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https://nomanssky.fandom.com/wiki/Portal_address
This is mostly correct. The total combat of glyphs is 16^12. But not all combinations are used. The total number of systems in a galaxy is in the trillions. I did the math once but I don't recall the exact answer.
2^64 is the total number of seed values for a planet, but only a small fraction of those seeds are used.
It should be possible to view it in each language.
Briefly, the glyph combinations show the coordinates of "star systems" and each star system has 1-6 planets(or moon).
There are also "phantom stars" that cannot be visited by glyphs.
On a side note, from what I can tell, the number discrepancy comes down to a large number of planets being inaccessible through normal gameplay, namely the phantom stars already mentioned. Apparently there are planets that exist that don’t have valid portal addresses, so they count toward the total number of planets but not the total number of addresses. There could also be a lot of unused ones, as someone suggested. Interestingly either way the number of valid planet coordinates far outnumber the amount of possible glyph combos, even including invalid addresses. The planet coordinates from the signal booster use the full 16 sets of 16 characters, so it’s 16^16:16^12, which is equivalent to 65536:1 (16^4:1).
It feels like I must be missing something somewhere, because I’m pretty sure 2^64 planets has come up a lot as the real value, but that necessitates 2^64 seeds, and it seems like neither portal address or galactic coordinates have enough valid values to facilitate that. That has to mean either something else is used for the seed, or that there aren’t actually 2^64 planets, and even if the latter is the case that still doesn’t feel like a complete explanation.
Breaking the glyphs down, my system comes out as 5 132 04 F4A 106. So in decimal that seems to be 6x4096x255x4096x4096 possible planets/moons in a galaxy, including phantoms and those that we shall not speak of systems inside the core itself. If I am getting this correct, that is. As I understand it the GA is in Planet (p) Sytem (sss) then voxels (yy) (xxx) (zzz). And I'm not great with math...
The exact format of the portal address is;
All of that being said, in the process of going through that I realized there is another option. We could have the process backwards, instead of starting with coordinates and generating a seed, it could be the other way around. The starting point could be all valid seeds, and they could then convert into coordinates, as there's no problems generating 2^48 unique numbers from 2^64 possibilities. The problem there is that you can get two different planet seeds that convert to the same coordinates, but that's far easier to deal with. One option could be that you do actually generate a full 64 bit coordinate number, but use some of those 16 bits you're cutting off to determine which seed gets priority at a given coordinate.
Ultimately I think the main thing here is that if they are in fact using 64 bit seeds, they have to be using some 64 bit number as the starting point somewhere in the process.
I doubt it's clever, my guess is they calculate a coordinate from the glyphs then go for 'what's close'. That's far simpler than trying to get a 1:1 mapping.
However, given that the x,y,z in the glyphs are the x,y,z region (not the system) and planets with the same glyphs but in different galaxies are different. Also system information, region name, and maybe a few other things have to come from somewhere.
Thinking this through more I see at least to possibilities.
A. Region x,y,z + galaxy ID creates a region seed. Region seed generates systems seeds and system seeds generate planet seeds. This would create a much shorter cashe list that could be generated on the fly.
B. The glyph system we see is incomplete and there are four more digit
[SSS][YY][ZZZ][XXX][GGGG] Where [GGGG] is a galaxy seed which is used to place systems in a region.
The missing piece might be found in the signal boaster coordinates which are the form;
xxxx : xxxx : xxxx : xxxx : xxxx
The middle three sets are the portal coordinates. The first set appears to be an alpha string (a-z) and the last appears to be random hex. I need to do more research on this.