No Man’s Sky Advanced Glitch Building Guide | 10 HUGE Methods, New Technique | Xaine’s World NMS


Glitch building in No Man’s Sky can do some amazing things, so today I’m going to show you how to do 10 very advanced techniques that will increase the scope of your possible builds immeasurably. Intro In this guide I will show you how to do a perfectly centered 45 degree twist. Seemlessly merge a landing pad with the surrounding base. Perfect snap base parts upside down. The true power of the sphere and how it can be used to phase things together with snap points and many more things All of these require the use of Tier 1 and or Tier 2 Glitch Building techniques, which i’ll briefly but fully explain now. Glitch building works by getting the Green Light to build an object, then applying that green light to build a different object. When you select a specific base part to place, a number of checks are done by the game to see whether it is OK to place that item or not. If it is OK to place, it will be green, and at this point has the orientation and placement logged.

Utilising this you can quickly glitch an adjacent base object in the menu by getting the green light and press build and moving to the item you wish to place in quick succession. This is Tier 1 Glitch technique, adjacency Glitching. It takes a little getting used to the timing, but the commonly used method is Ba-dum to keep yourself on the correct timing. It should also be noted that you are required to have the materials to build both the item being used to greenlight and the item to be glitch placed.

Another thing to note is that it would appear that PC and PS4 require a different order to glitch build, PC appears to be Build then Direction, whereas PS4 appears to be Direction then build, I have not been able to do it the other way, it is very odd. Tier 2 Glitch Technique takes this a big step further. This green light that saves orientation and placement, persists. By this i mean that if you go back down into the build menu from the specific building part, the green light is still saved, if you go out of the menu totally, it is still saved.

This means that you can use any item in the game to gain orientation and placement and then apply it to the first item in any of the building sub menus, things like walls of concrete, wood and metal, circular room, pipe and many others. To apply this technique, you use which ever item you wish to gain the placement and orientation through, then go back down into the build menu, navigate through the menu without selecting another building part to underneath the item you wish to glitch in, then press Place and Up in quick succession, using the same timing as before… Ba-Dum. This second Tier was discovered by Darklord Xelrick on the NEXT launch, he’s been teaching many people including myself since then, but this is a huge community, so it’s only recently come to light in the larger circles.

There is a third Tier which increases the Tier 2 output items by 200%, but I have yet to master it, so I’m not quite in a good position to guide you through that one. Now you know how to glitch at it’s core, let’s go through these 10 advanced uses. 1. Merging a Landing Pad This first one is nice and simple, it uses just Tier 1, which is Adjacency Glitching. Firstly you need to made the surrounding area, if this is going to be a larger pad that allows you to spawn from your ship standing on the pads flooring, you will need to start with the flooring, the Landing Pad goes in last. A Landing Pad is 3 by 3 standard flooring, so if you want a full panel around the whole thing, it will need to be a 5 by 5 area, personally I like the 4 by 4. If you are doing 5 by 5, be sure to place small floors on the inside corners to prevent a small gap arouns the corners of the pad. To prevent an uneven surface, build to the center and then out.

Delete all but the outer rim and if required any inside corner panels and place a flooring right in the middle, if it’s an odd number by odd number, you can leave the central one used to build, but if it is an even number, you will need to use a small flooring to to center the large flooring. Another thing to think about here is whether you want the Landing Pad at full height. Especially with 4 by 4, you may wish to consider moving the central panel down by one short wall, further merging the future pad lower and giving more space around it.

Now, you will use the Appearance Modifier, which is next to the Landing Pad in the menu to gain the green light and snap point, orientation is effected, so check the default orientation of the landing pad and rotate the Appearance Modifier appropriately. When you exit a ship on the pad, you will spawn to the front right of the ship, so I would suggest rotating the Appearance Modifier, so that the nav data terminal is facing to the right as you are standing where you wish to spawn. This translates to 2 auto turns, then glitch it in using the adjacency glitch from Appearance Modifier to Landing Pad with the Appearance Modifier snapped on the central flooring panel. Remember, you will need to reset the rotation each time you have to go back to the Modifier. 2. Snapping Parts Upside Down Snapping Parts Upside Down is incredibly useful and fairly easy to achieve. The basic steps are, using the Tier 2 Glitch Technique.

Select a wall connected to the snap points you wish to utilise, get the green light and back down into the building menu, navigate to just below the pipe in decorations and glitch up by pressing Place and Up in quick succession… Ba-Dum. It may take a few tries. Once you have you pipe snapped to the exact bottom center of where the wall would have been, select another pipe and move it to snap on the bottom of the newly glitched pipe. If you move your cursor up and down, you will notice that it will flip, with your cursor at the highest point after the point it flips, the pipe should be technically upside down, don’t place the pipe and instead, back down into the menu and navigate to just below a wall and use the Place and Up to glitch a wall in.

If successful, this wall will be upside down, you can tell this by the wall being perfectly placed beneath the initial pipe. This wall is now snapped with perfect placement from your initial point and upside down, anything you attach to it will also be upside down, so go nuts with epic stair modules and the like. 3. Decal and Lights Next is the power of the Decal and Lights as it will be used in the following method. Using the Decal and Lights are more of an overall use than a specific glitch, these will allow you to place almost anything on anything with the precision of what your eyes and your mouses DPI will allow.

The general idea is that you use the Light or Decal to get the initial placement and orientation and as lights can be placed on almost anything and will flatten to that surface, you can for instance use a cylinder to get 360 degree control on orientation, or take it to the next level using a sphere to get any angle going outward from a singular point. The decal is especially good as it will go on anything in the tiniest of gaps and be greenlit, I have used this in the past for lots of phasing of pipes and other such things through other items. The light and Decal don’t have snap points, but that allows us to place things however we want by eye which is very useful at times. When setting the decal to green light, you will find it far far easier to center the reticule before moving up to green light with the decal as it is easy to see the reticule and it’s position on the surface.

4. Sloped Flooring Using Sloped Walls as flooring is a great way to show the decal in it’s true glory, it’s very simple and adds a great element to your floor plans. This is best done onto metal flooring as it has the marks to center easily on the sides, you can always just change this floor piece to concrete or wood after anyway. Use the decal on the side of the floor panel where you wish to place the sloped, be sure to line up the Decal, the points on this decal make that very easy. Now you have your green light, head back down into the menu and navigate to just below a wall and glitch the wall in by pressing Place and Up. When successful you will have a wall acting as a floor panel, build another wall from the one you just glitched in, and delete the original glitched wall, then with some patience, find the angle you need to place the sloped wall panel from that secondary flattened wall.

You may find it easy to get rid of other snapping point such as the normal flooring you are glitching this to in the first place, flooring is quite forgiving when it come to phasing on it’s edges, so you can place it back afterward, and if not, you could use a wall to glitch the floor in afterwards anyway. This method leads to a suprisingly level glitch considering it’s done by eye, all thanks to the power of the DECAL! 5. Railings on Stairs Stairs don’t have a default railing, so we decided to make our own. There are 2 great methods for putting railings on stairs and they both shine in different situations.

The first is not a glitch, but a use of the order in which you place items, but can then be further enhanced with glitching. First you gain a short wall height from the flooring at either the top or bottom of the stairs, this is to shift the panels used for the stair rails up a bit. The stairs will go in last here as these panels cannot be placed if the stairs are already there. Use the sloped walls to make the railings, from this slightly higher position, they made a good looking bannister, the only downside is that they are square underneath, so you can use the second method in this guide to add additional sloped panels upside down to make a thick sturdy stair block which looks great when used as outside connections. Due to the fiddly nature of getting the upside down snapping points when placing the sloped walls, I would highly suggest you do the upside down sloped walls first, just for ease.

You can also add roofing to the upside down sloped walls to seal off the stair unit and give it a great looking design from every direction. Lastly you place the stairs themselves, this can be tricky, but you have the flooring they connect to, so just fiddle around with your location and where you are looking to find the snap point. The secondary railing method was one I made up for situations where the larger blocky railing method would be too much, this uses just a short wall as the railing. There are small gaps, but it looks great and mostly does the job. Using a light, hover the light on the very center of the stairs side under supports, any to the left or right will not work as it will glitch the short wall too low.

Rotate the light so that it is horizontal and then use the tier 2 glitching technique to use the lights green light and navigate to a wall. Glitch the wall in, if place correctly, the wall will essentially be a oversized terrible looking stairs rail, just pop a short wall ontop of that wall, delete the wall and then build multiple short walls underneath it until it places one perfectly on the stairs, slightly phasing into the steps, then of course, just delete the top shorts wall leaving only the primary railing one.

This method can be infuriating, it can be very difficult to get the initial placement correct, also sometimes the snapping of the short walls differ in height, which can sometimes result in the bottom railing short wall being too low and so red lighting. Just keep at it, and youll get there eventually. 6. Condensing Refiners Refiner snapping can be annoying, there are 2 primary methods, one method allows you to adjacency glitch a medium refiner wherever you want, it is place by eye and not snapped. The other works for both Medium and Large refiners but not in a freighter base.

So for the first you simply use adjacency glitching to glitch from the shield wall mounted unit. This unit can be placed on just about any surface, though it’s rotation is infuriating and doesn’t always seem to carry over making the Medium Refiner face weird ways, but it’s functional either way. You must hover the shield wall unit on the floor for this to work, placing a refiner on the walls or ceiling while looks cool will not be possible to use, it messes with the menu to use it not allowing you to see the input and output slots properly. The second method doesn’t involve glitching the refiner itself, instead you provide another snap point for the refiner to snap to. You do this by glitching flooring to overlay each other. This also uses adjacency glitching, simply place 2 floor panels, then green light the wall with a door in it that is adjacent to the flooring panel between them and adjacency glitch that floor panel in.

It can look a bit janky sometimes with flickering textures, but with some playing around it can look good. You now have an extra snap point between the 2 usual ones to put Medium and Large refiners in. If for any reason the large refiner won’t go between 2 other large ones, use the Appearance Modifier next to the Large refiner in the menu to glitch the refiner in, the Appearance Modifier isn’t really effected by the refiners encroshing on its personal space.

Sadly, you cannot delete the floor panels after as they will take the refiners with them. 7. Snapping a Galactic Trade Terminal Snap Glitching a Galactic Trade Terminal is nice and easy. There are 2 things you can do it with and those are what are either side of it, the Health Wall-Mounted Unit and the Base Salvage. The Health Unit is used to place the terminal by eye while the Salvage is used to snap it. Using the Health Unit you should place it on the ground to have the glactic trade terminal be placed above it and at the correct angle, doing it with the Health unit on the wall will have the Trade Terminal sideways, the terminal textures are one sided, so if looking from the back, you see through it. In the past I have used sloped decoration items as a base to lift and adjust the angle of the terminal, having it face down a little from above, it can be made to look quite good.

To snap the Galactic Trade Terminal, in this example to a wall, you must first delete the wall, then using a small floor panel to offset the flooring by half, place a large floor panel so that it is centered to where the wall was not including height in this centering. Greenlight the Base Salvage on that floor panel and Adjacency Glitch it to the Trade Terminal. Next, ensure that you have a floor panel attached to the one you snapped the Base Salvage with and delete the floor under the newly glitch Trade Terminal. Green Light a floor where that one you just deleted previously was and back out into the menu then glitch straight back up to a wall, this will glitch a wall that phases through the Trade Terminal. Trade Terminals have an annoying amount of clearance behind them, making it tricky to build anything it could attach to after it has already been built.

Using this method, you can get some really cool looks. I often use this one with a small change to glitch is near perfectly to Decoration Cuboids which are arranged as a squared pillar. I like to think it makes it look like there’s somewhere for all the terminals cables to go somewhere through. 8. Phasing with the Sphere The Sphere buildable object found in the decorations menu within the same sub menu as the pipe and so forth is a fantastic object, it has almost no clipping limitations, meaning that it phases very well with everything around it, there is just a small point at it’s center that cannot be phased, which makes it one of the ultimate snap point green lighters.

As a very simple example of it’s capabilities, here we have a pipe that is being used as a structural support. This pipe due to it’s differing measurements with the items it is approaching will fall short of the floor panel, leaving an unsightly gap making the structural illusion a little too obvious, but there’s hope, the sphere object can indeed be placed and snapped on to the pipe, so by using this to green light, you can back out into the menu and right away place and up glitch to the pipe to glitch the pipe phasing through the floor.

While the limitations for the sphere are very few, they are present, so sometimes it will not green light, in that situation, especially easy with pipes, you can use a decal, center your dot reticule on to the top of the pipe and back out, navigate to below the pipe and place and up glitch to the pipe, it won’t be snap perfect, but it will be very close.

9. Snap Glitching Between Part Types Circular Rooms, Cuboid Rooms and the new Standard Building Parts are all largely different systems, they can be legitimately snapped together in some ways, but it’s always a little janky and suceptable to connection drift. So if you want it done perfectly, you gotta glitch! To Glitch from Standard to Circular or Cuboid, just use a standard flooring, then the Appearance modifier to Green Light, and navigate to either the Circular Room, Cuboid Room or even the Underwater Circular Room, Saldy, it will still stop you from snapping more underwater items to it.

To Glitch back, just greenlight with one of the other items and glitch in a wall. It’s a very simple thing, but I thought it worth the mention, it also sets up the next few. 10. Perfect 45 Degree Twist This was a big one for me, I was searching for a way to do a perfect 45 Degree twist when building the Sihnon Tower, it’s what has been featured heavily in this video. First I mentioned what I wanted to do and Darklord came up with using the Circular room and it’s 8 sides to glitch walls in place of windows on the appropriate 4 sides to get a 45 degree angle, it was center, but not uniform enough to fit together.

This is what I used for both Sihnon builds, it required glitching the flooring together where they meet on the diagonal which gave an interesting character to it. Darklord also developed a method using corridors to walls to then glitch more to gain a mostly centered point, and it was really good, but was a few pixels off, so my anxiety got the better of me and I couldn’t use it. Immediately after finishing the second Sihnon Builds twisted Platform, I thought of a way to perfectly center than darn thing on a 45 degree twist, even perfectly snapped on the height this time to. First you start with a standard floor as you snap point to the original not twisted part of the structure. Using an Appearance Modifier to green light, glitch to a circular room. Next, using a window to green light onto the circular room, glitch a wall in.

Attach another wall to that freshly glitched wall. Delete the initial wall and the circular room. using a wall to greenlight in the position where the formerly window glitch wall was, glitch back to a window. This is because deleting the circular room would have taken the window with it, by glitching this back, we now have a perfectly placed window with no circular room. You can now use a circular room to green light, snapped to the window, the trick here is to snap the circular room to the window twisted, so don’t do this head on to the window, face where the circular room green light is at a 45 degree angle to where the window is facing it. You can then use this to glitch to a wall which will place the wall on the intial floor panel in the center, perfectly snapped at a 45 degree angle, and there’s your starting point. Outro And there you are, Tier 1 and 2 Glitch building with 10 ways to apply these advanced techniques, let me know in the chat if you want explanations on Circular, Octagonal and Tier 3 Building.

Kibbles is working on a video also on how to build in corkscrews using the advanced technique, you can find it linked below, definitely worth checking out that and his original glitch building masterclass that covers all the basic in great detail with some fantastic advanced tips. Thank you to all my patrons and members, you fine folk allow me to do these videos to the best of my ability and I am very greatful for that. Have a fantastic day folks.

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