No Man's Sky Recipes

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No Man's Sky Corvette Builds: Best Setups for Every Role

Four No Man's Sky corvette builds for warp range, combat, hauling and handling, with the upgrade each reactor, engine and hab adds and the 3-part bonus cap.

Topics: Corvette, Starships, Builds, Voyagers, Guides

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Our corvette guide covers the basics: where the Corvette Workshop is, which parts you need, and how to get modules from salvage. This post picks up after that. Once you have a pile of modules, what should the ship actually do?

Corvette parts are not just cosmetic. Hello Games’ Voyagers notes say that “reactors, engines, shield generators and more” are tied to tech upgrades, and that “larger, heavier ships will handle differently from smaller, lighter builds.” So what you bolt on, and how much of it, decides how the ship plays.

How corvette stats work

Every functional corvette part installs a tech upgrade when you finalise the build. The site’s data lists which upgrade each part adds:

Part type Example Upgrade it adds
Reactor Zenith-class Reactor Warp Core A-Class
Reactor Medusa-class Reactor Flight Control Systems A-Class
Reactor Azimuth-class Reactor Navigation Systems A-Class
Reactor Ceto-class Reactor Defensive Systems A-Class
Main engine Titan Heavy Booster, Aeron Drive Main Engines A-Class
Main engine Ambassador Sublight Thruster Main Engines B-Class
Rear thruster Kineostream Thruster Main Engines A-Class
Rear thruster Pyrodrive Booster and the other rear thrusters Main Engines B-Class
Shield generator Deflector Shield Shielding System B-Class
Weapon Phase Beam Array Laser Defence Array A-Class
Weapon Torpedo Launcher Rocket Batteries A-Class
Habitation Titan-class Hab Cargo Systems B-Class
Walkway Titan-class Walkway Cargo Systems C-Class
Cargo attachment Cargo Pod Cargo Systems C-Class
Landing gear Heavy Landing Gear Launch Systems B-Class
Cockpit Titan-class Cockpit Flight Control Systems C-Class

Wings (flight stabilisers), structural supports, hull plating and decorative attachments have no linked upgrade. Build them for looks.

Three rules from the Fandom corvette page shape every build:

  • Three is the cap. Each part gives a slightly different boost depending on whether it’s the first, second or third of its type you place. “Any more than 3 provide no additional bonuses.”
  • Placement order matters. Only three reactors appear in the technology slots, so place the three you want before anything else that competes for them. The wiki’s example: add three Medusa-class Reactors before the cockpit and only the Medusas show up.
  • Supercharged slots are random. Their placement is set when you finalise the build. If you don’t like it, reload a restore point and finalise again.

You can also mix engine types, landing gear and weapons freely. Whatever weapons you fit, a Photon Cannon always appears in the tech slots too.

Explorer build: maximum warp range

For players who spend most of their time warping.

The trade-off is defence. With no Ceto-class Reactors you rely on shield generators alone, so add at least one.

Combat build: tank and hit hard

For pirate fights and anything else that shoots back.

Hauler build: cargo and salvage

For trading runs and Cosmos salvage.

  • Habs: several. Each hab adds a Cargo Systems B-Class upgrade and walkways add C-Class. Stack them horizontally and the game inserts passages between them; stack them vertically and you add a ladder or stairway inside.
  • Cargo attachments: the Cargo Capsule, Cargo Box, Cargo Pod and Cargo Sphere each add Cargo Systems C-Class.
  • Tractor Beam: the Cosmos update added this utility part at the Corvette Workshop. It pulls physical salvage and minerals from deep-space points of interest into the corvette hold. Pair it with a Gravitino Coil to launch salvage at the beam.
  • Reactors: Zenith-class for range, or Ceto-class if you salvage in hostile space.

Expect it to handle like a brick. That’s the cost of a big hull.

Agile build: handling first

For players who fly in atmosphere a lot or just want the ship to feel quick.

  • Reactors: three Medusa-class Reactors for Flight Control Systems A-Class. The Fandom wiki notes that reactors and the cockpit drive manoeuvrability.
  • Engines: A-class main engines plus the Kineostream Thruster, the only rear thruster in the data that adds an A-Class Main Engines upgrade.
  • Hull: one hab, one walkway, the minimum. Smaller and lighter is the whole point.

Build limits worth knowing

  • 160 parts on the outside, a cap added in update 6.03.
  • One cockpit per ship.
  • No interior cap beyond the save-wide limit on placed objects, so furnish as much as you like.
  • Minimum parts: the corvette guide lists every part a build needs before the Workshop lets you finalise it.

Sources

More guides

Frequently asked questions