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Quick Answer

  • The Base Teleport Module is the core fast-travel building: unlock the blueprint from the Construction Research Unit in your base for 2 Salvaged Data, then craft it with Metal Plating, Carbon Nanotubes, and Sodium.
  • It requires 20 kP of power to operate; connect it to your base power grid.
  • It links your base to every space station, freighter, settlement, and other player base you have previously visited. At no unit cost.
  • Only one Base Teleport Module per base is allowed, but you can add as many Short-Range Teleporters inside the base as you like.
  • Short-Range Teleporters move you between two fixed points within a base and need a direct Teleport Cable connection between the pair.
  • Pirate/outlaw systems cannot directly teleport to normal systems via space station. Use a planetary base as an intermediate stop.
  • Your active starship is automatically moved to the nearest landing pad at the destination when you teleport.

Overview

Teleporters are the backbone of efficient play in No Man's Sky. Once you have even a single base up and running, a Base Teleport Module turns that location into a permanent fast-travel node. From that node you can jump to any space station you have ever docked at, any qualifying base, yours or another player's, and your freighter, all without spending warp cells or nanites.

Understanding how the teleport network is structured, and how the Short-Range Teleporter works differently from the long-range module, saves you a lot of confusion early on.

If you are still figuring out the basics of base construction, the No Man's Sky Base Building Guide for Beginners is the right place to start before reading further.


The Base Teleport Module (Long-Range)

Unlocking the Blueprint

The Base Teleport Module blueprint is purchased from the Construction Research Unit inside your base for 2 Salvaged Data. Salvaged Data comes from Buried Technology Modules found underground on any planet: scan with your Analysis Visor, look for the buried tech icon, then dig and interact.

If you follow The Artemis Path story quests, the blueprint will also be unlocked naturally during that progression, so you may already have it without realizing.

For more on farming Salvaged Data efficiently, see the No Man's Sky Salvaged Data Farming: Buried Technology Modules Guide.

Crafting Recipe

Material Quantity
Metal Plating ×4
Carbon Nanotubes ×2
Sodium ×40

All three are early-game materials. Metal Plating is refined from Ferrite Dust, Carbon Nanotubes from Carbon, and Sodium is gathered from plants with yellow glowing tips. You can also purchase any of these at space station terminals if you prefer to skip the gathering.

Power Requirements

The Base Teleport Module consumes 20 kP of power and must be connected to your base power grid to function. It will not activate if unpowered. A single Solar Panel with a Battery is often enough to cover it on its own, but most players simply wire the teleporter into their main base power loop.

On freighters, teleportation terminals are auto-powered, no wiring needed.

How the Network Works

Once powered and activated, the Base Teleport Module connects to a network of all qualifying destinations you have physically visited:

  • Space stations: every station you have docked at appears here automatically.
  • Your own bases: any base of yours that has a powered Base Teleport Module.
  • Other players' bases: bases you have physically visited show up in the bases list alongside your own.
  • Your freighter: appears as a destination once you have boarded it.
  • Your settlement: the teleporter inside your settlement's Overseer's Office appears after you build the office and visit it.

Destinations are organized into tabs: All, Space Stations, Bases (your own), and Bases (other players). A Recent filter is also available. Use search to filter by name if your list grows long.

Important: A destination only appears after you have physically visited it at least once. You cannot teleport to a system you have only warped near. You must have docked at or landed in that specific location.

Space Anomaly note: The Space Anomaly contains a pre-built teleporter you can use to depart from, but the Anomaly itself does not appear as a destination when using teleporters elsewhere. To return to the Anomaly, summon it to your current system via the quick menu while in space.

The Pirate System Restriction

Outlaw / pirate star systems have a hard restriction: you cannot teleport directly between a pirate space station and a normal-system space station. If you need to move between the two, teleport to a planetary base in the destination system first, then proceed to the station from there. Regulated stations will not permit travel to outlaw/heretic stations and vice versa.


Short-Range Teleporters (Within-Base Travel)

Short-Range Teleporters serve a completely different purpose: they move you between two fixed points inside the same base boundary. They do not connect to the interstellar network at all.

Unlocking the Blueprint

The Short-Range Teleporter blueprint is purchased from the Construction Research Station aboard the Space Anomaly for 10 Salvaged Data. This is a different terminal from the Construction Research Unit you build in your own base, so you will need to visit the Anomaly to unlock it.

Crafting Recipe

Material Quantity
Metal Plating ×2
Chromatic Metal ×40
Gold ×30

Chromatic Metal is refined from Copper, Cadmium, Indium, or similar metals in a Portable Refiner. Gold can be mined from veins or purchased at trade terminals.

  1. Build the first Short-Range Teleporter and place it at your starting point.
  2. Build the second unit at your desired destination point.
  3. Open the build menu wiring tool and run a Teleport Cable between the two units. This cable is separate from a power wire and costs nothing to place.
  4. The two units must be within roughly 200 units of each other for the cable to reach.

Stepping into the first unit delivers you to the second, and vice versa. If you need more coverage across a very large base, chain multiple pairs: T1 → T2, then T3 placed near T2 → T4. With careful placement you can achieve effective coverage across the full base boundary.

Common issue: If you get a "Too close to starship" error when placing the Teleport Cable, proximity is measured horizontally. Move the teleporter further from your landing pad horizontally, even if there is significant vertical separation.

Practical Uses

  • Multi-level bases: Jump between ground floor and a rooftop platform instantly.
  • Large farms: Link an entrance pad to the far end of a long Mineral Extractor array.
  • Working around the one-module limit: Place short-range teleporters inside the base that lead guests or yourself directly to the main Base Teleport Module without a long walk.

Building a Clean Base Network: Practical Tips

Name Your Bases Descriptively

The teleport destination list grows fast. Name each base something searchable: include the resource, system name, or purpose (e.g., "Indium Farm – Eissentam" or "Trading Hub – Budullangr"). Rename a base at the Base Computer.

Keep One Base as Your Hub

Designate one base, ideally near the Space Anomaly or a trade-active system, as your central hub. Make sure it has a powered Base Teleport Module, a landing pad, and good storage access. All roads lead back to the hub; from there you can jump anywhere.

Freighter Access

Your freighter is accessible from any Base Teleport Module or space station terminal the moment you have boarded it. You do not need to be in the same system. This makes managing frigate expeditions and freighter base building much easier: teleport to your freighter, launch an expedition, then teleport straight back to your farm.

Your Starship Comes With You

When you teleport, your active starship is automatically transported to a landing pad at the destination (or dropped nearby if no pad is available). You will not be stranded without a ship. This is especially useful if you are hopping between distant mining bases and need your ship's cargo hold.

Visiting Other Players' Bases

Other players' bases you have physically visited appear in the bases section of your teleport list alongside community destinations. These can disappear from the list if the base owner removes their module. If a base you relied on vanishes, you will need to visit it again physically to re-register it.


FAQ

How do I unlock the Base Teleport Module blueprint?

Purchase it from the Construction Research Unit inside any of your bases for 2 Salvaged Data. Alternatively, it unlocks automatically if you progress through The Artemis Path story missions. Salvaged Data is obtained by locating and digging up Buried Technology Modules on planet surfaces using the Analysis Visor.

How do I unlock the Short-Range Teleporter blueprint?

Visit the Space Anomaly and purchase the blueprint from the Construction Research Station there for 10 Salvaged Data. This is a different terminal from the Construction Research Unit you build in your own base.

Why is my Base Teleport Module not working?

The most common cause is a lack of power. The Base Teleport Module needs 20 kP of power and must be wired into your base power grid. Check that your power supply (solar panels, biofuel reactor, or electromagnetic generator) is producing enough output and that the teleporter is physically connected to the grid with a power cable.

Can I teleport to a base I have never visited?

No. The teleport network only shows destinations you have physically visited at least once. You must fly or warp to the target location first, then it will appear in your teleporter list on future visits.

Why can't I teleport between two space stations?

If one or both stations are in pirate/outlaw systems, direct station-to-station teleportation is blocked between outlaw and normal systems. The workaround is to teleport to a planetary base in the target system first, then travel to the station from the surface.

What is the difference between the Base Teleport Module and the Short-Range Teleporter?

The Base Teleport Module connects you to the galaxy-wide network (space stations, other bases, your freighter) for long-distance travel. The Short-Range Teleporter connects only two points within the same base boundary via a Teleport Cable, with no interstellar function. You can have one Base Teleport Module per base and as many Short-Range Teleporter pairs as your base part limit allows.

Does teleporting cost anything?

No. There is no unit, nanite, or fuel cost to teleport. The only ongoing expense is the power your Base Teleport Module consumes from your base grid.


Key Takeaways

  • Unlock the Base Teleport Module with 2 Salvaged Data from your base's Construction Research Unit; craft it with Metal Plating, Carbon Nanotubes, and Sodium.
  • Wire it into your power grid. It requires 20 kP to operate. Freighter terminals are auto-powered.
  • The network connects you to every space station, base, freighter, and settlement you have previously visited, at zero travel cost.
  • Only one Base Teleport Module per base is permitted; use Short-Range Teleporters (connected via Teleport Cable) to navigate within large bases.
  • The Short-Range Teleporter blueprint costs 10 Salvaged Data from the Construction Research Station aboard the Space Anomaly, not the base Construction Research Unit.
  • Short-Range Teleporters require a dedicated Teleport Cable connection between the pair; chain pairs to extend coverage across a big base.
  • Name your bases descriptively to keep the teleport destination list manageable as your network grows.
  • Outlaw systems cannot directly station-teleport to normal systems. Route through a planetary base when needed.
  • Your active starship follows you through the teleport, so you are never stranded without transport.
  • The Space Anomaly has a one-way teleporter; you can leave from it, but it will not appear as a destination in your teleporter list elsewhere.