Pokémon Uranium Wiki
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If you encounter a bug and it is not on here, you are welcome to add it. If at all possible, include a screenshot demonstrating where the bug took place.

Betanotice Gameplay Notice

Information here may be/become outdated or lack proper knowledge about what triggers a glitch, and may not accurately represent the current state of the game. Please check the Official Patch Notes

Betanotice Gameplay Notice

Although some trainer Pokemon move lists are inconsistent with others, or even feature moves the Pokemon can't learn under any circumstances, the devs currently have no intention of changing them and should not be considered Bugs or Errors. Consult various Trivia sections on the Wiki pages for Routes, Towns, and Gyms for information about these inconsistencies.

Resources
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Recorded Bugs: Bug Report:

Pokémon Uranium Bugs[]

Game Breaking Bugs[]

Triggering these bugs can cause players to get stuck, preventing progress. Many of these are avoidable, and the way to avoid it is marked in bold. If you encounter one of these bugs, do not save your game and reload an old save file instead.

There have been no such bugs reported as of 1.3.1.

Crashing Bugs[]

Some of the more obvious bugs, these are often very simple errors but cause the game to freeze and an error message to be displayed. The player will have to reload their last save. These bugs are usually avoidable.

  • In various scenarios, saving and closing out the game in the midst of an event, or after getting spotted by an enemy trainer, can cause the game to crash upon loading up again. (hard to replicate, need more specific examples)
  • Attempting to battle against Virtual Trainers whose creators chose the missing 67th Sprite (Screenshot) crashes the game.
  • Entering a double battle with only one Pokemon alive/in party will crash the game if encountering the pirate ambush on Route 14 or the Secret Garden battle.

Save File Related[]

There have been no such bugs reported as of 1.3.1.

Battle Related[]

Issues with the game's battle system.

  • Sleep Talk can use the move Rest to fully heal.
  • Aftermath triggers whenever a contact-based move is used regardless of whether the Pokemon faints: Screenshot
  • Some issues with probability of OHKO moves like Sheer Cold being used against players by opposing trainers. (Many stories of impossibly accurate and consistent OHKO moves, no clear evidence, one of the Championship trainers is cited as a culprit. Testing required)
  • Using any type of Poké Ball after using a two-turn attack like Fly in a double battle locks the user of Fly in the semi-invulnerable state and unable to act. (Only works during Double Battles where the player has control of both Pokemon. Occurs regarless of whether or not the Pokemon is caught successfully.)
  • During a Double Battle, you cannot select a partner Pokemon as an attack target if there is no opposing Pokemon occupying the right side.
  • If a Pokémon has/gains (via Mega Evolution) a weather changing ability such as Drought it will not activate in areas with overworld weather effects already in place like Route 10 or Route 16 even though moves like Sunny Day are able to change the weather in those same areas.
  • When a Pokémon with the ability Illusion is defeated, the game will display "[Pokémon it was disguised as] fainted!" (Confirmed. Even though the illusion "wore off" it still says the disguised Pokemon's name (applies to opposing and player Pokemon, and regardless of whether it was a OHKO or the illusion "wore off" the previous turn))
  • Nuclear Horde battles leading to, and inside of, Nuclear Plant Zeta allow the player to throw balls at any time, automatically targeting the Pokemon on the left. If the player captures a Pokemon before an opponent switches/faints, both player's Pokemon's health bars will disappear (Screenshot) and a copy (with the same gender, level, and even Nature) of the Pokemon on the right will be sent out even if a battle is not meant to have any Pokemon like it in reserve. This duplicate Pokemon will replace one of the other Pokemon that is meant to be there (except in Horde Double Battles where there are normally 6 opposing Pokemon. In which case, the Pokemon that ends up duplicating the one on the right acts like its own Pokemon, causing the player to encounter a total of 7).
    • It's also possible for both player's health bars to disappear when catching a Pokemon while there is still one in reserve after causing one opposing Pokemon to faint. However, this will not cause the above duplication glitch involving the Pokemon on the right to occur, and may even cause the Pokemon in reserve to not be sent out at all if it is switched out first. Regardless, the player's Pokemon's names and health bars will disappear and the player will be stuck if they fail to capture the final Pokemon remaining at the end of the battle: Screenshot (However, if Theo is fighting with the player, the same glitches occur, but the battle ends normally.)
    • While player Pokemon's names and health bars will reappear upon switching party members out, this will not prevent the player from being trapped in the battle screen if they KO the final Pokemon rather than capturing it.
    • Capturing multiple Pokemon in this Horde encounter while the player has empty slots in their party will have the first Pokemon damaged, but sometimes subsequent Pokemon will be fully healed. It is recommended that players attempting to capture multiple Pokemon in Horde encounters save before doing so to prevent losing progress.
    • Capturing a clone Pokemon will cause it to have the same ball capture sprite as the original if you catch both. i.e. if you capture a clone Pokemon with a Nuclear Ball, but capture the original with an Ultra Ball, both will have the Ultra Ball sprite.
  • Pokemon in semi-invulnerable states (Currently only confirmed to occur with Dig) will not have their sprites reappear after the second half of the move fails due to disobedience, despite the face that the Pokemon is now vulnerable. It will not reappear until an animation affects it such as attacking or being attacked.
  • Also, Pokemon in semi-invulnerable states (Currently only confirmed to occur with Dig) will reappear after the first half of the move is executed successfully if affected by an animation (currently only confirmed with Leftovers, may also apply to Burn, Poison, Berries, etc.) despite being in a semi-invulnerable state.
  • Wild Duplicats can sometimes confuse themselves when using Copycat to copy their own use of Confuse Ray if the player uses items instead of attacking.
  • Synchronize will trigger a notification, but will not actually confer a Poison status condition to an opponent's/player's Pokemon regardless of typing. (Testing confirms this only happens when being Poisoned/Badly Poisoned, all other status conditions behave properly)
  • Unlike other Double Battles, the top-right one on Nuclear Plant Omicron has players only fighting the Luchabra if they only have one Pokemon/one alive in their party, Tanscure is not sent out before or after.
  • Transform does not copy the target's Ability.

Graphical Errors[]

Includes: sprite errors, map mistakes (e.g. walking on water), display bugs, etc. Screenshots are great here!

  • Light paths inside of the Vinoville Town Gym have various glitches associated with them:
    • The second one still functions as if you did not solve the puzzle and flip the two switches at the end: Screenshot 1 and Screenshot 2
    • Both of the light paths at the end will behave like the above path if the player falls/leaves: Screenshot
    • Both of the light paths at the end have certain tiles that allow players to walk off of them without falling off if the player does not fall/leave first. Most noteworthy are the ones leading further away from the center, as some allow the player to go far (further than the screenshot suggests) out of bounds: Screenshot
  • Some tiles won't let the player pass over them:
  • When entering Comet Cave from Route 5 after going through it with Theo, the cave will become darker than normal: Screenshot (Flash only widens the visual range, does not dispel the darkness.)
  • The nurse doesn't turn when speaking from below (Tandor Luxury Cruise). Screenshot
  • Interacting with the switch in Nuclear Plant Zeta's East Building from the right will cause the switch to disappear until "Yes" or "No" is selected: Screenshot, and interacting with it from the left will cause it to appear to be switched on before selecting "Yes" or "No".
  • Interacting with the switch in Zeta's West Building from the left will make the switch appear flipped before actually turning it on: Screenshot and interacting with it from the right also causes it to disappear until an option is selected: Screenshot
  • Going to Nuclear Plant Zeta (Center Outside) and flying anywhere will cause the green "haze" to stay. Fixed when you Teleport/enter a building and leave: Screenshot Same happens on Route 16 and exteriors of Snowbank Town Gym when Flying/losing, but with a white "snowy" filter.
  • If a Pokémon levels up and evolves after defeating certain trainers, parts of the overworld will be visible at the top and bottom of the screen where the black bars usually are: (Screenshot) This appears to occur only when evolving immediately after every battle against Theo (not counting Double Battles with wild Pokemon or Nuclear Hordes, players must also be speaking to Theo from below on the Tandor Luxury Cruise to view a part of the room), every Gym leader, and every Championship Site battle (with the exception of Sr. Goldkorn, Angelica, and CURIE).
  • The player doesn't face the sailor that speaks to them in Silverport after beating the Pirate: Screenshot.
    • If the player refuses to ride the boat with the sailor immediately or takes the boat from Venesi City they will spawn on top of the sailor when the gameplay resumes (does not restrict movement or soft lock the game) Screenshot
  • Some NPCs and items can be interacted with from lower ledges:
  • You can clip into one of the bridges on Victory Road: Screenshot
    • From there, going to the right will put the player on land where they can talk to/battle the trainer: Screenshot
    • The player can only move one tile to the left but Surfing is possible so one can't get permanently stuck: Screenshot
    • Player clips into another tile at the other end: Screenshot
  • The timer that appears in Nuclear Plant Zeta's North section will stay on the screen if you save while inside: Screenshot
    • Also, contrary to what the game says about being a "Point of no Return" you're able to leave the second you arrive. Whereupon, when you re-enter, the timer is gone altogether: Screenshot
  • An error triggers when prompted to choose a Pokemon to EV train in the Ninja tents, exiting the menu without choosing, then talking to the ninja again. (Occurs with all EV trainers, but only prior to the Ninja Reunion Sidequest) Screenshot
  • Kellyn passes the player rather than talking to them if you go down from the far right after beating the Bealbeach City Gym: Screenshot
  • Professor Bamb'o will use Double Team for a split second if he is above or below you when talking to Kellyn in the Ranger HQ. Screenshot
  • There is a tile of land on Route 1 (2nd space down from the Screenshot) which acts as land that you will stop Surfing on.
  • Dragon Tamer Dovak's Pokepod icon uses the Pyromaniac icon: Screenshot
  • The Nuclear Corsola icons sometimes appear for a fraction of a second after the double battle with them on Route 7. Seems to be something like a 50/50 chance to occur. Could potentially be higher/lower depending on the framerate, that aspect is currently untested. Screenshot 1 and Screenshot 2
  • Because the stairs near water in Venesi City don't actually register as land that the player needs to get onto when Surfing, it's possible to Surf while looking at them: Screenshot
  • Venesi City bridges can disappear when walking down to stairs near the water. Like with the Route 10 berry tree interaction glitch mentioned further down, this appears to only happen when the player has saved outside in Venesi City and only after the game has been closed for a certain length of time (further testing may be required)
  • Two sprites are used for icons, there is white a pixel below the second Terlard icons' sprites' eye (both the regular and shiny versions). (It's clearly not meant to be part of the eye because it's not even a sandy color like the rest of the sprite's eye, but pure white.) Icon
  • "Closed" passages in the 7th Gym in Snowbank Town don't all appear closed:
  • Nuclear Plant Zeta, North Sector, 2nd Section, furthest SE corner has a darkened patch that looks like a translucent outline of a room: Screenshot
  • Some speech bubble tails won't connect properly to the bubble itself. It might be based on how far the NPC is: (Spoilers) Screenshot 1 and Screenshot 2
  • The backsprite for Mega Baariette has a transparent pixel in its right armband, near the bottom left edge. Can be seen by dragging the sprite over a colored background: Picture (Applies only to the non-shiny and non-nuclear Mega Baariette backsprite)
  • Route 4 and Route 7's bodies of water use land backgrounds instead of water during Surf encounters: Screenshot (Route 4 Land)
  • Route 12's healing NPC will not turn to face the player when speaking to them from above or below (only applies on your first visit to the area, will not happen if you leave through the opening and come back, unclear if leaving Route 12 then coming back or saving then re-loading will prevent it from occurring either.)
  • Using an Escape Rope/Dig/Quantum Leap in the 1st cave on Victory Road after entering it from the bridge will cause the sky to turn black. Screenshot
  • The Nuclear Pokemon fighting with a Ranger in the top-left corner of Nuclear Plant Omicron has Tanscure's sprite and cry despite being a Trawpint, and Trawpint having a nuclear overworld sprite used in both other Nuclear Plants.

Border Glitches[]

Glitches that occur at the invisible dividers between routes/towns:

  • On the border of Route 5 leading to Route 12, any part of your sprite that crosses the other side of the route border will not be displayed. Screenshot This only happens when approaching from Route 5 without having crossed over to Route 12. If you approach from Route 12, you can induce the effect by simply opening up the Pokepod and then leaving the menus. This effect can be replicated in multiple locations such as:
  • This glitch (with regards to the sprite getting cut off) may relate to the ones above: Upon defeating the two Nuclear Corsolas on Route 7, when the NPC starts following you, part of their sprite will get cut off at the border between the route and Bealbeach City. This will happen only after entering a battle before reaching that border, or when crossing said border into the city. There are other minor quirks associated with the NPC too: Screenshot 1, Screenshot 2, and Screenshot 3
  • It's possible to encounter Pokemon when traveling from one location to another, such as when transitioning from Route 7 to Bealbeach City: Screenshot (Although this screenshot is from a randomizer game, testing confirmed glitch occurs in regular games, in the water from Route 7 to Bealbeach, land and water from Route 7 to Route 8, Route 4 to Route 5, Route 12 to Route 5, Route 15 to Silverport Town, and Route 14 to Venesi City Screenshot.) Captured Pokemon register as having been caught from the location prior to entering the new area.
  • The sprite for Fly when used out of battle will not appear if the player enters a city/route (regardless of whether it's one of the routes with a buggy transition point where it cuts off parts of certain sprites) without a black screen transition (i.e. leaving a building/cave, Flying, Teleporting, etc.)

Areas Visible from Other Locations[]

Bits of other rooms, environmental elements, or voids that can be seen in certain locations:

Open Doors[]

In at least 11 places, exiting the a location and/or Flying/Teleporting to it causes multiple/all visible non-blue doors to be open and close together. They include the following:

Walls, Barriers, and Objects that Lack Collision[]

"Clipping"[]

Many tiles in the game appear to be set as background tiles by default. This can make it appear as though the player is "clipping" into objects depending on how they position themselves. This is for minor visual issues rather than a lack of collision with tiles that should be blocked like buildings or NPCs.

Audio Errors[]

Missing music, Pokemon using the wrong cries, sound playing for too long and more belong here.

  • Ambient audio like flowing water when nearing ponds/rivers/waterfalls takes much longer to stop when away from their source than start when approaching them.
  • The ambient sounds for Route 10 can not only persist for a time after leaving a route but become stuck to a save file. When attempting to adjust Sound Effect audio in the Options menu, the sounds from route 10 will play. Even closing the game and re-loading the file will still have the ambient audio play anytime the Sound Effect audio is adjusted. It will also replace existing ambient audio like flowing water when Sound Effect audio is adjusted, though you can leave the area with the water and return to replace the Route 10 audio. The Ocean/Beach ambient sounds seem to stop it from persisting.
  • The Musharna in Tsukinami Village has no cry.
  • Manually selecting Rock Smash in Burole Town Gym prevents the gem that's needed to progress from dropping. Furthermore, the smashing sound effect doesn't play. Testing also confirmed that the same applies for the move Coral Break (in terms of both drops/encounters and lack of audio).
  • Pokemon cries do not play when their Pokedex information is displayed upon catching them for the first time.
  • The alert sound that accompanies an exclamation mark in a speech bubble above characters may sometimes be heard popping up in random points in the game. It's still not clear when/how these events occur or even if they're particularly consistent; further testing required.
    • This can occur while on the path leading to the Terlard encounter in Comet Cave. (Testing shows that it occurs when stopped by Theo after the first rumbling in the cave. After that, the noise can be triggered one of two ways: 1st by walking one tile down from the row the player was stopped (regardless of the column). Or 2nd, immediately after the next Pokemon battle, including Terlard. This all suggests that the trigger for Theo to stop and talk to the player is meant to have an exclamation mark to accompany the sound when he first speaks with the player.)
    • The noise is also heard after immediately after battling Theo outside of Amatree Town rather than when the player is first stopped. Appearing to have the same triggering problem as the above scenario.
    • The exclamation noise can also be heard after the 2nd encounter with the Hazma outside the little oasis in the Hazard Zone. (Only plays after triggering a random encounter after talking with Theo.)
    • When being quick enough, in addition to the delayed sound, the speech bubble for the sound physically appears in-game: Screenshot Appears to occur after the first Championship win. Occurs regardless of whether or not the intro is skipped. Occurs even if no event triggers were skipped in Moki Town. (Given the testing above, it suggests that Theo interrupting the player as they walk out is meant to have the audio and exclamation trigger.)
  • Route 6's music starts up for a fraction of a second before the music for Rochfale Tunnel plays when going to either room.
  • Your character's footstep noises are heard when moving while diving underwater.
  • Unlike other Pokemon, Professor Bamb'o's Pajay will not let out a cry before taking flight after the Gym battle in Snowbank Town.

GTS, Wonder Trade & Virtual Trainer[]

Errors involving the game's online features.

  • Virtual Trainer messages meant to be displayed at the start of a battle aren't shown.

Game Client Issues[]

Errors with getting the game to run properly on people's computers.

  • Clicking on the game program icon sometimes doesn't launch the game. (Not sure, but it might have to do with RMXP runtime packages.)

Text[]

  • The guy in the Elevator of the Bealbeach Department Store may trigger the floor navigation menu immediately after arriving on a given floor. Makes it easy to accidentally go back to the 1st floor again since it's the default option. The exact circumstances that cause this have not been thoroughly tested as whether it does/does not trigger may depend which floor is selected, whether or not the player enters then exits the menu before choosing a destination, whether or not they exit the elevator, etc.
  • Incoming PokéPod calls can interrupt certain actions, such as using an HM, or entering a cave or building. (May have been fixed after the update for calling during battle animations, clarification needed.)
  • (This hasn't been tested following the 1.3.1 update.) An apostrophe may fail to appear in Theo's dialogue after beating him in the Snowbank Town Gym fight: Screenshot (May not always occur. Did not occur when Eletux was picked as the starter. Could be linked to what Pokemon are brought to the fight, what answers were given to Bamb'o during the test at the start of the game, or other unknown factors.)
  • Losing a battle with a training Ninja in Tsukinami Village will cause the text they say after battles to trigger in Pokemon Centers: Screenshot
  • When players have more than 99 of a given item, the game will display all stacks as having one number regardless of how many are actually present. (Only applies to the menu for viewing items outside of battle. Numbers will change depending on what is viewed first. i.e. scrolling down a stack of 117 Escape Ropes will display both stacks as having 16. While scrolling up from the stack with 99 will display both stacks as having 99.)
  • Multiple TMs are listed after the HMs, and TM96 appears before TM93: Screenshot
  • Both lines of dialogue refer to berries as "berrys" (Appears to apply to all trees on Route 10:
  • The player can be prompted to pick berries from trees on Route 10 without interacting with them: Screenshot (Appears to only occur when loading into the game when the player is already on Route 10, while near a berry tree, and only after the game has been closed for an unknown length of time. Further testing may be required.)
  • The text on Route 7 should at least be "Don't let up your guard." even though "Don't let your guard down is what should be said here: Screenshot

Miscellaneous[]

Bugs that don't fit into any other category.

  • Resetting the game by pressing F12 may sometimes cause the game to not start back up again.
  • Trading a Pokemon that knows Strength and beating the 6th gym without completing the event on Route 11 will cause Kellyn to not spawn after fighting the preset battles there, preventing players from ever acquiring HM 04.
  • During the Garlikid Sidequest, if the player goes back through the crack in the wall after Garlikid pries the cell bars apart, the crack leading back to the cell no longer functions like a conventional door. You have to interact with the crack in order to be allowed back through.
  • Certain Event Triggers can be bypassed. While none of them are game-breaking, most would not occur in most playthroughs, and only one can result in a soft-lock, their existence should be made known: List of Event Triggers
  • Eggs can sometimes be shown to NPCs that are looking for certain Pokemon. This applies to (at least) the guy in Rochfale Town that wants to see various Pokemon, the guy in Venesi City that gives you stones, and the girl in Tsukinami Village that gives you Kiricornite.
  • Although the player's money will be displayed when speaking with the Pokemon Dentist in Snowbank Town, no money is actually subtracted from the player's total when teaching moves.
  • Certain vertical single tile stairs move the player to tiles that they can't go back up/down from. Applies to both sets of stairs in both Room 2s Passage Cave and Comet Cave. Example: Cannot go left after going right from the bottom tile: Screenshot And cannot go right after going left from the top tile: Screenshot
  • Two homes in Rochfale Town place the player 1 tile above the entrence upon entering: Screenshot 1 and Screenshot 2
  • Descending from the top set of tiles of the stairs from right to left in the Hazard Zone also moves the player 1 tile further.
  • Not a bug, but it's possible to soft lock the game if the player moves boulders in the wrong configuration in Snowbank Town Gym (as there's no way to escape the Gym) and saves the game: Screenshot
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