Powered by Pagefind
English
No Man's Sky Guides and Tips Verified for Cosmos 6.50

No Man's Sky Refining Recipes: Every Recipe That Matters (2026)

Every No Man's Sky refining recipe that matters: the x6 chlorine loop, chromatic metal yields, all 15 nanite ratios, and alloy breaking — charted for patch 6.50.

8/22/2026 NMS Wiki Team Last updated: 8/31/2026 11 min read

No Man’s Sky has two economies. The one you can see — units, ships, shopping — and the one that runs underneath: refining. Every serious unit or nanite income in the game passes through a refiner at some point, because refiners convert the cheap and abundant into the scarce and valuable while you are off doing something more interesting. The game currently ships with 358 refining recipes in its data, and almost all of them are intermediate steps. The ones with real leverage fit on this page.

Need the ones that don’t fit? The complete lookup lives in our refining database — all 358 recipes tabled and grouped by purpose, no interpretation.

Last updated: August 31, 2026, current through patch 6.50. The staged Cosmos rollout has not touched any recipe below. For what the money numbers mean, see money making; for nanites end to end, nanites farming; for the farm loops that feed off these tables, units farming.

x6
Per run of the chlorine, cobalt, and condensed-carbon expansion loops
358
Refining recipes in the current game data
5:1
Runaway Mould to Nanite Cluster
x100
Gold from one refined Living Pearl

The Three Refiners

RefinerPowerInputsRole
PortableCarbon fuel slot1 input → 1 outputThe field tool — deploy anywhere
MediumBase power2 input slotsThe oxygen-catalyst loops
LargeBase power3 input slotsFactory throughput

The portable refiner is a backpack appliance: craft it, drop it anywhere, feed it carbon, and it works through your input while you mine the next deposit. Medium and large refiners are base infrastructure — they need a powered base (the electrical guide covers that side) — and their extra slots unlock the real recipe book, because the strongest conversions use oxygen as a catalyst, and those all need two inputs.

Two mechanical notes before the tables. Refiners have input capacity limits per slot — load in batches and top up as they consume. And refiners pause, not fail: out of fuel or power they simply stop, contents intact, and resume when fed. A large refiner runs every recipe on this page; a portable only runs the one-input rows.

The Multiplier Loops

These are the recipes the whole refining economy hangs on. Each one returns more than it consumes, which means a stocked input grows every cycle:

RecipeOutputThe play
Chlorine x1 + Oxygen x2Chlorine x6The chlorine expansion loop — the classic unit printer
Ionised Cobalt x1 + Oxygen x2Ionised Cobalt x6Same loop, cobalt flavour — cobalt is in every cave
Condensed Carbon x1 + Oxygen x2Condensed Carbon x6Free fuel, sixfold — ends carbon mining forever
Carbon x2 + Oxygen x2Condensed Carbon x5The entry version, before you hold a stock
Salt x2 + Oxygen x2Chlorine x5Makes starter chlorine from beach salt
Cobalt x2 + Oxygen x2Ionised Cobalt x5Same, for cobalt
Di-hydrogen x30Di-hydrogen Jelly x1Half of the di-hydrogen cycle…
Di-hydrogen Jelly x1Di-hydrogen x40…and the other half: 30 in, 40 out, +10 free launch fuel per cycle
Platinum x1 + Oxygen x1Magnetised Ferrite x10The platinum trick — the best ore multiplier in the game
Any ore x1 + Chromatic Metal x1Ore x2Chromatic expansion duplicates copper, cadmium, emeril, indium, quartzite
Any plant x1 + Kelp Sac x1 + Condensed Carbon x1Oxygen x10Artificial photosynthesis — the refiner farms its own catalyst

The common thread: oxygen is the catalyst of the entire economy. Every x5/x6 loop burns it, so the real setup cost is an oxygen supply — a hotspot, the red oxide plants that grow everywhere, or kelp sacs refined with anything. Since stations stopped selling the stuff, the loops that farm their own oxygen are the ones that survive. What the output sells for per hour is the units farming question; the recipe never changed.

Nanite Refining: Every Source

One input each, so all of them run in a portable refiner. The ratios below are the complete list of nanite sources:

InputNanites outNotes
Runaway Mould x51~100 nanites/min/refiner community-tested; the mould loop is the passive king
Salvaged Data x115From buried technology modules
Tainted Metal x12From dissonant and corrupted worlds
Pugneum x251From killing sentinels
Platinum x351The slow way to spend a platinum surplus
Corrupted Ichor x51From corrupted worlds
Larval Core x150From whispering eggs at abandoned buildings — cores decay on the ground, grab fast
Hadal Core x150The underwater twin of the larval core
Vile Spawn x150Harmonic camp loot
Flesh Rope x150Abandoned building loot
Radiant Shard x150From crystalline entities
Inverted Mirror x195Corrupted sentinel drops
Hyaline Brain x1230The harmonic brain — the biggest single refined payout
Silver x15 + Gold x15 + Platinum x251An emergency valve, not a strategy
Faecium x1 + Hexite x11Niche — only if you already hold both

The mould loop deserves its reputation: a full 9,999 mould stack becomes roughly 2,000 nanites per refiner, mould respawns when you teleport away and back, and the whole thing runs unattended. The nanites guide ranks refining against scrapping, packets, and derelicts; the sentinel multitool loop is where the corrupted-world inputs come from.

Alloys, Pearls, and Exotics Into Metals

The trade-desk section: turning crafted or looted valuables into base metals a recipe actually wants.

Breaking alloys — every latticed alloy refines back down into its precious-metal components at aggressive ratios:

AlloyRefines into
Herox x1Silver x250
Dirty Bronze x1Silver x250
Aronium x1Silver x250
Lemmium x1Gold x125
Magno-gold x1Gold x125
Grantine x1Gold x125
Geodesite x1Platinum x250
Iridesite x1Platinum x250

Making alloys — the same trades in reverse, all large-refiner recipes. One row stands for the family (the third slot takes Tritium x20, Silver x20, Gold x10, or Platinum x5 interchangeably):

AlloyCheapest recipe
HeroxAmmonia x30 + Ionised Cobalt x30 + Tritium x20
AroniumParaffinium x30 + Ionised Cobalt x30 + Tritium x20
Dirty BronzePyrite x30 + Pure Ferrite x60 + Tritium x20
LemmiumUranium x30 + Pure Ferrite x60 + Tritium x20
Magno-goldPhosphorus x30 + Ionised Cobalt x30 + Tritium x20
GrantineDioxite x30 + Ionised Cobalt x30 + Tritium x20

Geodesite and Iridesite sit at the top of the tree, built from the alloys above. When a station terminal sells alloys below their refined-metal value, the break-down table is arbitrage; when you hold surplus local elements, the make-up table turns them into tradeable metal. Either direction, the refiner is the exchange desk.

The exotic conversions — looted valuables into base metals:

InputOutput
Living Pearl x1Gold x100
Crystal Sulphide x1Sodium Nitrate x50
Hypnotic Eye x1Living Slime x50

Gases: The Exchange and the Components

The three atmospheric gases interconvert freely, which means no gas is ever the wrong one:

RecipeOutputNotes
Any gas x3Next gas x1Sulphurine → Radon → Nitrogen → Sulphurine, in a wheel
Any gas x1 + Oxygen x1Next gas x1Oxygen halves the cost of the exchange
Any gas x1 + Chromatic Metal x1Next gas x1The chromatic-catalyst version
Any gas x100 + Carbon x20 + Salt x101 componentEnriched Carbon, Thermic Condensate, Nitrogen Salt — the craft-chain components

That last row is where refined gases leave the refiner and enter the crafting economy: one gas per trade good, consumed by the high-end craft chains in the money making guide.

The Everyday Conversions

The small stuff that smooths every session — all one-input rows, all portable-able:

RecipeOutputNotes
Ferrite Dust x1Pure Ferrite x1The most-used conversion in the game
Carbon x2Condensed Carbon x1Denser fuel — before you run the x6 loop
Copper x2Chromatic Metal x1The metal that builds everything, including the Base Computer
Cadmium x2Chromatic Metal x1From red-star systems
Emeril x2Chromatic Metal x3From green-star systems — better yield
Indium x2Chromatic Metal x4From blue-star systems — best yield
Activated Copper / Cadmium / Emeril / Indium x1Chromatic Metal x1 / x2 / x3 / x4The activated variants are self-sufficient
Frost Crystal x40Glass x1The cold-planet crop’s whole purpose
Silicate Powder x40Glass x1Same ratio, diggable on any planet — no cold world needed
Any farmed plant x1Carbon x2Star bulb, gamma root, cactus flesh, solanium, fungal mould — all burn alike
Di-hydrogen x30Di-hydrogen Jelly x1Compress for storage, cycle for profit (see multipliers)

Yield note: the farther down the star-colour ladder your ore comes from, the more chromatic metal each refined batch pays. Ore never depletes, so an indigo/blue-star mining claim compounds forever.

Turning Recipes Into Units

Refining alone is a decent income. Refining feeding crafting is the real one: raw materials → refined components → crafted trade goods, each step multiplying value. The three classic loops all ride the tables above:

  1. The chlorine loop — salt to starter chlorine, then the x6 expansion until the refiner bank is full; sell in three-star systems.
  2. The chromatic ladder — blue-star ore into chromatic metal, chromatic expansion to double the ore, ore into metal again.
  3. The component factory — gas collectors feeding sublimation components feeding the stasis-device chains.

The consistent theme: never sell what a refiner can upgrade first. Raw ore sells as raw ore forever; the same ore walked two steps down a recipe chain sells as technology. The full strategy, with the farm-base setups that feed it, is in money making.

Building the Refining Base

The refinery base has a shape, and it is the same for everyone:

  • A powered room — medium and large refiners on the grid (power guide).
  • Storage adjacency — inputs and outputs beside the machines, in the numbered containers: ores in one number, refined goods in the next.
  • A teleporter at the door — the base is a stop on your loop, in and out in minutes.
  • An oxygen hotspot nearby — the catalyst for every multiplier loop on this page, piped in through supply pipes if you can.
  • Optional: cultivation — frost crystal and other growable inputs within walking distance of the refiners.

Three large refiners, a teleporter, and a full storage wall is the entire factory, and it fits in one cuboid room. The returns compound for the rest of the save.

Rules of Thumb

  • Never idle a refiner at your base — power is free once the grid is up; an empty refiner is an unused income.
  • Refine before selling, always — the two-step rule that separates rich saves from busy ones.
  • Batch, top up, collect — respect the slot limits; top up inputs as they drain rather than babysitting.
  • Collect before you log off — refiners pause safely, but the habit removes the risk entirely.
  • Run the multiplier loops before the mine runs out — a x6 loop doubles down on itself; a deposit does not.

Refining is No Man’s Sky’s quiet answer to “how do I afford all of this”: a system that works while you don’t. Set up the room once, keep the machines fed, and the unit and nanite problems quietly solve themselves in the background of every expedition.

Frequently Asked Questions

How does refining work in No Man's Sky?

Place a refiner, load inputs, and it converts them over time into the output — no player attention needed once it runs. Portable refiners need carbon-based fuel, while medium and large refiners run on base power and unlock multi-input recipes. Outputs collect in the refiner until you retrieve them.

What is the most profitable refining recipe?

The chlorine expansion loop: one Chlorine plus two Oxygen refines into six Chlorine, so every run multiplies the stock sixfold. With an oxygen hotspot and a bank of refiners, community players report 10-50M units per hour selling the output. Breaking crafted alloys back into precious metals (one Herox into 250 Silver) is the second engine.

What is the chlorine expansion recipe?

Chlorine x1 + Oxygen x2 = Chlorine x6, in a medium or large refiner. Salt x2 + Oxygen x2 = Chlorine x5 makes starter chlorine without buying any. Since stations stopped selling oxygen, the loop's fuel comes from an oxygen hotspot, red oxide plants, or kelp sacs — the units farming guide covers the full money math.

How do I refine nanites from runaway mould?

Five Runaway Mould refine into one Nanite Cluster, and community testing puts a single refiner at roughly 100 nanites per minute — a full 9,999 mould stack becomes about 2,000 nanites. Park a bank of medium refiners next to a Curious Deposit and it becomes a passive nanite income; the nanites guide ranks every source.

What is the difference between portable, medium, and large refiners?

Portable: one input to one output, fuel-fed, deployable anywhere — the field tool. Medium: base-powered with two input slots, unlocking the oxygen-catalyst loops. Large: base-powered with three input slots and the biggest throughput for factory-scale production. A large refiner runs every recipe below; a portable only runs the one-input rows.

Do refiners need power or fuel?

Portable refiners need fuel — carbon or condensed carbon — added to their fuel slot. Medium and large refiners draw base power instead, so at a base they run free of consumables. An unpowered or unfueled refiner simply pauses; nothing inside is lost.

Advertisement

Related Articles

Was this helpful?