The part or wire that provides the position, orientation or scale.
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.
KEY TERMS
The part you actually want to place after the technique transfers the Reference transform.
Green is a valid placement state. Red is a placement state the normal building system rejects.
A stored Target selection or placement state that can be recalled by a later glitch input.
Whether a part normally belongs to the currently active build context or to another building set.
Adjacency Glitch
Discovered byDarkLordXelrick
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.
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
Blender Glitch
Discovered byBeeblebum
Co-discovered byAPG
Developed fromBanjo Glitch
WHAT IT DOES
Uses an existing connector as a precise Reference so parts can be aligned and combined with repeatable placement.
How it works
Places your Target Part onto an existing selected wire connector.
An existing connector becomes the Reference position, and the Wire Glitch transfers that position to the Target Part.
* The technique is especially useful when a build needs repeatable alignment and merging of parts.
Blender Glitching builds onto the connector idea from the Banjo method into a precise reference system.
Toggle Wire + Build, with a slight priority to Toggle Wire.
Sequence:
– Select a part you wish to build
– Toggle to the wire
– Position wire onto connector
– Perform the Wire Glitch.
CONTROLS
| Action | PC | PlayStation | Xbox | Switch |
|---|---|---|---|---|
| Build | LMB | R2 | RT | ZR |
| Toggle Wire | Q | △ | Y | X |
VIDEO DEMONSTRATION
Cache-Pin Glitch
Discovered byTed Bugla
WHAT IT DOES
Uses a catalogue pin to cache a non-native part before continuing with a separate placement technique such as Wire Glitch or UAG.
How it works
Allows placing non-native parts into a different base context.
Catalogue-pin the non-native Target Part, then enter the building menu and press Edit once to close the building menu, and once again to go out of Edit mode.
Once the part is cached, that is where this technique ends.
Cache Pin stops at the caching step: it prepares the part, but it does not define how that part is finally placed.
After the Target Part is cached, continue with whichever placement technique the build requires, such as Wire Glitch or UAG, and follow that technique’s own controls and timing.
* Keep enough inventory and resource space available for the glitch to succeed
* After successful glitch, use a native-part place/delete to reset when the cache state needs to be cleared or refreshed.
Pin a non-native part in the build catalogue, store it into your cache by pressing the Toggle Wire and Edit Build buttons, complete the glitch with a UAG or Wire Glitch.
Sequence:
– Pin a non-native part from your Building Catalogue (Options Menu)
– Close Options Menu
– Open Building Menu
– Press Edit (closes Building Menu)
– Press Edit once again
– Non-native part is now ready to be glitched
– Complete the glitch by using a UAG or Wire Glitch.
CACHE CONTROLS
| Action | PC | PlayStation | Xbox | Switch |
|---|---|---|---|---|
| Toggle Wire | Q | △ | Y | X |
| Edit | C | □ | X | Y |
Forced Transfer
Discovered byBeeblebum
WHAT IT DOES
A direct transfer input that combined Switch Base and Build. The documented method is currently broken.
How it works
Forces a non-native part onto a different build context.
While placing a part, use Switch Base and Build together, with a slight priority to Switch Base, to force placement into the newly active context.
* The current documented state is broken, so this entry is retained as a reference rather than a recommended active technique. Hopefully this comes back one day.
Switch Base + Build, Pressed nearly simultaneously, with a slight priority to Switch Base.
Sequence:
– Select the part you want to transfer
– Position the part for placement
– Perform Forced Transfer
CONTROLS
| Action | PC | PlayStation | Xbox | Switch |
|---|---|---|---|---|
| Build | LMB | R2 | RT | ZR |
| Switch Base | Y | Options | Menu | + |
Golden Glitch
Discovered byGolden Gek
Developed fromWire Glitch
WHAT IT DOES
A resource-state glitch that can bypass normal build resource checks for the glitched placement.
How it works
The Golden Glitch is a side effect that can occur when using certain building techniques rather than a dedicated glitch of its own.
When triggered, it bypasses the normal resource cost for the affected placement. If the resulting glitched part is later deleted, the resources normally associated with that part may still be returned.
Because it affects the normal resource economy rather than part positioning or precision placement, it is documented separately from the main building techniques.
Reverse Wire Glitch
Discovered byBeeblebum
WHAT IT DOES
Creates a wire connection point from a part so that point can be reused by Wire glitch techniques.
What it does
Turns a placed part into a source for a wire connection point.
That point can then be used as a Reference for later Wire Glitch placements.
* It is important to understand the orientation and behaviour of the wire to fully take advantage of this technique (check out the guide on my channel explaining this).
Toggle Wire + Build, with a slight priority to Toggle Wire.
Sequence:
– Select a part you wish to build
– Position the part
– Perform the Wire Glitch.
CONTROLS
| Action | PC | PlayStation | Xbox | Switch |
|---|---|---|---|---|
| Build | LMB | R2 | RT | ZR |
| Toggle Wire | Q | △ | Y | X |
VIDEO DEMONSTRATION
Scaling Techniques
WHAT IT DOES
A family of methods that transfer scale through Adjacency, Tether/Reverse Wire, or UAG rather than relying only on normal part scaling.
Current routes
Scaling glitches are generally used as a setup to create a scaled part or reference that can then be used with other building techniques.
- Adjacency: Transfer the scale of a Reference Part to the adjacent Target Part using Cycle Part + Build.
- Tether + Reverse Wire: Scale the tethered part first, then use Reverse Wire to create a wire reference that inherits that scale.
- UAG: Use a scaled Reference Part to transfer its scale and transform to a cached Target Part.
* Due to being untested , the Advanced recursive Base Computer scaling is intentionally not documented here yet.
VIDEO DEMONSTRATION
Slide Glitch
Discovered byEnraSilver
WHAT IT DOES
Attempts to build during movement from a valid Green State into an invalid Red State by exploiting placement-validity lag.
How it works
The Slide Glitch rapidly alternates a part between Green and Red placement states, then triggers Build as the preview moves into the Red State.
The technique relies on the game briefly retaining the previous valid Green State, allowing the part to be placed after it has entered an otherwise invalid position.
* Current functionality is uncertain, so this technique is marked Needs Review.
VIDEO DEMONSTRATION
Soft Transfer
Discovered byBeeblebum
WHAT IT DOES
Changes the active build context while a part is being moved, without forcing the placement input.
How it works
Changes which base or build context a selected part is associated with.
While moving an existing part, switch to another base or build context, then cancel the move. The part is not placed, but its active build context is transferred to the newly selected one.
* Soft Transfer is mainly used when working with Corvette building, but it can also be performed between two planetary base computers.
Move, Switch Base, Cancel Move.
Sequence:
– Enter Edit Mode
– Hover over the part
– Select Move
– Switch the active Base / Build Context
– Cancel Move
CONTROLS
| Action | PC | PlayStation | Xbox | Switch |
|---|---|---|---|---|
| Edit | C | □ | X | Y |
| Switch Base | Y | Options | Menu | + |
| Move | LMB | R2 | RT | ZR |
VIDEO DEMONSTRATION
Tether Glitch
Discovered byBallisticola
Co-discovered byBeeblebum
Developed fromBanjo Glitch
WHAT IT DOES
Uses an unfinished wire to keep a Target Part tethered to an anchor while moving it relative to the first wire point.
How it works
The Tether Glitch links a build part to the free endpoint of an unfinished wire.
Select the Target Part, toggle to Wire, and place the first wire endpoint to create an anchor. Stretch the unfinished wire to the desired position, then toggle back from Wire to the Target Part. The part appears at the free wire endpoint while remaining tethered to the original anchor.
* You can reposition the free endpoint relative to that anchor before final placement. If the Target Part is scalable, its scale can also be adjusted while tethered.
Target Part, Toggle Wire, Place First Wire Endpoint, Stretch Wire, Toggle Wire back to Target Part.
Sequence:
– Select the Target Part
– Toggle to Wire
– Place the first wire endpoint to create the anchor
– Stretch the unfinished wire to the desired position
– Toggle Wire back to the Target Part
– Adjust position and scale if needed
– Place the Target Part
CONTROLS
| Action | PC | PlayStation | Xbox | Switch |
|---|---|---|---|---|
| Build | LMB | R2 | RT | ZR |
| Toggle Wire | Q | △ | Y | X |
VIDEO DEMONSTRATION
Universal Adjacency Glitch (UAG)
Discovered byEnraSilver
WHAT IT DOES
Caches the Target Part first, then uses a positioned Reference Part and Wire Glitch to transfer placement without normal adjacency category limits.
How it works
Replaces your Reference Part with a Target part, but is not limited to Menu categories.
Cache the Target Part with Toggle Wire and Edit, with a slight priority to Toggle Wire. Duplicate and Position the Reference Part where the Target part should inherit its position and orientation, then finish the placement through the Wire Glitch.
* Unlike normal adjacency, UAG is not restricted to the same build sub-category, which is why it is used for many advanced transfers and scaling methods.
Cache: Toggle Wire + Edit, with Toggle Wire first.
Placement: finish with the Wire Glitch input.
Sequence:
– Build both parts nearby (Reference and Target Part)
– Copy the Target Part
– Cache the Target Part
– Duplicate the Reference Part
– Position the Reference Part
– Perform a Wire Glitch
CONTROLS
| Action | PC | PlayStation | Xbox | Switch |
|---|---|---|---|---|
| Build | LMB | R2 | RT | ZR |
| Duplicate | LMB | R2 | RT | ZR |
| Toggle Wire | Q | △ | Y | X |
| Edit | C | □ | X | Y |
VIDEO DEMONSTRATION
Wire Glitch
Discovered byNMS Kibbles
WHAT IT DOES
Uses a wire as the Reference Part so the Target Part inherits the wire endpoint position and orientation.
How it works
Turns a wire connection point into a positioner for glitching in a selected base part.
Select the Target Part, toggle to Wire, and position the wire point where the Target should appear, then perform a Wire Glitch. The Target will inherit the wire position and orientation.
* Because the wire point can be positioned very precisely, Wire Glitching is one of the core building blocks for many advanced techniques.
Toggle Wire + Build, with a slight priority to Toggle Wire.
Sequence:
– Select a part you wish to build
– Toggle to the wire
– Position the wire
– Perform the Wire Glitch.
CONTROLS
| Action | PC | PlayStation | Xbox | Switch |
|---|---|---|---|---|
| Build | LMB | R2 | RT | ZR |
| Toggle Wire | Q | △ | Y | X |