Base building

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The subject of this article is from the NEXT update.
The information from this article is up-to-date as of 28 October, 2018.
A player created base

Base building allows a player to build a personal residence.

Summary[edit | edit source]

Base building allows the player to build multiple bases, which can be used for farming, storage and recharging Hazard Protection or Shield. There is no limit to how many bases the player can have. Racetracks may also be created and shared at a player base. Base building is available to all four Game modes currently offered in No Man's Sky.

To create a base, simply place a Base Computer (found under "Portable Technology") anywhere and start building. Large structures such as rooms and domes will snap to hallways, which also snap to walls and walls then snap to floors.

Base Editing[edit | edit source]

Editing a base can include removing a component or changing the color scheme. To do either of these things, open the Edit menu, and hold down the left control key. This will bring up the following two options:

  • Delete function: Aim at a base component, or a component of some sort. Click to remove it. Removing a component will refund the materials used, so this is helpful for relocating things. If a player removes a terminal and replaces it, the terminal employee will respawn with it.
  • Material function: Browse through texture options (Wood, Concrete, Rust and Stone). Hit "F" or click to select the desired material, will will bring the player to a new option called Color. There are sixteen different options for color schemes. The primary color is mentioned first and secondary/accent color is mentioned second. Changing the color does not cost anything and can be done as often as desired.

Build Limits[edit | edit source]

There are limits to the size and number of components allowed when building a base, which are the following:

  • The size limit is visualized by a large column centered on the base computer.
  • Bases are currently limited to 20,000 components per base.

Given that bases can now be constructed anywhere, however, it is possible to overcome these limitations somewhat by building large "megabases" by placing several base computers near one another. To break the vertical limit you will have to place a base computer, remove the previous base and return to the new one effectively raising the center of the base.

Base Deletion[edit | edit source]

If a player chooses the "Delete Base" option in the Base Computer, all components in the base building area will be instantly erased and added to the Base Storage Capsule. Once a player can build the capsule, a percentage of the materials from their deleted bases can be recovered. Despite this, it will stay on the teleporter list, whether that's due to a glitch or a component left behind by the builder is unknown.

Base Sharing[edit | edit source]

  • A player can choose to upload their base to be discovered by other players. In order to do so, they must activate the Base Computer, and choose the option to upload their base.
  • Player bases are only visible from the same Game mode, although all uploaded discoveries, system and planet names are shared between all modes.
  • Only Communications Stations the player builds will be visible in other modes, even when built within the base (Message Modules are not) and Communication Stations cannot be deleted.

See the Player Base Catalogue for a list of shared bases. They can be visited using the respective coordinates on the Pilgrim Star Path website.

Retrieving A Pre-NEXT Base[edit | edit source]

An inactive Base Computer ready to claim.

If an older save is updated to the NEXT version of No Man's Sky (version 1.5+), the player will spawn without their base. Follow these steps to get a previous base back:
1: Select the base building mission in Log. If the mission isn't selected, the base cannot be retrieved
2: Fly down to a planet's surface and use the Scanner. It will locate a Base Computer. Fly to the location.
3: Activate the Base Computer and choose the option to retrieve the previous base.
(note that these steps only work if the player is using the experimental patch as of 1.52. If they do not have the patch, nothing will spawn, so not allowing a player to retrieve their Pre-NEXT base)

Base Components[edit | edit source]

There are a large number of components that can be used to construct a base; those available before the NEXT update are referenced on the Structure types page. To unlock new base components, the player can unlock them for free as rewards for completing Overseer missions or purchase them using Salvaged Technology with a Blueprint Analyser.

Additional components are unlocked as the player buys more components and buying certain components, such as walls, will unlock related components; i.e walls with glass windows. Salvaged Technology can be obtained by scanning for Buried Technology Modules with the Analysis Visor and then digging up the module with the Terrain Manipulator once the player is close enough. Opening them will give the player one to five Salvaged Technology and very rarely, two modules may spawn in the exact same spot.

The following blueprints are not available via Blueprint Analysers and must be unlocked via the Expanding the Base mission and it's related missions and are in order of obtained:

Storage Containers[edit | edit source]

Storage Containers can be built for additional storage capacity. Each contains five slots with twice the capacity of a starship inventory slot, and up to 10 can be built. This provides the player with 50 additional inventory slots if they choose to build all the containers. The blueprint for Storage Containers is given by the Overseer during their mission series. Containers may be recolored in order to keep track of where resources are stored, and also contain an external number from zero to nine. A player may build only one of each Storage Container, but they can be built at any base they own, including aboard their freighter. Resources can be teleported to storage from anywhere but they cannot be teleported back unless the player is actually in the base where the resources are stored.

Teleporters[edit | edit source]

Creating a base allows to build a Teleporter, which can instantly transport the player to their other bases. It can also teleport to previous locations that have been activated, like Space Stations or other players' bases.

Employees[edit | edit source]

A base provides a home location for a player's NPCs Employees. These can be recruited from Space Stations to fill their respective terminals that a player can install in their base. They then send the player to perform certain tasks to unlock new blueprints, such as Exocraft bays, Haz-Mat Gauntlet and the Advanced Mining Laser. The five types are Overseer, Scientist, Armourer, Farmer, and Technician. Each type will require a specialized terminal to be built before they can be hired. Doors count base NPCs as entities so if a NPC is close to a normal door, normal doors will stay perpetually open unless the NPC is moved further away from the door.

In the event that a player wants to move bases, all they have to do is construct the respective terminals inside of their new base. Hold the action key (E for default on PC) and they'll appear. This can be done without an issue and is cost free. This means a player could have terminals at all the bases they build, and simply "call" the needed employee when they have the needed materials for their mission or to begin generating their mission structures closer to a base on newly discovered planets.

Bugs[edit | edit source]

  • The Blueprint Analyser's blueprint isn't available to old saves before the 1.53 patch
  • Some 'investigate building' missions may possibly be bugged on planets with lots of water. The location may spawn under water and there may be no structure present. It is possible to receive new locations from the mission giver until a location is given on the surface.

Tips[edit | edit source]

Bases should be built in a strategic location if possible to facilitate farming and completing missions:

  • Build a base further away from the Base Computer as teleporting to it may cause the player's Starship to clip into their base if the Base Computer is too close to their base. Test where your ship lands before building!
  • For optimal base building, bring large amounts of Ferrite Dust, Pure Ferrite, Magnetised Ferrite, Sodium, Chromatic Metal, Ionised Cobalt, Frost Crystals and Carbon; 3-4 stacks of each will do for a very small base but you will need more for a larger base and/or the Overseer mission and it's related missions
    • Carbon for Access Ramps, Interior Stairs and wooden components
    • Chromatic Metal for some of the NPC terminals, the Science Terminal requires Magnetised Ferrite, the Weapons Terminal also requires Pugneum, the Agricultural Terminal requires Condensed Carbon and the Exocraft Terminal also requires Di-hydrogen
    • Ferrite Dust for Ladders and Solid Cubes
    • Frost Crystals for components with glass, windows, Viewing Sphere and Bio-Dome
    • Ionized Cobalt for Holo-Doors, Glass Cuboid Rooms, Curved Cuboid Roofs, Teleporters (which require Ion Batteries) and Health Stations (which also require Metal Plating and Uranium)
    • Magnetised Ferrite for Storage Containers, Viewing Sphere, Bio-Dome
    • Pure Ferrite for Infrastructure Ladders, Cuboid Rooms, Square/Cubical Rooms, foundations, doors, corridors, etc
    • Sodium for Lights and Storage Containers
  • Locating a system with five to six planets may offer a more diverse range of resource types
  • Build near resource deposits to make easier use of the Autonomous Mining Unit
  • Build near water and caves for easier access to Kelp Sac, Cobalt and Marrow Bulb
  • Resources respawn after leaving and returning to a base via Teleporter, but only if going to a different system
  • Some decoration items have functions, with the ability to restore Shields or Health, grow Carbon, get Warp Cells, etc
  • Build on a planet with no hazardous weather (hot, cold, toxic, radiant, hostile sentinels 2), so you don't have to worry about refueling or stabilizing Hazard Protection
  • While doing the Armourer's exocraft missions it is advantageous to choose a planet with open flat land and few hills/cliffs. The presence of numerous animals. pillars, or trees, also interferes with exocraft missions. Some base missions are easier when the planet is not deserted and various buildings are close by.

2 If a player wants to farm Gravitino Hosts naturally without planting them, it is required to be on an Extreme Sentinel planet

Release Differences[edit | edit source]

  • Foundation Update: Introduced as new major component of the game
  • Atlas Rises: The following base limitations existed:
    • Only certain locations were available for base building. These were marked by a circular structure, and represented an unclaimed base.
    • A player was allowed to operate only one base at a time. This was done by entering the base building and claiming it at the Terminal. If another base was claimed, the first one disappeared.
  • Habitable base locations were located by a number of different methods:
    • Finding them by exploring the planet surface.
    • Flying over a planet in a Starship.
    • Using a Starship's Scanner from space, sometimes a base will appear as a point of interest.
    • Beacons sometimes located habitable bases, but like using a Starship's Scanner, it was random.
    • Crafting a Signal Booster, then selecting Habitable Base from the list. A base on that planet wound be located.
  • NEXT: Bases can be created anywhere using a Base Computer, and the number of pieces a base can contain expanded tremendously

See also[edit | edit source]