Today in No Man's Sky Beyond I'll be showing
you the most efficient and highly scaleable
single base build factory money making farm
in No Man's Sky.
This farm is 60% more unit dense than Activated
Indium and can be constructed within a few
hours to produce enough to make the full 4.3
billion unit cap, or just a nice small farm
to give you a steady income without much of
an effort.
I'll show you my test farm, how it works and
all the details you could want about the construction.
I've also included 24 different preset schematics
I have designed to suit the scale of build
you want, and how many units you would like
it to produce depending on how often you will
be harvesting it.

Let's start with my test farm.
Just to note, this is a ridiculously large
version of the farm, I would not suggest making
it this big, I just wanted to make a huge
version to test it in real world conditions.
This farm is an Oxygen farm, you might be
thinking that is strange as oxygen is cheap,
but we'll get into why it's amazing shortly.
It has 108 Gas Extractors, 515 Supply Depots,
37 Electromagnetic Generators, 53 Large Refiners,
a Landing Pad, a Teleporter and a Galactic
Trade Terminal.
This farm took around 6 hours to conceive
and build.
It is Semi Passive, the non-passive effort
is minor and what enables you to increase
output of units in comparison to Activated
Indium by around 60%.
The Oxygen Hotspot is S Class and the Electromagnetic
Hotspot is C Class.
This farm produces 108,000 Oxygen every hour
and can hold 542,000 Oxygen.
By harvesting every 5 Hours and then once
again at the end of the 24 hour period, you
will have extracted a total of 2,592,000 Oxygen.
Now the reason why Oxygen.
Oxygen is the primary fuel for the Chlorine
Loop.
This is where you refine 1 Chlorine and 2
Oxygen into 6 Chlorine.
In normal mode at least, you can carry stacks
of 9,999, you can also put a full stack into
a refiner, meaning, that provided you have
1 refiner for every 10,000 Oxygen that is
stored in the system for the harvest, you
can just whack a stack in each refiner and
let it refine, just taking out the chlorine
as it fills making it a very minor and easy
bit of extra work to gain that efficiency
on the Activated Indium.
With all this, you can count 1 oxygen as being
2.5 Chlorine.
Chlorine is valued at 666 units each, so each
Oxygen harvested is worth 1,665 units, whereas
each Activated Indium is worth 1,044.
For this venture, you are going to need the
Blueprints for the Gas Extractor, Supply Depot,
Supply Pipe & the Electromagnetic Generator
from the Industrial Modules tree, you can
access this tree in the research room of the
Nexus.
In order to get those Blueprints you'll also
need to get the Biofuel Reactor and either
Battery or Solar Panel as well as the Mining
Extractor.
Salvaged Technology is required to purchase
these blueprints and can be found buried on
planet surfaces, just look through your analysis
visor for this symbol, mark it and jump on
over then use the Terrain Manipulator to unearth
it for 2-4 Salvaged Tech.
Medium or Large Refiner, will also be required.
At the recording of this video, Medium Refiners
are a bit buggy, so use the Large Refiners,
the Blueprint of which is in the Technology
Modules Tree.
All of the preset builds I have sorted out
for this assume that you are working with
an S Class Oxygen location.
If you are going to the effort of building
a farm, big or small, I'd highly recommend
going for the best, It shouldn't take too
long to find one and you can do it quite quickly
making use of double melee jumping and flash
checking the nearest hotspot.
To check for hotspots, you are going to need
the Survey Device module for your Multitool.
You can buy the blueprint for this from the
Nexus Multitool Researcher in the same room
as the others in the Nexus.
To use the Survey Device simply activate the
Analysis Visor and toggle on the Survey mode
which on PC is the Q key.
This will then show you the nearest hotspot.
It cannot currently pinpoint any particular
type of hotspot, but will tell you the meta
type and class.
Searching around a lush for S class Gas hotspots
will get you an oxygen one pretty quickly
with some nice views along the way.
I got extremely lucky and found mine in 10
minutes.
Once you get there, whack a base down and
look around for an Electromagnetic hotspot,
there needs to be one of any class within
about 1,500u, which is quite likely.
Once an electromagnetic hotspot has been located
nearby, mark it with a beacon and head back
to your base.
Now you can start building.
For this we'll look at what I expect will
be a popular sized farm.
This example farm will produce enough oxygen
to make 100 million units a day, it's a small
amount comparatively to what can be done,
but it's very very little effort and a tiny
footprint, allowing anyone to build it and
comfortably keep a lot of cash for any purchases
in a small space that won't negatively affect
performance.
This is a perfect size for those who want
it to be a part of their primary base.
For 100 million a day, we just need 3 Gas
Extractors.
Next is how often it will be harvested, if
you want to leave it a full day to fill up,
you will need 60 Supply Depots, this will
provide the full amount of Oxygen to make
100 million worth of Chlorine in one go.
It's certainly a manageable amount, but for
this example we'll go with a twice a day harvesting,
which requires 30 Supply Depots.
Regardless of the harvesting timetable, you
will only need one Electromagnetic Generator
to fuel your Extractors, as the lowest class
Electromagnetic Hotspot, still produces 150kP
per generator, and these Extractors, will
only use 50 each.
Supply Depots don't currently require power,
but they are setup for it, so it may come
in the future.
In that circumstance, I will update the preset
farm builds to reflect this change.
In this example, you will need 3 refiners,
as you'll need 1 refiner for every 10 supply
depots to be able to just dump all of the
oxygen in refiners right away.
On survival or Permadeath, you would require
4 refiners for every single Depot, so I would
suggest not building huge farms on Survival
and Permadeath as well as building no more
than 1 refiner per depot and just do a few
cycles.
Really, on Survival or Permadeath, I'd definitely
consider the Activated Indium as the extra
effort required due to the smaller slot sizes
makes it not so worth that extra 60%.
For the required resources for this example,
you will need 320 Carbon, 16,650 Ferrite Dust,
60 Magnetised Ferrite, 975 Chromatic Metal,
600 Sodium Nitrate and 30 Microprocessors,
and that's it, that's all the resources you
need to build it.
Now for the positioning of that Electromagnetic
Generator.
Chances are, it is outside of the building
perimiter for your base, provided it isnt
over 1.5ku it shouldn't be an issue, as there
are methods to extend this perimiter.
If the 2 are too far apart, I would suggest
building the base computer in the middle of
the 2 hotspots and extending in both directions.
To extend the perimeter, first just ensure
that the perimeter is unlocked, you can do
this by saving and reloading.
Using a teleporter is a trigger that will
lock your perimeter, which can be useful at
times, but not in this circumstance.
The default base building boundary is a radius
of 150u from the base computer, you can extend
this quite a bit by building outward from
within it.
So make sure it is unlocked and open your
build menu, then start walking toward the
electromagnetic hotspot.
keep an eye on your build menu and as soon
as it switches to only showing exocrafts and
portable tech, stop, this shows you have left
the buildable area, so pop back until it allows
you to fully build again and then place a
wall.
The wall you place will extend the perimeter
if required around it's radius, it's a decent
bit, so leave the wall there for the moment
and continue testing with the build menu and
building walls when required until you have
extended the perimeter to cover the hotspot.
Now you can build your Electromagnetic Generators,
wire them up and connect them all the way
back to the main base.
Powering this base is easy don't worry, wires
are free and can be stretched a very long
way, you can even stick them to any surface,
this allows for adding connection along a
line as well as enabling you to hide wires
around bends and more.
Wires also phase through the ground and all
objects, so are easily hidden.
One method is to make small holes in the ground
using your terrain manipulator, and hide your
wires by connecting these holes and coming
up out of the ground to power machinery, then
fill in the holes after.
Power works on a grid, provided everything
that requires power, is in some way connected
to the grid, whether directly, or through
any number of other things connected to the
grid, it will be powered.
So connect the line to your Extractor via
the snap point on the extractors base and
it will receive power.
Next are the supply lines, you need to connect
every supply depot and extractor to it's own
grid.
Just connect each depot and extractor to the
one next to it via it's snap points and it
will all be connected.
Each depot holds 1000 mineral or gas and each
extractor will hold 250, so you can easily
workout whether all are connected and powered
by interacting with an extractor or depot
to get a view of the networks statistics.
Medium and Large Refiners are odd at the moment,
and currently don't require powering, so no
need to worry about those at the moment.
Now you are all set up to make potential billions
with little further effort.
I hope this guide was helpful, if you have
any further question please don't hesitate
to ask in the comments or on the discord which
is linked in the pinned comment.
xainesworld.com is also linked and is where
you can find all 24 preset builds, using those
you can build a farm easily that suits your
needs.
We also have merch that is super soft, comfy
and light, perfect for these summer days,
or if it's cold where you are at, the hoodies
will keep you warm.
More in depth guides coming, have a fantastic
day!
