Part of the series:
- How to Make Units Fast in No Man's Sky (2026): Every Money Method Ranked: Start here for a full overview of every income stream.
- No Man's Sky Activated Indium Mining Base: Passive Units Guide: Deep dive on the best passive farm.
- No Man's Sky Stasis Device & Fusion Igniter: Max Units per Hour: The highest active-play income in the game.
Quick Answer
- Early game (no base): Scanning fauna and flora with upgraded Analysis Visor is the best zero-investment earner.
- Early-mid: Crashed ship flipping and Whispering Egg raids deliver millions per hour with minimal setup.
- Mid game: Storm Crystal farming and Chlorine duplication via refiners scale well once you have hazard protection and ship cargo.
- Late game passive: An Activated Indium mining base in a blue-star system generates income while you're offline.
- Late game active: Crafting Stasis Devices or Fusion Igniters is the highest units-per-active-hour ceiling in the game.
- Always: Rotate sales across multiple terminals. Selling to the same terminal repeatedly degrades prices.
- Meta tip: Infrastructure built early pays dividends for hundreds of hours; don't skip base building.
Overview
No Man's Sky has no single "best" money-making method. The right one depends entirely on where you are in your playthrough. A fresh survivor with a broken ship needs different advice than a veteran sitting on a fleet of frigates. This guide ranks each major income stream by the game stage where it shines, gives honest earnings estimates based on community data, and flags what setup each method actually requires so you can pick the path that fits your current progress.
If you're just getting started and haven't repaired your ship yet, check out how to repair your ship and leave the first planet before worrying about unit farming.
Early Game: First Hours to First Freighter
At this stage you have limited inventory, no base, and probably a C- or B-class starter ship. The best methods require no infrastructure at all.
1. Fauna & Flora Scanning
Earnings: roughly 300K–800K units per hour on a species-rich planet
This is the single best zero-cost earner in the game. Every creature, plant, and mineral you scan for the first time on a planet pays out units and nanites. Three S-class Analysis Visor Upgrade modules installed in your multi-tool dramatically multiply each scan reward. Rare and large fauna pay significantly more than common small creatures. Filling out every species on a planet also triggers a full-biodiversity bonus that can reach a couple of million units.
See the dedicated breakdown in our fauna and flora discovery rewards guide for upgrade stacking tips.
2. Crashed Ship Flipping
Earnings: roughly 1M–5M units per ship, more for high-class haulers
Fly to a distress beacon (or use the Anomaly's Nexus maps), claim a crashed ship, call it to the Space Station, and scrap it at the Starship Scrapping terminal. Every installed technology module that gets stripped out can be sold or used. Haulers with large cargo holds scrap for the most. This doubles as a way to build your fleet without spending units. Our crashed ship salvage guide covers the full loop.
3. Trade Route Arbitrage
Earnings: 500K–3M units per hour with an Economy Scanner
Buy trade goods marked as surplus (shown in green with a high supply icon) at one space station, warp one system over, and sell where the same commodity is in demand (shown in red). The profit margin per trip is modest, but it requires no base, no crafting, and scales directly with your cargo slot count. Another reason to expand your ship's inventory early.
Mid Game: Base Computer to Freighter Unlocked
You have a base computer, a decent ship with real cargo, and hazard protection upgrades. Your income ceiling rises sharply.
4. Storm Crystal Farming
Earnings: roughly 8M–15M units per hour during active storms
Storm Crystals only appear during extreme weather on hazardous planets, and they vanish when the storm ends. Each crystal sells for a solid amount at any Galactic Trade Terminal. The method is time-gated by storm frequency, but during a storm you can collect dozens of crystals in minutes. Strong thermal or radiation hazard protection upgrades are mandatory. Full details in our Storm Crystals farming guide.
5. Chlorine Duplication via Refiners
Earnings: roughly 10M–25M units per hour; very inventory-dependent
The Chlorine Expansion refiner recipe converts Chlorine plus Oxygen into more Chlorine than you started with. Running this loop across multiple Large Refiners inflates your Chlorine stack quickly. A full stack of Chlorine sells for several million units. Rotate sales across three or four different space station terminals to avoid price decay. Note that Hello Games has adjusted Chlorine pricing in past patches, so treat earnings as an estimate rather than a guarantee.
6. Whispering Eggs & Larval Cores
Earnings: roughly 3M–8M units per hour, concentrated in short bursts
Whispering Eggs are found at Abandoned Buildings on the surface of most planet types, and also scattered across infested or toxic worlds. Destroy the eggs (carefully: Biological Horrors spawn immediately), grab Larval Cores, and get clear before they dissolve in your inventory. Each core sells for a meaningful sum, and a single site can yield over a million units in ten minutes. The method is more combat-intensive than most, but the burst income is excellent for mid-game players.
7. Derelict Freighter Raids
Earnings: varies widely per derelict; setup cost is significant
Purchase an Emergency Broadcast Receiver from the Scrap Dealer on any Space Station. Note that the receiver's purchase price escalates with each buy in a given day, starting low and capping at 30M units, before resetting daily. Each receiver summons a derelict freighter loaded with valuable cargo: Salvaged Frigate Modules, nanite clusters, crafting materials, and high-value loot. Iteration Helios on the Space Anomaly also offers one free receiver per week once you have cleared your first derelict. Batch several raids in a session and the gross income is high, but net profit depends heavily on what you pay for receivers and what loot you pull. The derelict freighters guide breaks down scanner sourcing, the hazardous interior, and every reward type.
Late Game: Passive Farms & Crafting Chains
At this stage you're building for scale. The goal is income that either runs without you or produces the highest yield per minute of active attention.
Worth mentioning before the big earners: a claimed settlement produces units daily without any hauling at all, and the yield scales with the buildings you approve. It will never compete with the farms below on raw numbers, but it is the only income in the game that arrives while you are doing something else entirely and needs no infrastructure of your own.
8. Activated Indium Mining Base (Passive)
Earnings: roughly 8M–50M+ units per hour depending on extractor count; fully passive
Activated Indium is one of the highest base-value raw minerals tradable at any terminal. It spawns on planets in blue-star systems: both Class B and Class O stars display blue in-game, and both can host Activated Indium deposits. Build a grid of Mineral Extractors feeding into Supply Depots, power everything with a solar array and batteries, and log off. When you return, your depots are full of high-value ore ready to haul to the nearest terminal. A small setup produces meaningful passive income; a maxed multi-extractor farm with dozens of extractors pushes the ceiling considerably higher.
This is the definitive passive income method and gets its own full guide: Activated Indium Mining Base: Passive Units Guide. Pair it with the automated mining and supply depots guide for the extractor setup.
9. Stasis Device & Fusion Igniter Crafting (Active)
Earnings: roughly 45M–60M units per hour of active crafting; each device sells for around 15.6M units
These two items are tied as the most valuable craftable products in the game. Both require long ingredient chains (agricultural crops, refined minerals, and manufactured components) which means you need established farms before the method is viable. Once your ingredient supply is automated via agricultural terminals and mineral extractors, you can produce devices steadily. The active-crafting income ceiling is higher than any other method in the game. See the full breakdown in our Stasis Device & Fusion Igniter guide.
Method Comparison Table
| Method | Game Stage | Est. Units/Hour | Setup Required |
|---|---|---|---|
| Fauna & Flora Scanning | Early | 300K–800K | Scanner upgrades |
| Crashed Ship Flipping | Early | 1M–5M per ship | None |
| Trade Arbitrage | Early | 500K–3M | Economy Scanner |
| Storm Crystal Farming | Mid | 8M–15M | Hazard protection |
| Chlorine Duplication | Mid | 10M–25M | Large Refiners |
| Whispering Eggs | Mid | 3M–8M | Combat prep |
| Derelict Freighter Raids | Mid-Late | Varies (high gross, cost-dependent) | Broadcast Receivers |
| Activated Indium Mining | Late | 8M–50M+ (passive) | Extractors + blue-star base |
| Stasis Device Crafting | Late | 45M–60M (active) | Full ingredient farms |
Universal Tips That Apply at Every Stage
- Rotate terminals. Selling the same item to the same terminal repeatedly causes the buy price to drop. Hop between three or four stations to maintain full value.
- Upgrade cargo slots first. Every unit-farming method benefits from more inventory. More cargo means more per trip. Review how to get more inventory slots if you're still running low.
- Build infrastructure early. An Activated Indium base you build at 30 hours of playtime starts earning passive income immediately and pays off for the rest of your save.
- Stack space station missions. Space station Mission Boards offer repeatable unit payouts, and many missions stack. Completing a single objective (such as killing a set number of creatures) can satisfy multiple board missions at once. Accept several compatible missions before heading out to maximise each trip.
FAQ
What is the single fastest way to make units in No Man's Sky?
For active play, crafting Stasis Devices or Fusion Igniters has the highest units-per-hour ceiling once you have ingredient farms running. Each item sells for around 15.6 million units. For passive income, a large Activated Indium mining base generates income while you're not even logged in.
Can you make good money in No Man's Sky without building a base?
Yes. Scanning fauna and flora, flipping crashed ships, and trading between systems all require zero base infrastructure. These methods are slower than late-game farms but are the correct focus for the first several hours of a playthrough.
Does selling to the same terminal reduce prices?
Yes. Space station terminals track supply and demand. Selling large quantities of any item to one terminal will lower what that terminal will pay for it over time. The price recovers after real-world time passes, or you can simply sell to a different terminal in another system.
What is Activated Indium and why is it so valuable?
Activated Indium is a rare mineral resource found on planets in blue-star systems (Class B or Class O). It has one of the highest base sell values of any raw resource in the game, which makes it ideal for automated mining because even a modest extractor setup produces significant passive income.
Is Chlorine farming still worth it after patches?
The Chlorine duplication method still works as of 2026. The refiner recipe remains in the game. However, Hello Games has adjusted commodity pricing in past updates, so the exact profitability varies. It remains a solid mid-game method, especially when rotating sales across multiple terminals, but it is no longer the dominant late-game strategy it once was.
How do Stasis Devices compare to just mining Activated Indium?
Stasis Devices produce more units per hour when you are actively crafting, but require active attention and a complex ingredient supply chain. Activated Indium mining is fully passive. It earns while you sleep. Most veteran players run an Indium base for baseline passive income and craft Stasis Devices when they want to push their unit count higher quickly.
Key Takeaways
- Match your farming method to your current game stage: early methods require no infrastructure, late-game methods require significant setup investment.
- Scanning fauna and flora is the best early zero-cost earner; three S-class Scanner upgrades multiply payouts significantly.
- Storm Crystals, Chlorine duplication, and Whispering Egg raids are the reliable mid-game bridges between early grinding and late-game automation.
- Activated Indium mining in a blue-star system is the premier passive income method and should be set up as early as possible.
- Stasis Device crafting has the highest active-play income ceiling in the game, but requires a complete ingredient supply chain first.
- Always rotate sales across multiple space station terminals to maintain full sell prices.
- Expanding cargo inventory is the universal multiplier. More slots means more income per trip at every stage of the game.