NO MAN’S SKY BUILDING REFERENCE

GLITCH BUILDING

A practical reference for the placement techniques, controls and mechanics used in advanced No Man’s Sky building.

The controls below use the default platform bindings so the input sequences stay easy to read.

BEFORE YOU START

KEY TERMS

Reference Part

The part or wire that provides the position, orientation or scale.

Target Part

The part you actually want to place after the technique transfers the Reference transform.

Green / Red State

Green is a valid placement state. Red is a placement state the normal building system rejects.

Cache

A stored Target selection or placement state that can be recalled by a later glitch input.

Native / Non-Native

Whether a part normally belongs to the currently active build context or to another building set.


Current · Intermediate

Adjacency Glitch

Discovered byDarkLordXelrick

Works inCompatible categories Last verifiedSeptember 2026 documentation

WHAT IT DOES

Transfers the 'valid placement state' of a Reference Part to the next part in the same sub-category by timing Cycle Part and Build.

How it works

Replaces the Reference part with a Target part in the same sub-category.

Position the Reference Part where the final placement should be. Trigger Cycle Part and Build nearly simultaneously, with a slight priority to Cycle Part. The next part in the same compatible sub-category will inherit the placement state.

* Since Voyagers changed the building system, adjacency has become more restricted by part category, making the technique far less useful than it was in the past.

INPUT / TIMINGMethod:
Cycle Part + Build – Pressed nearly simultaneously, with a slight priority to Cycle Part.

Sequence:
– Select Reference part
– Perform Adjacency glitch

CONTROLS

Action PC PlayStation Xbox Switch
Build LMB R2 RT ZR
Cycle Part E L2 LT ZL

VIDEO DEMONSTRATION