Engine Provides power for the Minotaur exocraft Self-Greasing Servos A fuel economy upgrade for Minotaur Ariadne's Flame A propulsion upgrade for the Minotaur Exocraft Minotaur Laser A weapon which can be mounted on a Minotaur Precision Minotaur Laser +62% Mining Laser Power, +100% Advanced Mining A Minotaur Laser upgrade for Minotaur providing the same abilities as Exocraft Mining Laser Upgrade Sigma. Minotaur Cannon A Minotaur weapon which lobs explosives toward targets. It shoots two explosives per second. Minotaur Bore Provides Terrain Manipulator capabilities to the Minotaur Laser Minotaur Radar Array A scanner technology upgrade for Minotaur Environment Control Unit A hazard protection upgrade for the Exocraft Minotaur AI Pilot A semi-autonomous artificial pilot plugin for the Minotaur Heavy Exocraft Hybrid. Installation allows the Minotaur to traverse planets itself and engage in combat or mining activities to support its primary operator. The AI pilot will always cede control to the primary operator when they enter the cockpit. Piloting routines are highly localised. It is incapable of developing emotional bonds nor exercising independent control of the Minotaur. Sentinel Hardframe Body A collection of salvaged components from a Sentinel Hardframe, reconditioned to fit the Minotaur Heavy Exocraft Hybrid. Will function as a semi-autonomous artificial pilot plugin. AI Installation allows the Minotaur to traverse planets itself and engage in combat or mining activities to support its primary operator. The Al pilot will always cede control to the primary operator when they enter the cockpit. Sentinel Hardframe Left Arm Damage to stunned enemies +400% Post-Impact Ignition Enabled Mining Laser Power +62% Impact Fire Duration 4 seconds A collection of salvaged components from a Sentinel Hardframe, reconditioned to fit the Minotaur Heavy Exocraft Hybrid. When installed alongside a Minotaur Laser, it transforms the mining laser into a powerful combat upgrade with the ability to deal heavy damaged to stunned entities. Sentinel Hardframe Right Arm A collection of salvaged components from a Sentinel Hardframe, reconditioned to fit the Minotaur Heavy Exocraft Hybrid. This limb override also functions as its own dedicated combat system. It deploys high-velocity stun projectiles and serves as an excellent support weapon to the Minotaur's primary cannon. Use G to cycle available weapon modes. Sentinel Hardframe Legs Fuel Usage - 11% Boost Tank Size +25% A collection of salvaged components from a Sentinel Hardframe, reconditioned to fit the Minotaur Heavy Exocraft, Hybrid. Installation will significantly improve the Minotaur's engine and mobility systems. Liquidator Body Liquidator Left Arm Liquidator Right Arm A mounted flamethrower specifically designed for the Minotaur Heavy Exosuit Hybrid. Causes extreme damage at close range. Liquidator Legs Stats Drawn Module Improves C Min C Max B Min B Max A Min Tech A Max S Max S Min HOVERCRAFT, CAR, TANK & BIKE NOMAD, ROAMER, COLOSSUS & PILGRIM C 1 B/A 1-2 S 2 Top Speed Fuel Usage 1 1 3 6 3 6 8 (9) 10 (11) 8 (9) 10 (11) Fusion Engine 15 15 15 20 10 15 C 1 B/A 1-2 S 2 Boost Power Tank Size 10 10 20 20 20 15 35 30 35 30 Exocraft Boost Module 55 50 70 60 55 50 C 1 B/A 1-2 S 2 Laser Power Laser Efficiency 5 1 10 (12) 5 (6) 10 (12) 5 (6) 20 (25) 10 (11) 20 (25) 10 (11) Exocraft Mining Laser 30 (37) 15 40 (50) 20 30 (37) 15 C 1-2 B 2-3 A/S 3 Damage Rate Of Fire Weapon Efficiency 5 1 1 10 (3) 3 5 (6) 10 3 5 20 (6) 5 (6) 10 (11) 20 5 10 Exocraft Mounted Cannon 30 (9) 7 15 40 (12) 10 (11) 20 30 7 15 SUBMARINE NAUTILON C 1 B 1-2 A 2-3 S 3 Top Speed Fuel Usage Acceleration 2 (3) 1 10 4 (5) 10 (11) 15 4 (5) 10 (11) 15 6 15 (16) 20 6 15 (16) 20 Humboldt Drive 7 (8) 25 25 8 30 (31) 30 8 15 25 C 1 B/A 1-2 S 2 Damage Rate Of Fire 5 (1) 1 10 (3) 3 10 (3) 3 20 (6) 5 (6) 20 (6) 5 (6) Nautilon Cannon 30 (9) 7 40 (12) 10 (11) 30 (9) 7 EXOMECH MINOTAUR B 1 A 1-2 S 2 Boost Tank Size Fuel Usage n/a n/a 10 5 15 10 15 10 Daedalus Engine 25 15 30 20 25 15 B 1-2 A 1-2 S 2 Laser Power Laser Efficiency n/a n/a 10 (12) 5 (6) 20 (25) 10 (11) 20 (25) 10 (11) Minotaur Laser 30 (37) 15 40 (50) 20 30 (37) 15 B 2-3 A 3 S 3 Damage Rate Of Fire Weapon Efficiency n/a n/a 10 3 5 20 (6) 5 (6) 10 (11) 20 (6) 5 (6) 10 (11) Minotaur Cannon 30 (9) 7 15 40 (12) 10 (11) 20 30 (9) 7 15 B 1-2 A 2-3 S 3 Damage Weapon Power Efficiency Impact Fire Duration n/a n/a 1 5 5 1 10 (11) 10 (11) 1 10 (11) 10 (11) Minotaur Flamethrower 2 (200) 20 20 (21) 2 (200) 30 (31) 35 (36) 2 (200) 20 20 (21) EXOCRAFT BLUEPRINTS EXOCRAFT UPGRADES Tech Layout & Adjacency Bonus Upgrade Modules Exosuit Tech Starship Tech Exocraft Tech Freighter Tech Living Ship Tech Multi-Tool Tech NMSResources Infographics Videos

  • Ever-Burning Jam | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Ever-Burning Jam JAM_HOT Cooking Stage: 15 - Preserve Fruit - Jams Consume Bonus: 25% Hazard Protection Nutrient Injestor Bonus: 52% Heat Resistance 8 Min Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • Phase Beam | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. UPGRADES & CRAFTING STARSHIP TECH Phase Beam SHIPLAS1 Category: Starship - Weapons Type: Starship Energy Weapon Free / 150 Nanites Phase Beam is one of the primary starship weapons, and is an alternative to the more common Photon Cannon. Both can be used to mine asteroids in space, which hold valuable resources. Drains enemy starship shields to replenish player ship's shields. n/a Recharge With: < Stats Drains enemy shields 1.0 Release - Added as a technology. 1.5 NEXT - Fourier De-Limiter and procedurally generated Phase Beam Upgrades added, while Sigma/Tau/Theta upgrades removed. Blueprint changed, formerly used Thamium9, Heridium and Iron. Recharging mechanism removed, previously isotope elements or any Power products used for recharging. 2.0 Beyond - Blueprint changed, Technology Module was renamed to Wiring Loom. Release History: Phase Beam is one of two starship weapons used by NPC starships (the other one being Photon Cannon). Additional Info: Upgrades: Fourier De-Limiter NMSResources Infographics STARSHIP BLUEPRINTS Launch Thruster Launch Thrusters is a starship technology that is required for the starship's landing and lift-off Launch Auto-Charger Automatic Recharging: Enabled Launch System Recharger is a starship technology and an upgrade for the Launch Thruster. The rate of the recharge is 4% per minute Efficient Thrusters -20% Launch Cost Efficient Thrusters are a starship technology and an upgrade for the Launch Thruster Aqua Jets An advanced upgrade for the starship's landing system, enabling the ship to land and take off from aquatic surfaces. A mixture of bespoke jets and re-directed exhaust fans allow the ship to hover just above the water's surface. Pulse Engine The Pulse Engine is the part of the ship's propulsion system which powers all in-system flight, including travel between planets or moons within the same star system Sub-Light Amplifier Sub-Light Amplifier is a starship technology that increases Pulse Engine speed Instability Drive Instability Drive is a starship technology that increases Pulse Engine fuel efficiency Flight Assist Override Sub-Light Amplifier is a starship technology that increases Pulse Engine speed Photonix Core +25% Pulse Drive Power +15% Boost +11% Maneuverability Photonix Core is is a starship technology and upgrade for the Pulse Engine Vesper Sail Solar ships are equipped with a Vesper Sail, a unique piece of technology which increases Pulse Drive performance and slowly recharges launch thrusters. While ships of this class have lower hyperdrive bonuses, they have the best pulse speed and performance of any class due to this technology. The Vesper Sail can not be purchased or equipped on any other ship class. Deflector Shield Deflector Shield is the standard means of protecting a starship against enemy fire Ablative Armour +7% Shield Strength Ablative Armour is a shield technology for the starship which improves shield durability Hyperdrive Yellow Star Systems The starship's faster-than-light propulsion drive to aid players travel across star systems & galaxies Emergency Warp Unit Emergency Warp Unit is a starship technology that allows escape from combat by warping to an unknown destination. Prior to Synthesis it was always possible to escape combat by warping Cadmium Drive Yellow & Red Star Systems Cadmium Drive is a starship technology and it is the first upgrade to the Hyperdrive. It allows warping to red & yellow coloured star systems Emeril Drive Yellow, Red & Green Star Systems Emeril Drive is a starship technology and it is the second upgrade to the Hyperdrive. It allows warping to green, red & yellow coloured star systems Indium Drive Yellow, Red, Green & Blue Star Systems Indium Drive is a starship technology and it is the third upgrade to the Hyperdrive. It allows warping to yellow, red, green & blue coloured star systems. The player's starship requires both Cadmium Drive and Emeril Drive to be installed, as Emeril can only be found in green coloured star systems Atlantid Drive Yellow, Red, Green, Blue & Purple Star Systems Atlantid Drive is a starship technology and it is the fourth upgrade to the Hyperdrive. It allows warping to yellow, red, green, blue & purple coloured star systems. The player's starship requires the Cadmium, Emeril & Indium Drives to be installed, as Indium can only be found in blue coloured star systems Photon Cannon Rate of Fire ~7 shots/sec Time to Overheat ~5.6 seconds Overheat Cooldown Time 4 seconds Photon Cannon is the default weapon installed on all starships, and is more commonly used than the alternative Phase Beam Nonlinear Optics +11% Heat Dispersion Nonlinear Optics is technology that augments the Photon Cannon, a starship weapon Phase Beam Drains enemy shields Phase Beam is one of the primary starship weapons, and is an alternative to the more common Photon Cannon. Both can be used to mine asteroids in space, which hold valuable resources. Drains enemy starship shields to replenish player ship's shields. Fourier De-Limiter +11% Heat Dispersion Fourier De-Limiter is a technology that augments the Phase Beam, a starship weapon Positron Ejector Positron Ejector is a weapons technology for the starship. This starship weapon fires extremely powerful 20-shot spreads somewhat rapidly, but lacks the range of other starship weapons Fragment Supercharger +20% Accuracy +25% Range Fragment Supercharger is a technology that augments the Positron Ejector, a starship weapon, by increasing its range from 750u to 937.5u (without accounting for upgrade bonuses) while keeping its max-range spread at a similar size Infra-Knife Accelerator Infra-Knife Accelerator is a weapons technology for the starship. The weapon fires 2 projectiles at once at a very high rate of fire and disperses heat very quickly while not firing, but takes a long time to recover from overheating Q-Resonator Total Cannon Count: 3 Q-Resonator is a technology that uses the Infra-Knife Accelerator icon. It adds an extra shot to each volley of Infra-Knife Accelerator, effectively increasing its base damage output by 50% Cyclotron Ballista Disable Enemy Engines A powerful ship-to-ship weapon, flinging plasmatic balls of ionising radiation towards the selected target. These projectiles can disable starship engines, leaving the target vulnerable to attack from other weapons. Dyson Pump +11% Heat Dispersion Dyson Pump is a technology that augments the Cyclotron Ballista, a starship weapon Rocket Launcher Rocket Launcher is a weapons technology for the starship which allows the simultaneous launch of three rockets at enemy ships during dogfights or space battles with pirates. They are not guided and require manually leading your target at longer ranges. To make up for its disadvantage they deal an accumulated damage of 3000 in one attack to all targets in their collective splash radius, making it particularly useful for dealing with clusters of pirates heading towards you. After launching its rockets the weapon needs to cool down before it can be used again. Large Rocket Tubes +20% Heat Recovery Large Rocket Tubes is a technology that augments the Rocket Launcher, a starship weapon. Though there are no other Rocket Launcher upgrades, installing this technology next to Rocket Launcher will trigger an upgrade bonus, further increasing its benefits Teleport Receiver +100u Teleport Range Teleport Receiver is a starship technology, which increases ship material teleport range from 50u to 150u Economy Scanner Economy Scanner is a starship technology and allows the player to check a star systems' economy in the Galactic Map without having to warp to that system. This saves warp cells and makes it easier for players to find high-economy systems as well as systems of the correct economy type for a trade route Conflict Scanner Conflict Scanner is a starship technology that allows the player to check a star system's Conflict Level in the Galactic Map (shown below the system's economy status) without having to warp to that system first Cargo Scan Deflector Hides items from scans Hides Illegal Cargo when authorities scan player ship. Antigravity Well Gently detaches the starship from gravitational fields, lifting it toward the stars. The well hungers for Pugneum or Radiant Shards, and must be sufficiently fueled before launch. Luminance Engine Aligns the ship's electromagnetic emissions with A T L A S waves, providing basic propulsion and Pulse Jump capability. The sub-light drive hungers for Tritium or Radiant Shards Aeron Shield A defensive crimson cocoon, obfuscating the ship's physical form and providing protection from collision and laser fire. The core self-heals over time, but may be quickly replenished with Catalytic Elements or Radiant Shards. Pilot Interface This device allows a pilot's brain to interface with the mind of the Sentinel Interceptor, granting the pilot access to ship control systems and external sensors. The enmeshing of the pilot's mind with that of the vessel is necessary to prevent rejection / consumption of the pilot by the ship's vestigial cockpit. Crimson Core A raw optic organ, red and unblinking. Suspended above the ship's engines, it gazes down tunnels in spacetime, allowing FTL travel between star systems. Direct the core's attention to remote destinations via the Galactic Map. Sentinel Cannon Sentinel-grade weapons system, engineered for the singular purpose of annihilating rogue ships in violation of system regulations. Cadmium Starship Trail Figurine Adjacency Bonus Provides a +1% bonus to Ship Boost. Shares Adjacency Bonus with Polo & Artemis Figurines. Emeril Starship Trail Figurine Adjacency Bonus Provides a +1% bonus to Ship Boost. Shares Adjacency Bonus with Polo & Artemis Figurines. Golden Starship Trail Figurine Adjacency Bonus Provides a +1% bonus to Ship Boost. Shares Adjacency Bonus with Polo & Artemis Figurines. Stealth Starship Trail Figurine Adjacency Bonus Provides a +1% bonus to Ship Boost. Shares Adjacency Bonus with Polo & Artemis Figurines. Chromatic Starship Trail Figurine Adjacency Bonus Provides a +1% bonus to Ship Boost. Shares Adjacency Bonus with Polo & Artemis Figurines. Sputtering Starship Trail Figurine Adjacency Bonus Provides a +1% bonus to Ship Boost. Shares Adjacency Bonus with Polo & Artemis Figurines. Temporal Starship Trail Figurine Adjacency Bonus Provides a +1% bonus to Ship Boost. Shares Adjacency Bonus with Polo & Artemis Figurines. Plasma Starship Trail Figurine Adjacency Bonus Provides a +1% bonus to Ship Boost. Shares Adjacency Bonus with Polo & Artemis Figurines. Aeron Starship Trail Figurine Adjacency Bonus Provides a +1% bonus to Ship Boost. Shares Adjacency Bonus with Polo & Artemis Figurines. Atlas Figurine +50LY Warp Jump Distance Provides a 50 light-year jump distance bonus. STARSHIP UPGRADES Stats Drawn Module Improves C Min C Max B Min B Max A Min Tech A Max S Max S Min X Min X Max C/B/A/S/X 2 Launch Cost Boost 6 1 11 1 11 2 15 5 16 5 Launch Thruster 20 9 20 11 20 9 6 1 25 11 C 1-2 B 2 A 2-3 S 3 X 1-3 Fuel Efficiency Boost Manoeuvrability 5 1 1 10 (11) 11 7 10 (11) 11 1 15 15 12 15 10 5 Pulse Engine 21 (20) 21 16 20 25 18 20 10 5 5 1 1 25 30 21 (20) Always Shield Strength 10 15 10 15 20 Deflector Shield 30 30 30 7 38 C/B 1 A/S 2 X 1-2 Warp Cell Efficiency Hyperdrive Range n/a 50 n/a 100 n/a 115 n/a 165 100 165 Hyperdrive 100 220 100 265 100 220 100 50 100 320 C/B 1-2 A 2-3 S 3 X 1-3 Damage Fire Rate Heat Dispersion 8 1 1 5 (16) 2 1 12 1 1 20 (6) 2 2 16 2 2 Photon Cannon 24 (7) 3 3 28 (8) 3 3 20 3 3 8 1 1 32 (10) 3 4 C/B 1-2 A/S 2 X 1-2 Damage Heat Dispersion 30 11 40 (16) 36 40 36 50 (20) 55 50 55 Phase Beam 60 (24) 75 70 (28) 96 60 75 30 10 80 (32) 100 C 1-2 B 2-3 A/S 3 X 2-3 Damage Fire Rate Heat Dispersion 1 1 1 3 (1) 4 4 3 4 4 5 (1) 6 6 5 6 6 Positron Ejector 6 (2) 10 (11) 10 (11) 8 (2) 10 (11) 10 (11) 6 6 6 2 5 1 8 (2) 10 (11) 10 (11) C 1-2 B 2-3 A/S 3 X 2-3 Damage Fire Rate Heat Dispersion 2 1 1 6 (2) 5 3 4 1 3 10 (4) 5 5 8 5 5 Infra-Knife Accelerator 12 (5) 10 (11) 7 (8) 12 (5) 10 (11) 9 (10) 10 5 7 2 1 1 14 (6) 15 13 C 1-2 B 2-3 A/S 3 X 2-3 Damage Fire Rate Heat Dispersion 2 1 10 6 (1) 5 20 4 1 20 10 (1) 5 25 8 5 25 Cyclotron Ballista 12 (2) 11 30 12 (2) 15 35 (36) 10 10 30 2 1 10 14 (2) 20 (21) 40 Tech Layout & Adjacency Bonus Upgrade Modules Exosuit Tech Starship Tech Exocraft Tech Freighter Tech Living Ship Tech Multi-Tool Tech Best Stats On Upgrade Modules Videos

  • Shimmering Lashtail | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Shimmering Lashtail FISH_ODD_COM_L1 Cooking Stage: 21 – Fish Consume Bonus: Nutrient Injestor Bonus: 23% Breathing Efficiency 1:30 Min Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • SMALLER POINTS OF INTEREST | No Man's Sky Resources

    No Man's Sky Resources is the only fully accurate, up to date & fact checked, source of No Man's Sky information on the internet. Find walkthroughs, gaming tips & infographics to help you understand every aspect of the game with ease. --- Keywords: Guide, Help, Tip, Tips, Trick, Tricks, How To, Walkthrough, Walk-through, Walk through, guide, help, tip, trick, tips, tricks, how to, walkthrough, walk-through, walk through, Infographic, infographic, Infographics, infographics, Support, support Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. NMSResources Infographics There are many points of interest on planets that are not of the building variety. For each of these in the top half of the below picture, some planets may spawn them in abundance, while others barely feature them, or don't have them at all. Everything from 'cargo drop' & below, appear on all planets that are not classified as 'dead'. There are a variety of items that are considered to be rare & are used for upgrading technologies. These items can be found in curious deposits & floating crystals, or in cargo drops, or in caves, or on the planet's surface. There are also treasure items that sell for large amounts; varying depending on their age. These items are usually dug up. See the guides & video below for an idea of what to look out for. 🧭 Your compass is located at the top of the HUD. It will highlight nearby points of interest and mission objectives. 🔍 Use the Analysis Visor to identify and pinpoint planetary objects. Identified points of interest can be pinned to the Exosuit HUD with [Key E] for ease of navigation. Learn how to make Beacons from the Base Scientist. Beacons can be placed anywere using [Key Z] and will be marked on your compass. The Signal Booster can be constructed to search for neraby points of interest. 🗺️ The Cartographer on Space Stations will supply Planetary Charts for specific buildings, Collect Navigation Data from the beacons outside planetary buildings, and from modules inside buildings. Exchange data with the Cartographer. Some points of interest, like your ship and base will always be tracked. In space or atmospheric flight, follow the trails left by other ships to locate planetary trading posts. Renaming & Uploading Discoveries Smaller Points Of Interest Rare Finds Harmonic & Autophage Camps Planetary NPC Missions Building Puzzles Distress Signals and Repairs Finding Buildings SMALLER POINTS OF INTEREST Videos

  • Future Content | No Man's Sky Resources

    Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. IDEAS FOR THE FUTURE OF NMS This is the new version of the list from the facebook group (facebook.com/groups/NMSResources ). Be aware that HelloGames have implemented a large amount of that list. They specifically check that group (and now this page) for new ideas & to see what the community wants. I mention this to highlight that it is very likely that ideas added to this page WILL be implimented eventually, if they are possible. I delete suggestions from there & here as & when they are added to the game. I have deleted thousands of ideas at this point. Many of the previous updates may have their roots in past versions of that list. The Indurance, Waypoint & Interceptor updates were almost entirely made of ideas from this page & a conversation that I had with the staff at HG, including Sean Murray. Again, I'm mentioning this to highlight that HelloGames are dedicated to adding whatever community ideas that they can to the game. If you have anything to add, do so at the bottom of this page; and if you like, also in the comments of appropriate section on the facebook group. Realistic ideas only please, not things that would require them to build a new game entirely, though HG have frequently shown us that they can achieve more than we thought possible. Please don't mention bugs & crashes. It is not a thread for moaning, just for positive, achievable ideas for the future of NMS. In 2021-22, I deleted 982 ideas from this page as HG had added them, bringing the deleted totals to over 3000, which is quite wild to think about. This game has so much content now. In Sept 2023, I merged the current ideas into five separate update ideas. and have since begun a sixth one. You can still add more at the bottom of the page. No Mans Sky Resources .com Facebook.com/groups/NMSResources Patreon.com/NMSResources Youtube.com/NoMansSkyResources Reddit.com/r/NoMansSky_Resources/ UPDATE NOTES ARCHITECT Based largely on improvements to base building, along with some space based additions. New Exotic Planet / Biome - SANDY (Also called: Dunes / Golden / Badlands). Sparse landscapes filled with crashed ships, frigates, freighters & of course - sandworms & hungering tendrils. Excellent for base building, exocraft race tracks, expanding inventories & ship customisation. Also a hub for pirates & warlords. New Exotic Planet / Biome - RINGWORLD (Also called: Halo / Hoop / Corona). Mixed biomes. Various fauna, particularly tropical. Randomised raw material resource deposits. Trading hubs. New Exotic Planet / Biome - GAS (Also called: Jovian / Cluster / Gaseous) [A Version Of This Added In Worlds - Part 2] Mostly made of gas. Smaller landmasses, much larger than asteroids, litter the area & provide small areas of gravity on which to walk. For examples of Landscapes, Fauna & Flora for the new planets, see: https://www.nomansskyresources.com/ai [ or ] https://www.nomansskyresources.com/photo-albums DRY DOCK Build a dry dock in space above a planet, which can be used to create and customise spaceships, frigates and freighters. Player freighters will auto-dock at these if one is present in the system they warp into. Dry docks can be built on like a base and can serve as social and commercial hubs. CUSTOMISABLE SHIPS [Added in Orbital Update] Players can now switch out parts from their ships, colour them & use custom decals. Collect ship parts to use by scrapping other ships. Starship scrapping terminal will hold onto parts until they are used. Fill out a catalogue of ship parts. Find them all. Players can now sell their ships directly to other players. Various shades of Black can now occur across all ships & parts. SPACE STATIONS Purchase & build on selected space stations. Players can build in empty rooms on the sides. Build on abandoned space stations for free, but requires fixing up. Added a cartographer map that specifically finds the rare wild base computers with surrounding flat land. Starship & Corvette Creation Parts are now automatically stored at their respective terminal, declogging player inventories. DERELICT FREIGHTER DESIGN Create your own derelict freighter layout, pick enemies and treasure in each room, and then explore it on your own or with others. Derelict Freighter rooms, enemies and parts must first be discovered on existing derelicts. Derelict will remain stationed in a static location at the dry dock. Players can choose to keep them locked or open to others. MANUAL FRIGATE MISSIONS [Mostly Added in Orbital Update] Create and customise a special frigate at the dry dock and take it out on expeditions, with up to 4 other frigates to back you up. These expeditions take you to a small number of neighbouring star systems and require the player to make choices throughout the adventure. How will you respond to being attacked? How will you deal with a planet who are reluctant to trade? What will you do with that biohazard? Player choices will affect the outcomes and potential rewards from the adventure. NEW STORY MISSIONS Hire new Base NPCs, build custom ships, buy a space station, build a dry dock, pilot a frigate expedition, design a derelict freighter, explore new planet types. INVENTORIES Players can now 'pin' specific resources or items to a particular slot. The slot will never be filled with something different. Inventories now include a sort button that puts items into the same order as they appear in the catalogue. [Sort of added now] BASE BUILDING IMPROVEMENTS Players can now save 5x full base designs & instantly build that design from any base computer, provided the required resources are stored in the Base Salvage Capsule, which can now be manually added to. e.g. a 16x biodome setup with connecting corridors, or a 'ladder' into the atmosphere, or a power generation grid, a mining setup, etc. Players now have the ability to create simple designs using up to 50 base parts; which they can then save as a single base part to be used in future on any base. These designs are accessible from the pre-fab tab of the build menu. Added a 'favourites' tab to the build menu, to easily switch between most often-built base parts. Parts can be favourited from the other tabs. Added a "Snap to grid" option for easier and elegant item placement. Useful for things like rows of generators, depots and harvesters. Hotspot Equipment such as the Electromagnetic Generator can now be built anywhere, not just on bases. A new 'Transformer' part must be built in the base perimeter and connected to the Generator, or Silos connected to the Extractors. Pipes and wiring now create clear snap points when placed, allowing for reconnection to new pipes and wiring, enabling easy connection over vast distances. Players can now see an outline of their current base limits as they approach it. Small crate decorations now have 1-5 storage slots, for items, but not raw materials. Ladders now require a button push to enter or exit onto or off of them. This allows players to get off at any point in the ladder. Silos now have a terminal that allows them to be customised with different decals, colours or numbers other than 6. Item scaling can now be set to work in only one direction. e.g. make a square into a rectangle, rather than just a bigger square. All letters & symbols added to build menu. Added triangular window and roof to match triangular floor; as well as a variety of curved floor, wall and roof segments. Landing Pad and Alternative Landing Pad terminals now give options for which ship to call, and a toggle to allow or disallow NPCs or other players to dock at that specific pad. It is now far easier to make landing pads snap with other base parts. Wires and pipes can now be coloured. The colouring menu of all lighting parts now also includes dimmer switch sliders, allowing players to pick how bright the light will be, as well as the distance that it can reach. The build menu now includes contextual buildable walls, floors & ceilings which change depending on the planet type, along with their colour pallettes. For example, Swamp planets may have a treehouse contextal build, with an emphasis on greens & browns; while Lush may have mossy wood, with greens & blues & Volcanic may have mountain-like walls & a focus on reds. Build your bases to blend in with the background & scenery of your chosen planet. NEW BASE PARTS Added a variety of new base building parts, including: Wind Turbines. These are particularly well powered during storms. Watermill. Placed on surface of water. Hydroelectric Generator. Placed underwater. Motors, Gears and Pulleys. Allows advanced design. Turret. Wards off attacks from pirates & fires at anyone firing their ship or exocraft weapons nearby. Decal creation station. Create and store up to 60 decal designs which can be applied to bases, exocraft, ships, tools, freighters. A shop for player bases. Fill it with goods, set a price & allow visitors to purchase your stock when they visit. Cuboid stair rooms - rooms with stairs already built in. Derelict Freighter Bunks. Sky Elevator. Quickly transports you from ground to just below the planet's atmosphere. A second elevator can go from there into space, where the dry dock can then be built. Stability Thrusters Cosmetic. Museum Display Case. Allows players to put treasures, glitch decorations, etc. inside. [Update: Echoes added the Wonder Projector, a functionally very similar item]. Various large and long Road parts. Useful for exocraft races. Added interactable base building items: pool table, snooker table, air hockey, table tennis, table football, bowling alley, arcade machine, vending machine, pinball machine, dart board, poker table, blackjack, roulette table, chess board, mini racetrack, train set, weights bench, stationary cycle, punchbag, wrestling/boxing ring, toilet. Added buildable room to bases & freighters - fish tank. NPCs FOR BASES NPC's can populate player bases making them feel more alive, if toggled on at the base computer. Added a range of static and dynamic NPCs to a new tab in the build menu, who can be given duties from a list. Each NPC comes with a terminal & a crate to store specific needed items. Available duties include, but are not limited to: Bartender Chef (Creates chosen items from a list of known food recipes as long as required items are in the crate). Doctor (Will heal the player and provide temporary boosts). Shop keeper (Sells deposited items to any other players who visit). Cleaner (Mostly for looks, but does also remove any grass sticking up out of floors). Gardener (Collects all plants on base) Players can collect the lot from NPC's crate. Crafters (Can be set to repeatedly craft a known recipe from deposited items). Ship repair (Mostly for looks, unless crate has the required items). REFINERS Refiners now allow players to pick the desired output & will show players a list of known refiner recipes to choose from. Picking one will add the materials into the refiner. Refiners now deposit materials back into player inventories if they stray too far from the refiner. Added New Refiner Recipes to turn activated minerals in non-activated versions. Added New Refiner Recipes allowing Pure Ferrite to do everything that Ferrite Dust can do. Added an Auto-Refiner base part to place between Silos, taking materials from one or more silos & outputting into another. Q.O.L. Added a trading system to the Anomaly & Space Station between the following items: Salvaged Data / Navigation Data / Exosuit Upgrade / Factory Override Unit / Salvaged Frigate Module / Storage Augmentation / Cargo Bulkhead / Multi-Tool Expansion Slot / Exosuit Expansion Teleporters now show the base computer's images, as well as what resources are available on that planet. Portal Glyph recharge screens how have a button in the middle that recharges all glyphs at once, only if the player has the required resources. Multi-tools can now add water to contained areas, allowing for creation of pools, ponds, lakes, etc. Starship outfitting terminal – Players can now cycle through all ships to upgrade or scrap any of their ships, not simply the docked one. Now also available on the Space Anomaly and on Freighters. Buy/swap ship screen – Also allows for cycling through available ships for potential swap. Multi tool box (and NPC tool offers) – Also now allows cycling through available multi-tools for potential swap. [A Version Of This Added In Worlds - Part 2] Pets - All pets now roam your freighter & dry docks. Additions & improvements to fauna, flora & proc gen in general. Living Freighters play a large role, including growing rooms for them. New Exotic Planet / Biome - CRYSTALLINE (Also called: Gemstone / Glassy / Translucent). Experience vibrant glass-like colours on land with all new translucent fauna types & bioluminescent underwater creatures in deep oceans & caves. New Exotic Planet / Biome - CANDY (Also called: Sweet / Treat / Goodie). Explore largely peaceful biomes filled with cute & bizarre creatures as well as breathtaking landscapes. an excellent place to learn cooking recipes. New Exotic Planet / Biome - SENTIENT (Also called: Cosmic / Celestial / Astral). Ginormous space creatures with planet-sized explorable environments on their backs. Some variants may be dead versions, existing as shells or giant skeletons. These may be inspired by: Turtles, Tardigrades, Whales, Axolotls, Sharks, Shrimps, etc. Fauna are typically far more abundant on these living planets than on any other type. They make great homes for zoos and cooking operations. For examples of Landscapes, Fauna & Flora for the new planets, see: https://www.nomansskyresources.com/ai [ or ] https://www.nomansskyresources.com/photo-albums BIO FREIGHTERS Players can now own Biological Freighters. New rooms must be grown, requiring time & resources. New rooms are discovered (rather than unlocked) by encountering other bio freighters & walking into those procedurally generated rooms on board. Players can now own up to 3 freighters at a time, though only one can be 'active' at once. Use the quick menu to switch out freighters, which will cause your current to warp away if present, and the selected one to warp in. MEMORIES OF THE MEGAFAUNA A new set of story missions based around the Bio Freighters & Megastructures. CREATE A STAR SYSTEM & PLANETS At the end of 'The Atlas Path' players 'Birth a New Star'. This now has a functional meaning. A new star will in fact be created, with space for 6 planets or moons around it. Travel to this system on the outer reaches of the current galaxy, will always be possible from any teleporter. Completing 'The Artemis Path' awards players with 'Remembrance'. Players can now use this to interact with the Remembrance Terminal in their created Star System, to design their own planets or moons to add to their Star System. This will involve picking which primary biome the planet will have, as well as its size; percentage of land, water & caves; colour filters; as well as which fauna, flora & minerals to drop there. [A Simplified Version Of This Added In Worlds - Part 2 to be used once in the mission 'In Stellar Multitudes'.] ARKS & ZOOS The bio freighter & existing freighters now each have a very large room that acts an Ark. It stores up to 15 fauna & 35 flora & minerals; which can be transported to other planets, allowing for the creation of zoo planets. Existing planets can have up to 10 new of each; fauna, flora & minerals; added to their discoveries roster in this manner. Returning to the planet later will see those new fauna, flora & minerals added to that biome. Several new base parts have also been added to suppliment the idea of a planetary zoo, requiring players to create enclosures that suit the animal, based on the type of planet it was found on, along with a need for trees, bushes & rocks from their native planet. Enclosures can be combined with the existing Feeders & Livestock Units, to allow for easy food farming. Placing different species into the same enclosure may rarely result in eggs of combined DNA, collected by a new base part. Companions can also be assigned to enclosures, removing them from your roster, but keeping them safe for later. COMMUNITY DESIGNS The Space Anomaly now features a computer terminal that allows access to a creature creator. Players can design their own fauna, flora & minerals from scratch & submit them for review. Players can add their designs to their own zoos & arks. Community contests allow for voting on new designs to be added into the main game's pool; so your design, or something like it, might show up on random planets in the future. NEW THINGS TO DISCOVER Planets now have a chance for some groups of regions to present a different biome. eg. a frozen area on a lush planet. [Partially added in Worlds Part 1 Update]. Players may now experience Earthquakes. Planets now have a small chance to spawn tribal races, not yet space bound & confined to individual planets. These will have their own entries on discovery pages if present. Bird noises and general animal ambient noises now populate planets and moons that have these. This may also help to locate some of those fauna. Planets now have water that moves, existing oceans and rivers now look more lifelike as a result. Very rarely, players may now also come across waterfalls, often with entrances to cave systems behind them. Some planets now experience Auroras at the planetary poles, rewarding players who seek them out. Water planets that are in populated systems now have a chance to spawn procedurally generated oceanic ships, the insides of which are explorable. Some may have crews, while others will be derelict. Occassionally, some may be found in a sunken state under the water. A variety of lore and item rewards are available on each. Players will now see more of NPCs based on traveller races, such as those on the space anomaly, while exploring planetary buildings. Some planets now feature rare Megastructures, memories of ancient times. SPACE Space now features nebulas, gas clouds, fully gas planets, pulsars and quasars, as well as Space Whales and a variety of other space based fauna available as Space Encounters. Flying through gas planets will fill starship slots with gases. Delving further into the planet may result in finding other materials and items, but be aware that any time spent flying through gas planets, is damaging your ship. Your shields are constantly lowering and random damage can occur to your various technologies and upgrades (except those required to get out). The further towards the core a player travels, the more harsh the damage becomes, but the potential rewards become greater. Occassional giant asteroids may now appear that players can land on and walk around, with minimal damage to their hazard protection and life support. They may feature random raw materials to mine. Minor course corrections can now be made while in pulse drive without dropping out. DRONE EXOCRAFT A new Drone exocraft. This craft does not house the player, but is rather controlled by the player from the ground. It has a high speed, and a range of 5000u from the player. Its primary purpose is to highlight nearby points of interest and buildings with icons. The drone has a wider FOV and a nearly top down perspective. The drone can also shoot up to 10 custom markers into player targeted areas. Players will need to build individual techs in its inventory for each thing they want it to be able to search for, including specific buildings or POIs, as well as particular resources such as Sodium plants, and interesting sites such as cave entrances. It will only highlight one of each thing installed, so as not to clutter the player's HUD. The Drone has enough slots once fully upgraded to house each available tech. An additional tech can be installed to allow the exocraft to scan passively while the player walks; though POI are not marked as quickly as they would be by manually flying the drone. Sentinels will naturally assume the drone is one of them, but if players fly it too close, then they may become aggressive and shoot it down. Players must then retrieve and repair the drone to use it again. If players leave without retrieving it; the drone will return to the Exocraft Specialist. Players can call the functional drone at any time from their quick menu. CUSTOM EXOCRAFT A new customisable exocraft can be fully built and designed by the player from the Exocraft Specialist Terminal, if the player has completed their missions. Players will design the look, shape, colours and type of exocraft. They more complicated the physical design, the heavier and therefore slower it becomes, but the more slots it starts with. Players may then upgrade the class and add slots to the craft. Added a new item for adding slots to any exocraft & slightly increased maximum slots for each. TECHNOLOGY Players with more than one Starship trail installed will now see a different effect each time they take off, alternating between them. A seperate tab has been added for Trails & Bobbleheads, freeing up space for the plethora of other tech & upgrades. Players can now use their quickmenu while in their starship to choose which installed bobblehead figurine displays in their cockpit. LIVING ARMOR Awarded during Memories of the Megafauna Q.O.L. Mineral nodes which have been mined beyond 90% will now be marked as fully mined and will not clutter player HUDs. Visited buildings and POIs are now recoloured to grey, so that players don't keep visiting the same ones by mistake. Larger flora & fauna, as well as Diplos, are now more common. Food additional benefits: In addition to rebalancing the nutritional benefits common to all foods (life support recharge, core health restoration, etc.), food consumption now gives the following categories of foods unique rewards: Horrific food sometimes gives units, but has a chance of summoning Biological Horrors. Anomalous food can reveal atlas words, but has a chance of attract Sentinel forces. Stellar food often contain nanites, but can also summon storms. Raw food causes damage when consumed. Milk products restore shield strength. Meat dishes restore an exceptional amount of life support power. Plant dishes restore an exceptional amount of hazard protection. Ice cream provides shield strength and a jetpack boost. Doughnuts offer an exceptionally strong jetpack boost. Cakes provide a long lasting sprint boost. Focused on multi-player improvements & QOL. New story side missions play large roles. Return to story-based weekend missions. New Exotic Planet / Biome - MIST SHROUDED (Also called: Concealed / Camouflaged / Veiled). Very low visibility. Storms are frequent, but usually mild. A haven for pirates. Full of various treasures. Fauna are barely visible versions of other fauna types. New Exotic Planet / Biome - SUBTERRANEAN (Also called: Hollow Core / Hypogean / Incognito). Explore vast cave systems, find NPCs from new cave-dwelling races & large insect-like fauna. Dig deep to find exotic resources & challenging boss-fights. New Exotic Planet / Biome - DEEP FOREST (Also called: Enchanted Woods / Mystical Glen / Bewitched Thicket). Has a vast number of trees. Home of the Fae Race (essentially Fairies, Elves, Hybrids & Elementals). Fae buildings are often up in the trees. For examples of Landscapes, Fauna & Flora for the new planets, see: https://www.nomansskyresources.com/ai [ or ] https://www.nomansskyresources.com/photo-albums HIDDEN WORLDS A new series of story based missions involving subterranean, deep forest and mist shrouded planets, new cave & tree-dwelling races & large insect-like fauna. NPC MISSIONS A new set of NPC missions are available to play from subterranean & tree villages, involving brand new objectives and boss fights. NEW GAME OPTIONS A New Game + option has been added; allowing players to copy elements from an existing save. Options to carry over include: Words Learned, Story Progress, Tech Learned, Tech Layouts (choose each one or all), Current Inventories (choose each one or all), Freighter & Base, Pets, etc. All previous expeditions can now be picked from the start a new game page, or the expedition terminal on the space anomaly. Players can now start a new save featuring the aesthetics of previous versions of NMS. BASE BUILDING All base parts that look like they should store items, such as lockers and suitcases, can now store a small number of items. A toggle can allow or disallow other players to take from it. Added a new item for adding slots to Storage Containers, which can now be upgraded from 50 slots each to 160 slots each. A new Message Board buildable allows visitors to leave messages for you at your base. These will also feature at an expedition waypoints, while the ability to leave communications stations in these areas will be switched off. Individual messages can be deleted by the base owner. A new Tip Jar buildable allows visitors to gift Units, Nanites or Quicksilver to the owner of a visited base. MULTIPLAYER 2-4 person Multiplayer now available on Nintendo Switch! Trade Rockets / Rocket Lockers can now be sent directly to other players in your team who may not be nearby. Players now have the ability to add a writeable backstory about their character & notes about their adventures, which others can read by clicking an icon by their name in any menus that feature it. All players can also now choose a specific name that isn't their gamertag. Players can now create and join their own factions, groups, teams, clans, civs, etc. from the Appearance Modifier. Players can belong to up to 5 factions. On the Space Anomaly, at the job request terminal, players can create custom missions for other players to join, rewards must be supplied by the mission creator. SPACE ANOMALY ADDITIONS The Space Anomaly is now home to a computer terminal, in the top right section, that houses a repository of community created help guides, much like those of No Man's Sky Resources. Players can upload their own, which will be checked by key members of the community before being greenlit to show up in this computer. Another terminal allows players to request help with jobs, or simply write stories based on their in-game experiences. Player trading terminals have been added, allowing players to drop items that they wish to gift or trade & other players. Simply set a price, or requested item to trade. Once sold, returning to the Anomaly will deposit the traded currency or items into their inventories. All 10 Storage Containers can now be accessed from the large area on the right side of the Space Anomaly. A new room has opened up behind the circular upgrades room. This large room houses a holographic suite that allows players to visit large areas of custom made planets (players are essentially teleported there, but cannot leave the planet, or indeed the selected large area). Players can currently choose from: - Balaron - The Oceanic & Swamp Gek homeworld with countless tree houses and Mud Huts. - Balaron-Secondus - A Gek moon featuring the Estate of Trade Lord Voinesio. - Korvax Prime - A Mechanical planet covered in mineral ores. - Equilibrium - A Korvax moon filled with exocraft & starship races. - Dryn'dargh - The Irradiated Vy'Keen homeworld. - Drun'Gala - A Jungle moon in orbit of Dryn'dargh. - More to come. PVP DEDICATED GALAXY The Space Anomaly Teleporter now has an option to travel to a PVP dedicated region. While present in this region, PVP will be automatically switched on for all participants. This is a series of regions of Star Systems in its own mini-galaxy. When leaving said galaxy by returning to the Anomaly, an option will be given to turn PVP off again. Galactic War! Within this galaxy, star systems are not assigned Korvax, Gek, Vy'keen, but rather to player created factions. Players can do missions to to change influence levels of their faction over the given system. The system will change ownership to whoever has the highest influence. Players with more than one faction must choose one to be active while in the PVP galaxy. Trade in these systems will influence economy levels, while combat will influence danger levels. SPACE RACE Some star systems now have a possibility to engage in a space race with NPCs & other players. Starting from the space station & weaving in & out of checkpoints between frigates; doing low flying runs between mountains on planets & flying down trenches on freighters. Q.O.L. All of the main storylines of the game now have optional voice acting in a variety of languages, as separate, free DLCs. Landing Pad, Space Anomaly or Space Station situated Haulers can now convert into mobile shops, (like that of the bounty master's in Outlaw systems). Players must choose this option from their quick menu. An option has been added to allow the scan function to be a toggle, rather than holding down buttons. Players can now turn in space station missions in groups, for example all 'kill # sentinels' missions. Discovery pages now include the portal co-ordinates. Players can now use scan while riding a pet. Players now have the ability to mark raw materials, items, ingredients, etc. like a shopping list from their catalogue. When interacting with vendors, there is now a star icon to indicate that it’s something the player has marked. On planets, the requested item will also be marked by a custom icon once the player is close enough to it. Ambient mode is now available for anyone to use with ease by selecting it from the new slot 16 of the saved games list. Tips now display at the bottom of the screen during teleport animations and load times. All Freighters, Ships, Exocraft & Storage Containers now show as options on the tabs of sell screens. Quests and missions now have a check mark next to them in player logs. Unticking the mission will prevent pop up help tips from appearing for that mission until rechecked. A new options menu has been created for HUD elements, allowing players to turn each element off or on. 'Trade Outpost' scans from ships now find an outpost on the current or nearest planet, rather than a random planet in current system. In the galaxy map, players can now see custom waypoints from all players in their team. Teleporter menus now show conflict and economy levels, how many planets in the system and their biome types, as well as how far away it is from the player's current location and from the core. All heads can now be equipped to all races. Living rocks have been made less rare. Trading Post landing pads now have connecting walkways. SHIPS The ability to look around more and meaningfully interact with controls - electronic/mechanical elements - while in the ships cockpit would improve immersion. Overhaul shuttles and hauler designs to make them a larger class of ship that can be walked around and have a custom player decorated interior - ie make storage and functions of a shuttle/hauler meaningful - in but also flown normally like fighters, exotics, etc. Right now I feel like haulers and shuttles are out of place in terms of class when looking at the rest of ships in general. Cloaking module for ships - weapons cannot be used while this is active, neither can you warp or use your pulse drive. Works similarly to the one on the multi tool. Can be used to hide from sentinel or pirate ships. It is selected like other spaceship weapons, if installed it can be found by pressing the weapon swap button until it comes up. Is active when you hold the fire button. Ties in with the cloaking idea above, new ship secondaries that can be selected in a similar fashion to multitool secondaries, could focus your shield to increase frontal protection but remove almost all back protection, launch holographic decoys, or cloak your ship. MK 2 ship variations New ship types based on the originals that offer better stats, larger bodies, and interiors. Brawler class ships: advanced fighter type, more shields and DPS than their lesser fighter variants. Chonky boi with minimal interior walkspace. Trucker class ships: advanced hauler type, more slots than any other ship could ever get, even when fully upgraded. VERY chonky boi with lots of interior walkspace, even build able to make it feel like home. Wanderer class ships: advanced explorer type, very maneuverable and very fast, see that planet on the edge of the system? wanna see me fly there? wanna see me do it again? kinda chonky boi, mostly in the back engine section. decent interior walkspace. Ace class ships: advanced shuttle type, well rounded high stats, good for just about anything worth doing, fast and maneuverable, packs a punch, good storage, and well protected. Less chonky than Trucker, more chonky than Brawler. Good walkspace and enough building room to make it your own. Luxury class ships: advanced exotic class, just a mobile base, stats are somewhat worse than the Ace. Makes up for it in a massive amount of walkspace and building room, chonky boi that looks very flashy. Supports multiple players. Hanger bays on the new corvettes and for new corvette (on colonies) Some things for friend/crew to do on corvette either tasks e.g manning guns,navigation,communication ect ect. Or mini games and things to mess around with e.g space pong or other arcade games maybe, space pet, pushing it maybe space poker, ect ect To make multiplayer crews on corvette more meaningful and fun Organic Corvettes & Frigates Exocraft summoning room for the corvette. The summoning room should summon the exocraft in the room and have landing bay opening to drive out the exocraft. I know it's not needed due to the materializer but the feeling of deploying out of the ship with your exocraft is way different than hopping out of the ship then hop straight back into an exocraft MENACE Interesting additions to the combat side of life. My 'tears in space & time' idea plays a large role. New Exotic Planet / Biome - NIGHTMARE (Also called: Horror / Dark / Calamity). Test your nerve, resolve & skill with these dark & dangerous hellscapes where everything wants you dead. New Exotic Planet / Biome - CYBERNETIC (Also called: Robotic / Electronic / Mechanical). Experience a wide array of robotic lifeforms on planets that are themselves mechanical. Many challenging & large-scale combat experiences await in these biomes. New Exotic Planet / Biome - SCRAP (Also called: Scrapheap / Dump / Junkyard). Find all manner of items, ships, tools, building parts, etc. Only cybernetic lifeforms survive here & interlopers will find each of their various hazard protections being affected drastically at all times while on these planets. Time spent in these biomes is a risk. Spend too much time here & a klaxon will sound. Interlopers will soon thereafter find that pirates, sentinels, horrors, aggressive cybernetic fauna & all other threats imaginable will quickly swarm & destroy them. For examples of Landscapes, Fauna & Flora for the new planets, see: https://www.nomansskyresources.com/ai [ or ] https://www.nomansskyresources.com/photo-albums DRAGONS Various forms of dragons added to all of the new world types - Sandy, Ringworld, Crystalline, Candy, Subterranean, Mist Shrouded, Cybernetic & Nightmare. Also, Volcanic & Swamp. Dragon types match the planet types. ENEMIES A range of new large and powerful enemies are now available. Most planets now have an exceptionally rare 'boss' fauna (not needed for fauna completion) or sometimes flora. Added a variety of large, exceptionally dangerous beasts in caves & underwater. Added missions to photograph or kill them. A wide variety of larger mechanical enemies with different shapes and types have been added. Mechs might have two legs, four legs, spider legs, tall legs, etc. and have abilities such as force fields, jump slams, spinning blades, lasers, grenades, jetpack, flamethrower, There are also flying mechs, sea mechs, etc. Added a 6th Sentinel Threat Level on planets with aggressive sentinels. At level 6, the Sentinels can join together to form a difficult to kill Mega Sentinel. Any sentinels that join the fight can add themselves to the Mega if not killed quickly enough. BOUNTY HUNTERS & ASSASSINS Certain NPCs will now hunt players who have recently committed acts of crime. These NPCs will hunt you relentlessly across planets & are difficult to kill. Added a variety of new missions to the space station and nexus that involve surviving these hunters, such as a Vy'keen death squad, for a set amount of time. Added very rare random encounters both on planet and in space, for players who have recently committed crimes, that involve the player potentially being caught in stasis fields by persuers. Being caught results in the player being bought to a prison facility either in space or on planet, that the player must escape from. Players can bribe guards, take a debuff or severe damage to pass dangerous routes & then shoot their way out, team up with NPCs & cause a jailbreak riot, or solve a series of puzzles and stealth to escape. MISSIONS Abandoned space stations now have their own missions leading to discoverable high-quality loot. Players can find these missions by exploring the Abandoned Station & checking any logs they find. SPACE Some previously unexplored systems have been converted into Bio-Restricted Systems. These systems have hyper-aggressive Sentinels that do not tolerate any form of technology in the system but will allow Travellers if they use only Living Ships and Alien Multitools. Attempting these systems with non-organic technology will result in death. Derelict freighters now have more enemy types on board. Interacting with the final terminal in a Derelict Freighter now has the chance to cause a self destruct countdown when complete. Players must escape the freighter quickly. Some of these will disable the on-board short-range teleporters. A large explosion will occur as you fly away. SENTINEL FREIGHTERS EXPANDED After taking out the Sentinel Freighter's defenses, if players do not destroy it, they can now board it for a far more difficult version of the derelict freighters, with a wide variety of rare loot on offer throughout, along with new enemy types. Sentinel Freighter Dungeon Loot: Tainted Metal / Quicksilver / Liquid Sun / Fragmented Qualia / Living Water / Hexite / Hex Core / Sentinel Boundary Map / Salvaged Frigate Module / Storage Expansion / Cargo Bulkhead / Multi-Tool Expansion Slot / Suspicious Packet / NipNip / Fusion Ignitor / Stasis Device / (Legacy Building Parts) / (Eggs, Tools & Ships - See Twitch Drops) / (Original) Atlas Stone / Ancient Key / Trident Key / Station Override / Dream Aerial / Void Egg / Spawning Sac / Psychonic Egg / Flesh Rope / Vile Spawn / Somnal Dust / Ancestral Memories / (Various Treasures) / (Fleet Upgrade Units) / Memory Fragment / (Illegal Upgrades) / Sentinel Weapons Shard / Exosuit Fragment / (Various Foods) TECHNOLOGY Players can now create multiple exosuit layouts, perhaps specialising each for particular environments. Players can switch suits as long as they are not currently on foot. Unlocking different exosuits requires vast amounts of units & nanites. A Grappling Hook technology can now be built in your multi-tool, allowing for speedy climbs to raised platforms. Added a rapid-fire Biological Horror & Deadly Infestations flinger technology, that acts like a grenade launcher, but, you know, even scarier. Added a sword multi-tool. Can be customised into a laser sword. Multi-tools can now be upgraded to have up to 80 slots. NEW ENEMIES TO CATALOGUE Added new sections to Wonders Menu: 'Dragon Types', 'Rare Sentinels', 'Gigantic Enemies'. Q.O.L. Squadrons now have different flight configurations & distances from the player & each other, which are controlled by the player via the quick menu. No longer will your allies simply get in your way. Starship cockpits now show how far above ground the ship is while in flight, helping to prevent crashes into the ground during extreme storms. The exosuit now display stats for Life Support, Shield, Hazard Protection & Movement, allowing players to more easily customise their tech upgrades layout. TEARS IN SPACE & TIME Players may now rarely experience tears in time & space appearing near them. Stepping through takes the player to one of a series of 16 timed challenges with clear goals that become apparent shortly after arrival. Some are rarer than others & all are designed to bring new light to some often ignored features of the game; while some add new features. A new section in player catalogues called trophies is filled out for completing each. There are also unique items to collect, as well as well-sought after existing items such as Exocraft & Living Ship slot expansion items & Station Overrides. Tear 1) Locate & chase a fast moving NPC across a planet, on foot & ship, until shooting them down & 'arresting' them on foot. At one point, you must make a bytebeat tune (follow some tutorial-like prompts) to get them out of hiding. Tear 2) A cave based maze that ends in an encounter with an exceptionally large, truly unique fauna. Awards a very valuable item. Tear 3) Find the Volcano & sacrifice 5 pets to it (these pets will be permanently gone). Tear 4) Cure a plague from the various fauna on a swamp planet (find # of this creature & # of this creature & feed a new item 'cure', made in a refiner from plants found on said planet. Tear 5) Survive in an exceptionally large underwater cave until the end of the timer. Air pockets are around, as are the plants that grant oxygen, so air supply is the least of your worries. The very large Octopus creature & various other smaller fauna chasing you, are a problem however. Getting to your specifically positioned Nautilon spawns the Octopus. It can only be killed via the environment - look around for one of 3 unique ways to kill it. Doing so spawns several easier baby versions. This challenge could get more difficult as it goes on. Perhaps Octopus creates falling rocks from ceiling or something. Tear 6) Several custom made racetracks. One for each exocraft. You pick one. Falling off requires starting again. You must get all the way around before the end of your time limit to receive your reward. A different reward for each track, but you can only do one each visit. Tear 7) System of the varied sentinels. (See the awesome pics of the various sentinel ideas on the bottom of the future content page https://www.nomansskyresources.com/future-content ). Defeat one of each type in time. Each has their own strengths & weaknesses. Once all are defeated, a Kaiju version, made of several types will appear, maybe in space. Think power ranger Zords. Defeat in time for the best reward. Tear 8) Base Defence. There are several pre-made bases on the planet. You must pick one & build turrets & wind turbines to power them, in locations of your choice. After a brief window to do this, a large force of monstrosities attacks from all sides. Grenades are disabled. Your turrets & your multi-tool must defend the base until the timer is close to running out to receive your reward. Everything you build disappears on completion or failure. Tear 9) Something to encourage cooking. Perhaps you are given a list of 5 end products to make & gain a reward for each, as well as a super reward for doing all 5 in the allotted time. The needed ingredients would be available on planet; even if some need to be purchased. This would be best implemented along with an upgrade to the cooking part of the catalogue, which would now track the ways of making each item, as you discover them. Simply hover over the item in the catalogue to see the ways you've unlocked & greyed out ones not discovered yet. Pinning one of these brings up a tool-tip on how to create it if you have done so before. Tear 10) A new Crystal planet with Auroras at the planet poles & some Earthquakes for good measure. On this planet, the goal is a mechanical one. There are incomplete or incorrect circuits to fix & perhaps also some things that require new items - motors, gears & pulleys. Better items are awarded the more machines / circuits you fix in the allotted time. Tear 11) Defend the Child Of Helios from varied attackers. Tear 12) NPC maze. - A longer timed mission that spans an entire system. There is a 'maze' of types. You start by talking to the traveller on the space station, who sends you to speak to an NPC on one of the nearby planets. Said NPC gives you clues to the whereabout of the next. This keeps going for 16 NPCs, although there are some additional red herrings thrown in that are dead ends, but fit the previous NPC's description in some way, but not in another way. A good grasp of the various languages is key here. If mixed NPC system is not possible, then there would actually be 3 different versions of this one; unless option 2: all of the said NPCs were forms of travellers, speaking the Atlas language. Tear 13) Another longer one; talking place in a cluster of systems. Basically you have to complete both trade routes; buying items from one & selling to the most profitable other system. There is already a 3 system type route & a 4 system route type. You would need to visit all 7 trade systems types & sell the appropriate items there to qualify for the reward. Tear 14) The Hunt. Yes, the PvP element that many want & many do not. Being killed here does not kill you; but only sends you back to where you were before. There are 2 teams, the hunters & the hunted. The hunted can gain better rewards than the hunters. All players can be eliminated regardless of team; though it is mildly harder to eliminate a hunter than a hunted. The hunted are only visible to the hunters while moving; but staying still for too long drains their health, which also regenerates a little more slowly while moving. If the hunters eliminate all of the hunted before the timer ends, the remaining players gain a reward. If the timer runs out, or all hunters are eliminated, the remaining hunted are given a better reward. Simply surviving until the end gives a trophy based on which team you were on (so 2 or 3 trophies available). Tear 15) Some kind of combined building effort. The first person there or first time you are there, they / you will not be able to complete this one. It requires multiple visits, perhaps by multiple people, to complete. Rewards are perhaps high up, or only visible once full structures are completed; or something like that. Once the item is reachable, it remains claimable for all visitors for 6 days, then all structures are destroyed & the process starts over. Or perhaps instead there is some corrosive element, meaning base parts will gradually disappear over time; doing so faster, the more of them that there are. Another idea would be that you are building a large shrine to the Atlas & then you need 16 players to press buttons around it, all at once, to 'activate' it. Tear 16) The rarest of them all, which can only appear when all others have been completed: board & clear the LIVING FREIGHTER of all pirate NPCs, on foot & in ship. Successfully completing this mission in time (extremely difficult) results in an option to gain the living freighter for yourself. TROPHIES: - Made a bytebeat tune. - Arrested a fugitive. - Killed a Cave Troll. - Hurt those who loved you. - Saved a species. - Survived the Abyss. - Killed the Octo-Monstrosity. - Completed the Nomad Circuit. - Completed the Colossus Circuit. - Completed the Roamer Circuit. - Completed the Pilgrim Circuit. - Completed the Minotaur Jumping Circuit. - Mastered all Racetracks. - Defeated a Sentinel Harvester. - Defeated a Sentinel Nautinel. - Defeated a Sentinel Podbeast. - Defeated a Sentinel Haunter. - Defeated a Sentinel Collector. - Defeated a Sentinel Protector. - Defeated a Sentinel Hexadroid. - Defeated a Sentinel Base Mech. - Defeated a Sentinel Droneship. - Defeated a Sentinel Excavator. - Defeated a Sentinel Extractor. - Defeated a Sentinel Stormer. - Defeated a Sentinel Seer. - Defeated a Sentinel Subdroid. - Defeated a Sentinel Spire-Walker. - Defeated a Sentinel Imploder. - Defeated a Sentinel Hydrospore Guardian. - Defeated a Sentinel Rogue Anomaly. - Defeated a Sentinel Drifter. - Defeated a Sentinel Phage Former. - Defeated the Mega-Kaiju Sentinel. - Defeated all special Sentinel types. - Successfully defended a base. - Perfectly defended a base. - Cooked a yummy meal. - Cooked all 5 yummy meals. - Fixed a broken machine. - Fixed a broken circuit. - Fixed all of the broken machines & circuits. - Defended the Child of Helios. - Successfully navigated the NPC maze. - Completed all 7 trade routes. - Survived being hunted. - Outlived all of the hunters. - Obliterated all of your marks. - Helped to complete a unique building. - Gained the illusive building item. - Cleared a living freighter of pirates. - Claimed a living freighter as your own. DEEPWATER Interesting additions & vast improvements to the ranges of what fauna, flora, minerals & excitement you can find in underwater biomes. New Exotic Planet / Biome - TOY (Also called: Game / Brick / Block) Explore worlds created from blocks & featuring toy-like fauna & flora. Some areas may feature board games as parts of the scenery, or players may find rare regions that are filled with new building types based on amusement parks. Collect a variety of buildable trophies based on toys & place them on your base shelves. New Exotic Planet / Biome - SOFT (Also called: Cushioned / Squishy / Safe) Everything on these planets is soft. Soft play structures litter the landscape like trees. These include bumpers, balls of all sizes, slides down mountains, tunnels, puzzles, ball pits instead of water. Fauna are mostly friendly & cuddly. New Exotic Planet / Biome - PAPER (Also called: Flexagon / Origami / Creased) I have no idea how this planet's gameplay would work; I just like the fauna. These planets remain hidden until the main story is completed. For examples of the new Races & Landscapes, Fauna & Flora for the new planets, see: https://www.nomansskyresources.com/ai [ or ] https://www.nomansskyresources.com/photo-albums HIDDEN DEPTHS A new series of story based missions involving exploring sunken wrecks & going deeper underwater than ever before. NEW MIXED RACE Added a new mixed humanoid underwater race, including Mermaids, Squidlings, Crustaceans, Sharkoids & more. SEA-LIFE [Partially Added In Worlds - Part 2] Added a variety of sea creatures, including Whales & Dolphins, Octopus & Squid, Nautilus, Oarfish & Eel, Hatchetfish, Isopods, Sea Stars, Sea Angels, Seals & Sea Lions, Turtles, Iguanas, Crocodiles, etc. as well as vibrant Coral Reefs. [EDIT: All fishing catches are now populated as scannable creatures on their respective planets] DEEPER OCEANS [Added In Worlds - Part 2] The deeper a player delves, the darker it gets, a torch and lighting buildables will be needed. Bioluminescence is more frequent at deeper levels, as well as larger, more agressive fauna. PROCEDURAL EXPLORABLE SUNKEN WRECKS Added Crashed Submarines & Shipwrecks, which function much like derelict freighters. A variety of existing base parts can be unlocked for free via exploration of these sites. CUSTOM EXPEDITION MODE Players can now create their own expedition mode. Pick a theme. Pick the milestones, starting point, rendezvous points, patches & rewards. Select icons & insert text in custom items for those expeditions. SURVIVAL HORROR DERELICT Added a new PvP Arena - Horror Survival on a Derelict, only one player can leave. VARIED BUILDINGS All current building types have gained many variations. No longer will every ruin be laid out the same way, or every crashed freighter look the same. Some building types, which can be explored inside, now have a wide variety of sizes and produrally generated layouts. REPLAY STORY MISSIONS Added a section in player logs that lists all completed story & side missions & contains a button to restart those missions from the beginning. Q.O.L Water based hazard upgrades have all been dramtically increased in effectiveness. MULTI-TOOLS LEGENDS A wide range of story missions. New Exotic Planet / Biome - MUSIC New Exotic Planet / Biome - ART New Exotic Planet / Biome - WORKSHOP For examples of the new Races & Landscapes, Fauna & Flora for the new planets, see: https://www.nomansskyresources.com/ai [ or ] https://www.nomansskyresources.com/photo-albums Added the Ariadne Missing Storyline from the previous weekend missions, as an optional story mission & added a conclusion to that story. Added similar mini-storylines for each seperate Space Anomaly NPC. Added similar mini-storylines in the holographic suite, for each of the following characters: Nada & Polo First Meet, The Fall of Artemis, Apollo's Quest, Null's Rebellion, Hirk The Great, Nal, Asteria, Narcissus, Lazarus, Hildebrand, Omega, Horiffic Flesh Helmet Character (needs a name). LIST Kind of wish the Staves had new modules and uses other than the multitool... Ability to call in lighting strikes... meteors to hit, tornados to form... or call in a giant Worm to ride... more technomancy... magical... SLOTS Here's an idea, super-compressors, a small inventory box that can hold multiple items. However, this tech would be exclusive to large vehicles, like cargo haulers, the colossus exocraft, and freighters. Super-compressors unlike normal technology, are added to the cargo slots themselves through the crafting menu rather than the technology portion of an inventory. These would be relatively cheap to craft, likely with carbon nanotubes, quantum computers, and/or antimatter. This change could bring new use to cargo ships that seemed bulky and slow for no reason, now able to hold hundreds more items when fully upgraded. CRAFTING More Tainted Metal Uses: General expansion of the explorable Derelicts preferable, but for example, a Tainted Metal merchant Autophage. Given the Derelicts involve a clandestine scrap dealer, the Autophage seem a natural fit. PLANETS / BASES Linked Teleporters Two player-built teleporters that are linked to each other. Simply a portal connecting two pre-selected points in the vast game world. Another way to share and interact with other players inside the game. Right now, teleporters are very "personal" devices. You can teleport to your settlements and bases, to your freighter, to group members (which you can't just access randomly), or to a few community-selected highlights and some random options inside the Anomaly. Planetary portals require exchanging glyphs, usually through third-party services. Linked teleporters would offer a way for players to jump into a location chosen by another player. Communities could build hubs with a selection of places to visit. You could even have a room with teleporters to all 255 galaxies. Or imagine stumbling upon a hidden teleporter on the edge of a galaxy that leads to a thriving, populated system. Holographic Environment Projector: A base component that can apply the textures/skybox/atmosphere/tint of one of the player's Wonder planets to the surroundings while within base perimeter range. Sloped Corridor: As corridor, but diagonally up/down. Large prefab indoor staircase to connect rooms. "Secret" base parts that could be unlocked as rare loot in different places e.g. an escalator part that could be unlocked by opening a crate on a derelict freighter, or a hexagonal room found by selecting the right choice in a manufacturing facility. (Side note: this would only give you the blueprint, and you would still need to craft the part.) One of the features of my "dream update" is player created quests and the ability to populate bases with NPCs and assign them dialogue. It would open up a whole new universe of possibilities for player created content for years to come. Added a wall decoration that can showcase caught fish. New TV base part that shows advertisements for restaurants, ships, multi tools, outfits, item sales, propaganda, and more. Order and types of ads could be procedurally ordered based on the star-system you are in. All volcanic planets now have lava oceans that are explorable. I would like a way for turn a starship or a multitool in a building part, a way to keep a memory of our old stuff without taking up a place in collections. In the same idea, sort of models for show different exosuit skins. Add mining/fishing towns to find that have exclusive gear or special items. If you fully upgrade your settlement one of your NPCs mentions a nearby fishing town. There, you can get exclusive fishing gear and you get to learn more about the settlement you own. Or Invite wandering NPCs to your settlement some may settle some won't. Some have good or bad attitudes and give different items.rare missions based on having a certain person/s join your settlement. I know im not the only one that miss the fact that planets and moons rotated as in real space. Some beta testers were confused with the fact how space works. We could easly fix the issue with a pin in a specific location pf player choice via map system or some kind of gps device (open map, select point of interest, and it will guide player into it on a HUD and in map view of a system/planet. The rotating planets would add more immersion and life into this universe. The content here will be primarily focusing on space combat and space things. At a Drydock, you can customize the role of a frigate or freighter. Combat Frigates: Artillery Frigate, Assault Frigate, Missile Frigate, Carrier Frigate, Capital Frigate. Science Frigates: Bioscience Frigate, Technoscience Frigate, Precurscience Frigate. Industrial Frigates: Planetary Mining Frigate, Deep Space Mining Frigate, Gas Giant Harvesting Frigate, Matter Dredger. Support Frigates: Fuel Barge, Cargo Barge. Trade Frigates: N/A Freighters: Combat Freighter, Trade Freighter, Science Freighter, Multirole Freighter, Industrial Freighter. Space Stations will change in purpose based on economy and conflict. Conflict 1: No Effect Conflict 2: Station has hangar bays and some turrets. Conflict 3: Station is fully militarized. Trade 1: No Effect Trade 2: Station has a trading hall. Trade 3: Station designated to the trade based on its economy. Sentinel Ships Sentinel Battlecarrier: Sentinel warship with a large compliment of fighters and point defense. Sentinel Cruiser: Large sentinel support vessel with lots of artillery and torpedoes. Sentinel Destroyer: Mid-sized sentinel warship. Good all-rounder. Sentinel Corvette: Small sentinel picket ship. Tends to skit around the edges of combat. Sentinel Interdictor: Weak mid-sized sentinel warship that prevents emergency jumps until destroyed. Sentinel Super-dreadnought: Huge sentinel flagship. Fight works much like that of the Pirate Dreadnought, but with extra steps. Super-Dreadnought fight: 1: Fly through the shields and take out the capacitors. It wont shut down the shield, but makes it destroyable. 2: Fly through an exhaust port and destroy the engine regulation unit. Impairs the ship to be incapable of moving or jumping to pulse. 3: Destroy the exposed fuel rods. 4: Destroy the weapons on board. 5: Enter the hangar bay and work your way through the flagship. 6: Reach the supercomputer and make a decision. Scuttle the ship. Sieze the vessel. Let it go. Pirate Ships Pirate Galleon: Large pirate vessel with a powerful broadside array. Pirate Brigantine: Medium pirate vessel serving a support role. Pirate Sloop: Default pirate vessel. Pirate Skiff: Small pirate vessel with a single PDC and laser. Pirate Ship-o-the-line: Huge pirate vessel serving as an escort to the dreadnought. Miniboss. In pirate systems, you may periodically see a pirate fleet. In high conflict systems, you may see AI fleet battles take place, or just stumble upon a pirate fleet battle. Sometimes when entering a system, you may warp into a Siege. Sieges are a fleet attacking the station. They are in the following phases. Phase 1: Destroy defense force. Phase 2: Disarm the station. Phase 3. Commence boarding. Defending the station gives a significant payout and reputation award, but helping destroy it gives the same reward from the attacker faction. Sometimes, a planet is blockaded. You can either... 1. Get through (must be level 4 reputation with that faction) 2. Bribe (10k units. may backfire) 3. Run the blockade (starts a battle and removes 3 reputation with that faction) or you can just go around... Battles will no longer despawn if you enter your freighter or atmosphere. Sentinel Dreadnoughts, Pirate Dreadnoughts, and others will now have a marker. New Black Hole types/sizes and other encounters. Asteroid-Mass: Tiny. Cant be warped through. Moon-Size: Default. Planet Size: Big. Stellar-Mass: Huge. 30% chance to warp you into galactic centre. 60% to warp you somewhere about 500LY from it. Supermassive: Centre of the galaxy 1. Can jump you to the next galaxy, at the cost of half your installed tech... Hyperpulsar: Centre of the galaxy 2. Dont fly into the big jets of particles and stuff. O.M.E.G.A: Only spawns in Eissentam. Huge megastructure with an automated defense system from the new race called the Forgotten. The Forgotten are an unbelievably powerful progenitor race. Forgotten Ships: Z'vir: Interceptor. K'rol: Small corvette. T'mir: Small destroyer. A'mol: Medium cruiser. U'nal: Large dreadnought-carrier. O'del: Huge warship. Boss fight. The Forgotten dont really like visitors, but they dont care as long as you dont do something stupid. The Forgotten should have very angular frames, and their limbs should be seperated and connected by tachyon connectors. New Questline centred around the Forgotten. Quest is named "Those Forgotten" The Forgotten are not really counted as a race, and dont have their own language, but still SORT OF are a race. Derelicts may be found drifting towards a planet. If they crash, it is no longer a derelict, but reward crates can be found scattered near the crash. If the freighter is infested, there is a chance the infestation survives. Escaping the sentinels will cause them to search the planet and system. If they dont find you, they will search adjacent systems and place a bounty on your head. Customizable jump style for your fleet. Jump styles are based off Halo, 40k, Star Wars, and Star Trek, plus 2 of my own. Jumping in your freighter now lets you walk around inside. When a ship is destroyed, escape pods will launch. Improved filtering for Star System discovery menu Add additional filters that allow the player to see lists of all systems that they were the first to discover. Allow all lists of solar systems to be ordered by most recently found/visited, % explored, maybe number of planets? Provide stats for player on number of player visits to each system, bases created, etc. Maybe some of additional filters and info could be made accessible via a upgrade, similar to economy/conflict scanner. This would help players who want to revisit old systems and explore more thoroughly, which is kind of difficult to keep track of with the current system discovery interface Added a new surgery wing of Space Anomaly through the large door in the blueprint room. This area can only be accessed once the mission "Starbirth" is complete. Surgery wing allows purchase of living starship organs alongside grafting of synthetic tech to organic components. (ex: rocket launcher -> parasite ejector) This will be at a hefty nanite price (2k - 20k) of course. Living ships now have new blueprint trees that include major upgrades to current technologies (blueprint upgrades to weapon, launch, pulse drive, hyperdrive, and shields will be available once blueprints are learned and proper organic components are in hand.) A new variety of organic components can be crafted to make new living tech. New components include, messy brain matter (wiring loom), terrarium lung (some form of power core), symbiotic plate (metal plate), etc. In the freighter nutrient room, I would like the ingredient storage to be included in with the other ingredients when scrolling through my inventories for an ingredient to use, the portable NP already does this,but I would like it to be the same with the freighter NP as of now you have to manually enter the ingredient storage, grab the ingredient, exit, then scroll through your ingredients to find it before you can process it. Added seat to exo-skiff to prevent player from falling out, also add faster movement speed to exo-skiff, exo skiff tilt is less extreme, and make it an official exocraft with a docking bay The fact that the Vy'keen have access to exocraft implies that they are used, and the shops prove that exocraft are maintained, so... No Man's Sky: Marauder -NPC exocraft can now be found roaming planets -New planetside pirate convoys of trawlers, cruisers, and/or submarines -New exocraft focused expedition. -Procedurally generated race track structures. -Pirate camps and underwater pirate bases. -X-class exocraft upgrades -New variety of exocraft weapons including spread launchers, full auto lasers, and more! -Raid pirate camps for high tier loot and a chance at rare pirate cosmetics. -Pirate Heavy Trawler boss fight! Multitool builder that functions just like the ship builder. You find or buy different multitool part modules e.g different style stocks, grips, etc and you then build your multitool and give it different colours. I've always been amazed that we could create and customise our own ships but not multitools in the same way. Viewing stats of removed modules It's very hard to remember which of the identical-looking removed modules has which stats. I have to reinstall them just to check their bonuses. Swapping modules and technologies Currently, if your tech grid is completely full, you have to remove a module, swap them one by one, and then reinstall the removed module. It would be great to simply drag and drop one module onto another to swap their positions. Transferring modules when buying a new ship This would be incredibly convenient. Viewing detailed stats for ships, multitools, and the exosuit Upgrades and modules change the numbers, and I would really love to see exactly how. The current display is completely uninformative. I can't see my ship's true maximum speed, its precise damage output, or the exact bonuses and capabilities of my equipment. Even just a toggle for a detailed view would be perfect. I really want to see the precise parameters and potential of a ship before I buy it. Please. Xenocaching: One player places of canister onto any location on any planet. Other players hunt for the canister, given its galaxy, glyphs, and planetary coordinates. Xenocache canisters contain a logbook, and one or more items. Canister types: — Standard: Any one player can open a standard geocache once (and only once), and gains access to its contents. This cache remains available to all players at any time; there is no limit to the number of players who can find and open a standard cache. — Unique: Any one player can open a standard geocache once (and only once), and gains access to its contents. Once found, a unique cache is terminated. — Limited (Time): Identical to a standard cache, but available only for a limited duration. — Limited (Players): Identical to a standard cache, but available only for a limited number of players. Players can challenge other players to find and collect Xenocaches. Also, a player can use these to transfer items from one save to another. I had an idea last night for a content update. After checking the Future Content page, it ties into the MENACE idea, but expands it. There are hints of darker Lovecraftian aspects to the game. Biological Horrors, Abyssal Horrors, Hungering Tendrils that just leave hints, but seemingly appear and disappear from nowhere. The MENACE section talks of adding new planet Biomes and creature categories, and giving certain planets Tears in space and time with timed challenges. My Idea: Double the content of the game - Give ALL planets space/time tears, that lead to "The other side". Maybe tied to Abandoned buildings, or left behind after defeating worm nests. Act as doorways. - Give each planet Biome a Horrorific opposite, with the same seed. Same landscape, horrific plant/mineral/animal counterparts - Replace Sentinels mechanics with an escalating horror monster horde - New Gear: * Exosuit upgrade to enter/open/create tears * New Multi-tool scanner upgrade to locate natural or dormant tears * Ship/Freighter equipment to cross-over * New Base Items to create stable portals. * New Space Anomalies like Black-holes that allow cross-over This could also tie into the ideas from SPORE as well, make the other side the origin of Living Tech. Ships/Upgrades/Living Freighters/Living Armor Confetti module for multi tools. provides absolutely zero practical use, but good for celebrations. could also toggle confetti explosions when creatures, biological horrors, and sentinels die, accompanied by the sound of a party favor Ice / Fire cave variants Buildable minecarts and track in cave systems Time systems-ancient systems where old civilizations still exist and thrive in villages/kingdoms, future systems where everything-planets, flora, fauna-is made of tech and city-moons are numerous where their surface is one giant city (almost like Coruscant in star wars) Maybe have by-products for certain refiner recipes, like for example salt to chlorine, salt is chlorine and sodium, so maybe a by-product slot where the sodium from the salt goes as a by-product. Maybe an alchemy update? (potion witchcrafty things) Thee could be a new story mission called Potion Making and at the end you get a new blueprint (Alchemist's stand). There could also be nomad potion people that travel around rivers and can be recruited to be at your base and make potions. The potions would give effects like jetpack boost or water breathing/fireproof. Not sure what category living freighter ideas would tie into, so I chose misc. (heavily ties into the SPORE update idea) Living freighters have lots of mysteries as to how they will be implemented, how do you land on them? What do the insides look like? How will they provide the basic provisions of regular freighters and more? This post will answer all of that. First, starting with landing, a living freighter will have a form of membrane that allows players to fly through and land while deflecting regular space debris and pirate attacks. As to how you actually land inside them, you don't technically land on the inside of the interstellar megafauna, you float. The LF (I'm getting tired of typing "Living Freighter") has holes in it's "docking bay" that creates a geyser of energy with similar special effects to living ship "landing gear", but upside down, effectively hovering your ship in a singular spot. 9 of these spouts exist in the "docking bay". To leave the "docking bay", one will enter one of several teleporters placed around the "bay". taking you to the mind interface room, where you can do all the things you can do in a normal freighter command room, minus the captain and crew of a normal freighter. (to gain an LF, one logs in directly to one of the "consoles" to talk directly to the organism and ask for its assistance of your journey [This is for free, what would a supermassive interstellar organism do with regular units?]) To leave this room, walk through an organic tissue door (with a cool effect that lets you see the other side but really blurred.) entering this door will bring you to a beautiful landscape that looks reminiscent of a planet. (inspiration from that one Futurama episode with the space whale thing) you will find unique fauna here from the planets within the system. The landscape also has a clear view of space overhead and provides no environmental hazards, and any predators won't attack you on the freighter. You can build on this landscape with planetary building parts, and some augmented versions of certain freighter room tech being allowed to be built on the landscape itself, with organic tendrils wrapping around the tech, powering it. New tech can also be learned to automatically harvest byproducts from the ecosystem powering the LF. Make Squadrons more interesting with more varied roles. Recruiting a squadron becomes a bit redundant once you have a sufficiently good ship and upgrades. To make things more interesting and to give each pilot more character, ships in a squadron should independently complete certain tasks in which every system your freighter is in. This could be passive (once you warp to a new system, they automatically leave the frieghter and get to work) or managed similar to frigate missions with a selection of missions (all set within that system) available via an interface which individual ships are assigned to. Ships of different types would engage in different activities or be suited to specific types of mission. Eg. An explorer ship would passively look for sites of interest, or produce better results for explorer missions. Solar ships = piracy, Haulers = trade, Fighters = bounty hunting, etc. Squadron ships could also trigger events requiring the player to fly in and provide support. For example, an explorer ship gets on the wrong side of a bunch of sentinel ships and needs bailing out, or a squadron ship is forced to make a crash landing and the player has to support with repairs. Squadron ships could also be assigned to escort frigates on missions, providing a boost to exploration, industry, combat etc depending on their own type and stats Places of interest within planets for deeper exploration, like a sort of dungeon crawler to explore with friends. Similar to procedural generation for abandoned freighters, but now as buildings on planets as a way to generate more complex and dense exploration within planets. They should be: - Procedurally generated abandoned buildings and/or large structures; - You can search them for valuable items only found there. - Vary these buildings to include styles such as ancient ruins, large industries, research centers, and large and complex bunkers. - Various enemies inside to increase difficulty. - Fights against large sentry bosses inside. - Puzzles to unlock safes. - Special hidden multi-tools. - Side missions for these locations. An Idea for Updating Foundational Mechanics in No Man's Sky – Flight, Starships, and Related Systems New Ship Control Mechanics No Man's Sky is a game centered around flying starships, and it has excellent ship design, style, and incredible variety. Perhaps it's worth utilizing this foundation to its fullest? I'm not suggesting turning NMS into a simulator with mechanics like G-forces during maneuvers or turning flight into a complex piano of flap adjustments. Instead, I'm proposing mechanics that allow players to demonstrate piloting skill and deepen their interaction with their ship. Landing on Planets with Atmospheres Currently, the most efficient tactic is a vertical descent – the shortest path to your target. The atmospheric entry effect is purely decorative. There are no interesting ways to speed up landing aside from engine modules; it's just holding course toward your target with the boost key held down. Exit pulse drive, fly straight down. I propose reworking this mechanic so players can influence this phase of flight – flying carefully early in their journey, and significantly accelerating this phase in the late game using their skills, modules, and appropriate ship classes. Brief overview of the mechanic: As you approach a planet's boundary, a pitch angle indicator appears (it already exists in the game but only shows during takeoff). Based on atmospheric density and planet size, an optimal re-entry angle is calculated within a small range – for example, 40 to 50 degrees, or 60 to 70 degrees for denser atmospheres. If you maintain the correct pitch angle within this range, your speed decreases more slowly and you reach the surface faster. If you don't maintain the angle, your ship either starts skipping off the atmosphere, or high heat begins burning through your shields. The optimal angle also creates a shallower trajectory – you can no longer simply keep your target marker dead ahead. You'll need to begin your approach at the right distance from your target to land near it. Even if you exit pulse drive directly above your target, you can spiral down while maintaining the correct angle. With experience, players will learn to execute this maneuver from the right distance, in better ships, and land not only faster but also precisely where they want to be. More detail: The mechanic essentially offers a minigame of keeping your ship's pitch within the optimal range. Angle too shallow: Your ship descends more slowly and essentially skips off the atmosphere. You'll overshoot your target and lose time circling back, or gain altitude and try again. Angle too steep: Your ship descends too quickly and begins overheating. High heat rapidly drains your shields. When shields fail, your ship slows down significantly at high altitude and takes minor damage – also costing you time. During re-entry, your ship's nose will naturally drift toward the nearest critical angle. The closer you are to a critical angle, the stronger this effect. Push too close to the lower (steep) boundary, and you might lose control, overheat, lose shields, take damage, and slow down. Push too close to the upper (shallow) boundary, and your ship will start skipping off the atmosphere and overshoot your target. Ship class and maneuverability stats affect response time and the strength of this effect. On a Hauler, losing control or skipping is very easy. On a maneuverable Fighter, the effect is weaker and you can ride the edge. The mechanic subtly encourages players to fly according to their current ship – on a heavy ship, stay in the middle of the range where the effect is weakest. Closer to the critical angle equals higher risk and higher reward (faster descent). The optimal range also shifts slightly as you pass through different atmospheric layers. Keep in mind that planets in NMS are small, the atmospheric layer is thin – you pass through it quickly. Ships are also very maneuverable. So if something goes wrong during entry, you won't lose much. This preserves the arcade feel of space flight while adding depth. The payoff: This mechanic rewards players with time savings for their skill, experience, and understanding of planetary conditions. You could install specific shield modules and sacrifice shield charge for maximum landing speed – adding a bit of variety. The mechanic is easy to grasp, forgiving of mistakes, and replaces the boring hold W phase after exiting pulse drive. The high-speed planetary approach can be visually obscured by the classic, immersive effect of superheated air and plasma streaming past the cockpit. And it requires no new buttons. Manual and Automatic Landing on Stations and Platforms Landing on space stations, the Anomaly, and freighters currently feels like a game of darts. You line up, boost, and try to hit the landing zone. Sometimes it glitches and you fly right through. Planetary landing is more thoughtful – find a spot, slow down, press a button. I propose splitting landing mechanics into two options. First, an automatic option, partly inspired by Elite Dangerous with an auto-landing module installed, but without requesting docking clearance or hovering over the pad. Second, a manual option where the player influences speed and success. Automatic Landing with Module Installed If the module is installed and active, to land on stations and freighters you slow down, align your ship parallel to the pad, enter the landing zone, and press the landing button. The standard landing animation plays – maybe slightly slower. If you don't press the button and fly inside, manual mode begins. You can toggle the module off if you want, but it still occupies a valuable slot and lands the ship slower than manual mode. Planetary landing with the module active works exactly as it does now: find a spot, slow down, press button. The speed of automatic landing in the wilderness or on planetary pads would be affected by weather, which I'll discuss later. Manual Landing Manual landing is faster, but carries a small risk of damage and slowdown. It's a player choice: risk it for speed, or land slowly but safely with automation. I'm concerned that implementing a true manual landing – where the player hovers over the pad and directly controls the ship's position – would be far more complex, requiring reworked animations, landing pads, stations, and many other systems. All current animations were designed around that beautiful, one-button automatic landing, and they truly are gorgeous. I still haven't gotten tired of watching the wings fold on certain ships. Perhaps this could be implemented as a minigame? Landing on Stations, Freighters, or the Anomaly The process splits into two stages – approaching the landing pad, and vertical landing on the pad. First stage. We approach the landing zone at any comfortable speed, in the correct landing orientation. Currently, automatic landing forcibly rotates the ship into the correct position. In manual mode, the player must do this themselves. For convenience, a visual marker should be added at station and Anomaly entrances. When we enter the landing zone, the ship locks onto rails as it does now, but maintains speed. A dot appears on the central display, with two rings – one large, one small – around it. The player's task is to steer the ship to keep the dot inside the small ring. If the dot leaves the small ring, the ship begins to slow down. If the dot leaves the second ring, you fail and the ship slows down sharply – a slowdown that cannot be corrected. On failure, the ship slows dramatically and proceeds through the first stage slowly, as with automatic landing, until the second stage. The higher your speed, the faster the rings shift and the harder it is to keep the dot centered. Small deviations outside the small ring will make the subsequent minigame easier. Ship class does not affect behavior here, unlike the atmospheric entry mechanic. Thus, the player chooses their own risk level and desired landing speed, with enough skill essentially grappling onto the station at high speed. Second stage. Regardless of success in the first stage, the ship reaches the second stage, hovering over the pad. A dot appears on the central panel, with one large ring around it. Using roll and pitch, the player must keep the dot centered within the large ring. The dot cannot leave the ring and cause failure – it will just result in the slowest landing speed. The closer to the edge of the ring, the slower the landing speed. The closer to the visual center, the faster. Here, ship class matters – heavy ships respond more slowly to player input, making fast landing more difficult. Manual Landing on Planets Manual landing in the planetary wilderness. Very similar to the second stage of station landing. When landing in the wilderness on a planet, you slow down, press the landing button, and a dot with a ring appears. You keep it centered and land. The ship must be oriented parallel to the surface. Here, both ship class and planetary weather (discussed later) play a role. Manual landing on planetary landing pads. This repeats the second stage of station landing. The approach stage is automatic, just as it is in the game now. Vertical Ship Movement An additional axis of control. Simply add two buttons: thrust up and thrust down. Smooth Throttle Control Maybe it's different on consoles, but I play on PC. Trying to line up a quick approach to a space station or freighter often turns into a jerky mess due to the massive disparity between normal speed and boost. Normal speed: about 300u/s Boost speed: about 3000u/s That's a tenfold difference. Without boost, it's too slow. With boost, it's far too fast for precise maneuvering. Pulse Drive Interplanetary flight has become a bit more varied in recent updates due to various events. But often, a pulse jump is interrupted only to encounter another trader. You can speed up jumps using pulse drive upgrade modules and reduce travel time, but until then you're often inactive for a couple of minutes or sorting inventory. I propose a simple acceleration mechanic. During a pulse jump, you retain partial directional control. Essentially, the ship remains in the same jump tube and doesn't change direction, but visually we can shift within the tube. Periodically, traces from other ships that have made jumps in the same direction appear. Semi-transparent, barely visible, gently curving lines. The player can steer toward one of these trails and, by staying on it, accelerate their flight. Trails may appear and disappear during the jump. We Can't Go There... Yet. The game already has some movement restrictions in place. You need drives for red, green, blue, and purple star systems. You need the Nautilon for deep diving. These are invisible walls you have to overcome, and that's not a bad thing. The colored drives are debatable but necessary in the game's current structure. I suggest adding temporary and soft barriers – zones and events in systems, on planets, at stations, and in open space. Events and zones that you can either simply avoid, risk pushing through, or wait out until they end naturally. Temporary restrictions add immersion. Let's start with planetary weather. Currently, weather is decorative and doesn't hinder your ship at all – at worst, you might crash into the ground due to poor visibility. Wind and storms are visually represented but have no effect on the ship. Given the proposed flight control updates, I suggest giving weather an impact on ship behavior and these mechanics. For example: Windy weather on a planet affects the ship when moving slowly – at minimum speed, it gets blown around and shaken slightly. It slightly slows automatic landing and moderately complicates manual landing. Blizzard conditions on a planet reduce ship responsiveness and freeze the cockpit glass. They significantly slow automatic landing and complicate manual landing. The player can either fly back into space or attempt to push through. An alternative option – blocking automatic landing entirely in severe weather conditions. Events and zones in open space would help enliven interplanetary space, affect player routes, and add unpredictability to travel. Examples: A planet in the system has broken apart, creating an asteroid belt. Reaching a planet on the far side of the belt becomes more difficult – you'll have to exit pulse drive and navigate the asteroid field in normal flight, testing your piloting skills. An excellent location for a pirate ambush. A cosmic shower. A massive cloud of small asteroids passes through the star system. The warning system activates in advance, and the player must either reach a planet with an atmosphere or a station to wait it out, or jump to another system. The event doesn't start instantly – initially, shields take minor damage, gradually increasing, giving you time to make a decision. Starship Type Characteristics and Associated Mechanics I'm sure you've received this feedback thousands of times, in far more detail. This is a classic case of equalizing all stats. That would certainly make sense if the player could only own one ship. But that's not the case – you can own at least one of each type. We have a huge set of wrenches, but they're all the same size, just with different colored handles. In the current state, all ships have similar stats. Apart from design philosophy, there are almost no meaningful differences. You can see what a ship is meant for just by looking at it, and it's strange that the stat differences are so minimal. After freighters were added, things became even more confusing – everyone builds a ship for their own needs, but the limited parts and their bonuses don't allow for truly specialized freighters. And not everyone wants a huge, cumbersome ship. A ship should help the player do what they enjoy. It should reflect their playstyle. I propose creating, or reworking, supporting mechanics for each starship type. Refine base stats and features. Also rework some existing ship parts and add new ones, so that in the late game you can build a large, beautiful ship that helps you do exactly what you enjoy. Hauler Type – Trade and Transport This is a cargo ship for hauling large amounts of goods. It's expensive, slow, well-shielded, and should ideally be capacious. The obvious mechanics intended for it are trading and transport. In its current state, its maximum capacity is only slightly higher than any other ship, and goods easily fit in your exosuit or any other ship. There's no reason to buy this ship type for hauling. I propose changing trade goods, their volume, and prices. The obvious solution is to separate trade goods from the general inventory. Create a separate category for such items – CARGO. This could include trade goods, delivery mission items, and perhaps even ship parts. Cargo is a separate entity occupying dedicated cargo slots. Cargo slots exist ONLY on starships and are completely separate from regular inventory slots. They cannot be placed in your exosuit inventory or regular ship slots. A ship has a limit only on the total amount of cargo – variety can be anything. Every ship has cargo slots, but obviously, the further a ship's philosophy is from hauling, the fewer it has. The player arrives at a station or outpost, buys a batch of goods, and it goes into the ship's cargo slots. It doesn't clutter the main inventory, doesn't break logic or balance. Let the Hauler, as now, have a relatively small bonus to regular inventory, but significantly more cargo slots compared to other ship types. Solar Type – Solar Wind Harvesting Mechanic The idea behind this ship type is long, autonomous journeys under sail. Sailing means using the environment for movement, not relying on your own fuel reserves. Currently, it significantly boosts pulse drive efficiency and recharges launch thrusters, but doesn't provide true autonomy. The Solar's element is open space, not planetary takeoffs and landings. I propose adding a mechanic for catching solar wind with its sails, which would recharge the warp drive and pulse drive, in addition to recharging launch thrusters. It would work like this: In a star system, coronal mass ejection zones appear – glowing nebulae between planets, visible from afar. To recharge the warp drive and pulse drive, the player must fly through these areas in normal flight, collecting the ejected solar mass. Thus, the Solar type would occupy the niche of long, autonomous interstellar journeys without landings or station visits. Explorer Type – Expanding Exploration Activities Exploring the galaxy, gathering data, finding points of interest, massive jump range, but low autonomy. The Explorer's philosophy is prepared expeditions to distant corners of the universe to gather data and find interesting places – a flying laboratory. But there are no interesting mechanics for exploring star systems and space itself. Scanning fauna and flora, which rewards you, requires landing on the surface. A suitable niche for these interesting ships is being missed. I propose expanding space-based exploration by adding a mechanic for deep-scanning planets without landing. Also add a new item type: Research Data Block containing detailed planetary information, which can be exchanged for units or nanite clusters. Also add several unique technologies for this ship type that aid in research, signal detection, and nearly replace purchasing navigation data from the cartographer – while preserving its predisposition for long warp jumps and low autonomy. New Item: Research Data Block. An item obtained as a reward for space-based research. Can be exchanged for nanite clusters or units with NPCs on space stations. New Planetary Research Mechanic. This mechanic allows the player to obtain data blocks from a planet once, and also to controllably receive signals from the planet – such as distress signals – without landing. The mechanic works as follows: The player approaches a planet and holds the scan button. A deep scan procedure begins. After initiating the deep scan, the first relay is deployed. On the starship's main screen, a scale appears showing the distance to the nearest deployed relay. The player's task is to deploy subsequent relays far enough from others and close enough to the planet. Optimal parameters are calculated based on the planet's size. The indicator has three signals: Red – too close to neighboring relays or too far from the planet Yellow – acceptable but not optimal distances Green – ideal position for deployment After moving far enough away, the player holds the scan button again to deploy another relay. The minimum number of deployed relays to complete the scan is 2. After deploying the desired number of relays, the player moves away to the required distance and presses the E key (for example, to avoid binding everything to one button), and the second scan stage begins. Without upgrades, the maximum number of deployable relays is 2, and each relay has 1 charge. If all relays are deployed at optimal (green zone) distances, the system receives a bonus – either an additional charge or an additional guaranteed data block. In the second scan stage, the player selects from a minimalist menu what they want to obtain. For example: Coordinates of a distress signal on this planet – 1 charge Additional data block – 2 charges Coordinates and class of a resource deposit – 3 charges The data block and deployment bonus are obtained guaranteed, even if the player spends all charges on coordinates. After completion, all relays return to the player. In my opinion, this mechanic is quite flexible and varied. The player chooses how much time to spend on a planet, whether to progress in this direction by purchasing upgrades, is well rewarded, and partially replaces cartographer services at stations. There's an opportunity to demonstrate skill in proper relay placement (with a large number of them), a sense of distance, and directional awareness. New Unique Technologies: Deep Scan Relay Module – for enhanced planetary scanning. Upgrade modules: Module 1 – increases maximum number of deployable relays Module 2 – increases the number of charges per relay Module 3 – increases the distance range for ideal deployment Corvettes This ship type is unique in every way – from appearance to the ability to mix features from other ships. Its purpose is to maximally reflect the player's playstyle and incorporate what the player considers best from other classes, but with certain limitations. I propose adding a Core to each corvette, which sets initial bonuses and debuffs corresponding to the core type. Also add and modify some assembly parts. The Core. A core is required to begin building a corvette, and there are as many types as there are ship classes. The core provides bonuses corresponding to its ship type, as well as negative effects characteristic of that same type. For example: Explorer Core: Large bonus to jump range Reduces pulse drive fuel efficiency Reduces maximum speed in atmosphere and pulse jump speed Hauler Core: Large bonus to cargo slots Large bonus to shields Reduces maneuverability Reduces jump range Reduces fuel efficiency The core does not restrict unique mechanics from other ships. The player could use a Hauler core and add a Vesper Sail as an assembly part, but the sail's effectiveness would be significantly reduced and suppressed by the core's negative effects. However, you would still be able to catch solar wind. This is a sandbox. New Assembly Parts. Many parts are currently purely decorative, but some provide interesting bonuses – like cargo bays that increase inventory. With the new cargo slot system, these should provide cargo slots specifically, allowing you to build an excellent space truck with the right configuration. The same applies to other parts – integrate them into the new mechanics, and nothing should prevent a player from building a universal all-rounder that does everything, but poorly. The idea behind such assembly is that, based on the core and its bonuses, as well as parts providing unique technologies from other ships, the player builds the ship they consider ideal. That's all. Isn't that the whole point of corvettes? Large, unique, and reflecting your playstyle. Other Ship Types Unfortunately, I haven't come up with suitable mechanics for other ship types. This would require major changes to planetary and system structures, and new barriers. And it seems to me, it wouldn't align with NMS's smooth, meditative gameplay. The Fighter type needs a combat system overhaul – battles in asteroid fields, more complex enemy ship behavior, perhaps an ammunition system. The Shuttle type requires reworking interplanetary travel, multiple stations in one system, perhaps logistics between settlement and station. The Exotic and Living Ship types are too unique – they feel more like flying artifacts than practical ships. Perhaps you could come up with something? Players should have the ability to pay to get starships repaired and refueled at the system space station, or planetary trade stations. The costs for doing so would be dependent on the class of the starship, along with the economics of the star system’s economy. SPACE SPACE ANOMALY QUALITY OF LIFE MISC JUST FOR FUN PROBABLY TOO DIFFICULT, BUT SOUNDS AWESOME MULTI-PLAYER Choose Category Upload An error occurred. Try again later Your content has been submitted Ship Colouring.png Trading Post Annoyance.png 6b - Planets & Bases.png Tip Jar.png 5b - Anomaly - Storage Access.png 5c - Anomaly - Help Desk.png 5d - Anomaly - Guides (1).png 5e - Anomaly - Guides (2).png 5f - Anomaly - Gifting & Trading Station.png sean-cruz-m01-nms-harvester.png sean-cruz-m02-nms-nautinels.png sean-cruz-m03-nms-podbeast.png sean-cruz-m04-hauntersgroup.png sean-cruz-m05-collector.png sean-cruz-m06-protector.png sean-cruz-m07-hexadroid2.png sean-cruz-m08-basemechs.png sean-cruz-m09-lancer-droneship.png sean-cruz-m10-excavator.png sean-cruz-m11-gek-extractor.png sean-cruz-m12-stormer.png sean-cruz-m13-seer2.png sean-cruz-m14-korvax-subdroid.png sean-cruz-m15-spire-walker.png sean-cruz-m16-sentinel-imploder.png EXOSUIT New scarf options for customization that can be applied to any piece of armor, scarves have similar cloth simulations to capes. Both capes and scarves now react to character and object collision and become more and more damaged as the player takes damage. (when the player loses health, damage to shields will not affect cloth) New damage effects will also apply to other pieces of clothing depending on the damage source, bullet holes for sentinel fights, scorch marks, frost marks, toxic goop buildup, sand and snow coverage, and broken teeth and claw marks from their respectable damage sources, increasing in severity based on how much damage taken. New animations to the player/character, smoother movement and funny idle animations that have a rare chance to play, make the player themself feel more alive. The environments have been getting more and more vibrant, the player should be more vibrant too. Updates & Experimental Future Content Bugs & Fixes Mods Latest Update Info Groups Other Resources & Youtubers Website Update Blog SPORE FELLOWSHIP

  • Liquidator Left Arm | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. UPGRADES & CRAFTING Best Stats On Upgrade Modules Liquidator Left Arm EXOCRAFT TECH MECH_ARMY_L_ARM Category: Vehicle - Minotaur Type: Minotaur Limb Replacement < Stats Carbon Condensed Carbon Oxygen Recharge With: 5.0 Worlds - Part 1 - Added as a technology Replaces default ExoMech appearance for this part. Also replaces Sentinel Hardframe Parts in appearance, though the tech for both can exist at once. If not unlocked in Expedition 14, can be purchased with Quicksilver instead. n/a Release History: Additional Info: Upgrades: Fusion Engine An exocraft technology which comes pre-installed in all Exocraft and powers their locomotion systems Icarus Fuel System A solar recharging upgrade for Minotaur. Exocraft Boost Module A propulsion upgrade for the Exocraft. Exocraft Mining Laser A weapon which can be mounted on any Exocraft, but comes pre-installed on the Colossus. It can be fired continuously without ever overheating, dealing damage at an apparent tick rate of 5 ticks per second until its energy is depleted, at which point it must be recharged. Advanced Exocraft Mining Laser +62% Mining Laser Power, +100% Advanced Exocraft Mining Laser Increases the weapon's mining power and grants it the ability to harvest tough minerals. Mounted Cannon An exocraft weapon which lobs explosives toward targets and can be mounted on any exocraft. Mounted Flamethrower A mounted flamethrower specifically designed for the Exocraft. Causes Extreme damage at close range. Mineral Processing Rig A large and powerful refiner unit, designed to be housed within the belly of a Colossus Exocraft. The unit is able to process the most complex recipes, but requires its own independent fuel source. Exocraft Radar Scan For: Resource Deposits and Depots Provides a large subspace radar mounted on the exocraft. It can be used by pressing the scan button, or with the Quick Menu to scan for individual points of interest, including Resource Deposits and Depots. Radar Amplifier +100% Scan Scan for: Abandoned Buildings and Drop Pods A level-1 upgrade to the standard Exocraft Signal Booster, or subspace radar. It can be used with the quick menu to scan for additional points of interest, including Abandoned Buildings and Drop Pods. Radar Power Resonator +100% Scan Scan For: Ruins and Monoliths A level-2 upgrade to the standard Exocraft Signal Booster, or subspace radar. It can be used with the Quick Menu to scan for additional points of interest, including Ruins and Monoliths. Drift Suspension +200% Forwards Grip -34% Angular Grip A technology which changes the handling characteristics of an Exocraft, making it drift easily. Grip Boost Suspension -50% Forwards Grip +110% Angular Grip A technology which changes the handling characteristics of an Exocraft, making it especially good at making sharp turns without drifting or sliding. Hi-Slide Suspension -50% Forwards Grip -34% Angular Grip A technology which changes the handling characteristics of an Exocraft, making it slide easily. Air Filtration Unit Protect from: Toxic Environments A hazard protection upgrade for the Exocraft Neutron Shielding Protect from: Radioactive Environments A hazard protection upgrade for the Exocraft Megawatt Heater Protect from: Cold Environments A hazard protection upgrade for the Exocraft Thermal Buffer Protect from: Hot Environments A hazard protection upgrade for the Exocraft Cyclops Scope Allows Scanning from exocraft. Allows use of the Analysis Visor while driving. Excavation Blade Collects resources. Harvests resources from obstacles destroyed by vehicle collision. Humboldt Drive An exocraft technology required for the propulsion of the Nautilon. It uses Hydrothermal Fuel Cell (100%/unit) as a fuel source Osmotic Generator Fuel Efficiency +20% A propulsion upgrade for the Nautilon submarine. It lowers the fuel drain of all movement within the Exocraft, extending the distance it can cover before the Humboldt Drive requires recharge with a Hydrothermal Fuel Cell Tethys Beam A variant of the Exocraft Mining Laser that can only be mounted on the Nautilon Nautilon Cannon An exocraft weapon for the Nautilon. The weapon draws from an internal fuel supply to lob explosive projectiles which are affected by gravity. High-Power Sonar Scan For: Crashed Ship, Crashed Freighter, Sunken Building, Submerged Ruins. A variant of the Exocraft Signal Booster that can only be mounted on the Nautilon. Dredging Laser +Terrain Manipulation Adds Terrain Manipulation capability to the laser systems of the Nautilon Submarine. Daedalus Engine Provides power for the Minotaur exocraft Self-Greasing Servos A fuel economy upgrade for Minotaur Ariadne's Flame A propulsion upgrade for the Minotaur Exocraft Minotaur Laser A weapon which can be mounted on a Minotaur Precision Minotaur Laser +62% Mining Laser Power, +100% Advanced Mining A Minotaur Laser upgrade for Minotaur providing the same abilities as Exocraft Mining Laser Upgrade Sigma. Minotaur Cannon A Minotaur weapon which lobs explosives toward targets. It shoots two explosives per second. Minotaur Bore Provides Terrain Manipulator capabilities to the Minotaur Laser Minotaur Radar Array A scanner technology upgrade for Minotaur Environment Control Unit A hazard protection upgrade for the Exocraft Minotaur AI Pilot A semi-autonomous artificial pilot plugin for the Minotaur Heavy Exocraft Hybrid. Installation allows the Minotaur to traverse planets itself and engage in combat or mining activities to support its primary operator. The AI pilot will always cede control to the primary operator when they enter the cockpit. Piloting routines are highly localised. It is incapable of developing emotional bonds nor exercising independent control of the Minotaur. Sentinel Hardframe Body A collection of salvaged components from a Sentinel Hardframe, reconditioned to fit the Minotaur Heavy Exocraft Hybrid. Will function as a semi-autonomous artificial pilot plugin. AI Installation allows the Minotaur to traverse planets itself and engage in combat or mining activities to support its primary operator. The Al pilot will always cede control to the primary operator when they enter the cockpit. Sentinel Hardframe Left Arm Damage to stunned enemies +400% Post-Impact Ignition Enabled Mining Laser Power +62% Impact Fire Duration 4 seconds A collection of salvaged components from a Sentinel Hardframe, reconditioned to fit the Minotaur Heavy Exocraft Hybrid. When installed alongside a Minotaur Laser, it transforms the mining laser into a powerful combat upgrade with the ability to deal heavy damaged to stunned entities. Sentinel Hardframe Right Arm A collection of salvaged components from a Sentinel Hardframe, reconditioned to fit the Minotaur Heavy Exocraft Hybrid. This limb override also functions as its own dedicated combat system. It deploys high-velocity stun projectiles and serves as an excellent support weapon to the Minotaur's primary cannon. Use G to cycle available weapon modes. Sentinel Hardframe Legs Fuel Usage - 11% Boost Tank Size +25% A collection of salvaged components from a Sentinel Hardframe, reconditioned to fit the Minotaur Heavy Exocraft, Hybrid. Installation will significantly improve the Minotaur's engine and mobility systems. Liquidator Body Liquidator Left Arm Liquidator Right Arm A mounted flamethrower specifically designed for the Minotaur Heavy Exosuit Hybrid. Causes extreme damage at close range. Liquidator Legs Stats Drawn Module Improves C Min C Max B Min B Max A Min Tech A Max S Max S Min HOVERCRAFT, CAR, TANK & BIKE NOMAD, ROAMER, COLOSSUS & PILGRIM C 1 B/A 1-2 S 2 Top Speed Fuel Usage 1 1 3 6 3 6 8 (9) 10 (11) 8 (9) 10 (11) Fusion Engine 15 15 15 20 10 15 C 1 B/A 1-2 S 2 Boost Power Tank Size 10 10 20 20 20 15 35 30 35 30 Exocraft Boost Module 55 50 70 60 55 50 C 1 B/A 1-2 S 2 Laser Power Laser Efficiency 5 1 10 (12) 5 (6) 10 (12) 5 (6) 20 (25) 10 (11) 20 (25) 10 (11) Exocraft Mining Laser 30 (37) 15 40 (50) 20 30 (37) 15 C 1-2 B 2-3 A/S 3 Damage Rate Of Fire Weapon Efficiency 5 1 1 10 (3) 3 5 (6) 10 3 5 20 (6) 5 (6) 10 (11) 20 5 10 Exocraft Mounted Cannon 30 (9) 7 15 40 (12) 10 (11) 20 30 7 15 SUBMARINE NAUTILON C 1 B 1-2 A 2-3 S 3 Top Speed Fuel Usage Acceleration 2 (3) 1 10 4 (5) 10 (11) 15 4 (5) 10 (11) 15 6 15 (16) 20 6 15 (16) 20 Humboldt Drive 7 (8) 25 25 8 30 (31) 30 8 15 25 C 1 B/A 1-2 S 2 Damage Rate Of Fire 5 (1) 1 10 (3) 3 10 (3) 3 20 (6) 5 (6) 20 (6) 5 (6) Nautilon Cannon 30 (9) 7 40 (12) 10 (11) 30 (9) 7 EXOMECH MINOTAUR B 1 A 1-2 S 2 Boost Tank Size Fuel Usage n/a n/a 10 5 15 10 15 10 Daedalus Engine 25 15 30 20 25 15 B 1-2 A 1-2 S 2 Laser Power Laser Efficiency n/a n/a 10 (12) 5 (6) 20 (25) 10 (11) 20 (25) 10 (11) Minotaur Laser 30 (37) 15 40 (50) 20 30 (37) 15 B 2-3 A 3 S 3 Damage Rate Of Fire Weapon Efficiency n/a n/a 10 3 5 20 (6) 5 (6) 10 (11) 20 (6) 5 (6) 10 (11) Minotaur Cannon 30 (9) 7 15 40 (12) 10 (11) 20 30 (9) 7 15 B 1-2 A 2-3 S 3 Damage Weapon Power Efficiency Impact Fire Duration n/a n/a 1 5 5 1 10 (11) 10 (11) 1 10 (11) 10 (11) Minotaur Flamethrower 2 (200) 20 20 (21) 2 (200) 30 (31) 35 (36) 2 (200) 20 20 (21) EXOCRAFT BLUEPRINTS EXOCRAFT UPGRADES Tech Layout & Adjacency Bonus Upgrade Modules Exosuit Tech Starship Tech Exocraft Tech Freighter Tech Living Ship Tech Multi-Tool Tech NMSResources Infographics Videos

  • Ghostfin | No Man's Sky Resources

    | No Man's Sky Resources Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. RECIPES & BLUEPRINTS COOKING PRODUCTS Ghostfin FISH_COLD_LEG_M1 Cooking Stage: 21 – Fish Consume Bonus: Nutrient Injestor Bonus: 2,548% Fauna Analysis Rewards 3:30 Mins Nutrient Injestor Bonus & Bait Box NMSResources Infographics Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities EGG SEQUENCER RESULTS Other Food Created With This Food Use In Recipes Videos Catalogue Pages 6-7 Catalogue Page 5 Catalogue Page 4 Catalogue Page 3 Catalogue Page 2 Catalogue Page 1 Recipe Catalogue Index Food Recipe Blueprints Food Items PAGE SHORTCUTS: Catalogue Pages 8-9 Catalogue Pages 10-11 Created From Recipes Cooking Recipes Crafting Tree

  • No Man's Sky France Decal | No Man's Sky Resources

    Log In All content is accurate for 6.1 Breach , including upcoming content. Some blueprint screenshots still needed, but otherwise all updated for 🦺 6.2 Remnant New Remnant Expedition Wed 11th Feb - Fri 13th March 2026 Website best viewed on larger screens. Please help support this very expensive site by donating to my Patreon . Download my Epic Freighter Base for yourself. Please UPLOAD your discoveries. Work to complete listed at bottom of main page and new content page. CONSTRUCTION PARTS RECIPES & BLUEPRINTS No Man's Sky France Decal DECAL_NMS_FR BLUEPRINT LOCATION NMSResources Infographics Submit Your content has been submitted An error occurred. Try again later Upload File Max File Size 15MB Raw Materials Crafted Products Constructed Technology Construction Parts Cooking Products Starship Parts Trade Commodities Curiosities In-Game Screenshot 5.20 The Cursed - Added To Game. Release History: Additional Info:

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Website best viewed on larger screens.

Please help support this very expensive site by donating to my Patreon.

Download my Epic Freighter Base for yourself.

Please UPLOAD your discoveries.

Work to complete listed at bottom of main page and new content page.

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