Portal

From No Man's Sky Wiki
Jump to: navigation, search
NMS1dot3PortalCharged.jpg

Portals are structures in No Man's Sky that allow for quick travel between worlds and entire regions of space.

Summary[edit | edit source]

An unlocked Portal bearing various Glyphs.

Portals are structures in No Man's Sky that can be found on all celestial bodies of a star system, like Planets or their Moons. There is always one portal on each.
As of the Atlas Rises update, portals can be activated and used to quickly travel between worlds within the same galaxy. A portal must first be charged in order to become activated. Oxide elements, Isotope elements, and Silicate elements will be needed to charge all the 16 portal glyphs. The quantity of resources consumed in the process depends on the rarity of the element used. Once the portal has been charged the player can do the following two things:

  • Ask for the current planets address.
  • Input an address to travel to.

The last portal of multi-body systems is unuseable until it has been charged. This might be a bug.

It should be noted that in order to use the portals, players must have come a decent way in the main story in the game. After a while in the main story you can start to hunt for the glyphs used by the portals.

Portal Glyphs[edit | edit source]

Below are the Glyphs used for the portals. They can be referred to by their hexadecimal values of 0 through F. This system is also used by the Signal Booster coordinates ingame. The assortment of the numbers for the signal booster does not directly align with the portal address, however, and has to be converted if one attempts to extract an address from it. 0123456789ABCDEF

All glyphs have to be unlocked via Traveller Graves before a portal can be used to travel to another planet. Yet, it does not prevent travel with less. One can travel to any portal with any amount of glyphs as long as the portal address doesn't need any later glyph.

Addresses[edit | edit source]

A portal address is a unique combination of 12 glyphs and the same glyph can be used multiple times in the same sequence. Below you see an example of an address to the portal (3179F15E3C6F). 3179F15E3C6F

The portal sequence is broken down into 5 parts:

  • [P][SSS][YY][ZZZ][XXX] - (P = Portal ID / S = System ID / Y = Height / Z = Width / X = Length)

A system can have a portal on each celestial body and all portals ascend in order from the sun's distance with moons coming after their planet. The values start with the second glyph, the bird.
Any star system in a region has a unique ID. (000) always leads to the region's first star, just like the 'Dawn'-glyph always leads to the first portal of a system due to the error mechanic. Since 'Dawn' counts as a 0, the first system uses (001) instead, Dawn-Dawn-Bird. There are always at least 122 systems per region as 079 (Insect/Black Hole) leads to the region's black hole and 07A (Insect/Atlas) leads to the local Atlas Station. And all regions have them! Currently 553 is the highest confirmed ID being seen in a portal which translates to Face-Face-Black Hole (229) in Setset.
The glyph's coordinates for XYZ originate at the center with ascending values from 001 to 7FF to the right and descending values from FFF to 801 to the left. This means the Alpha Spiral has the code (1/001/00/801/801) for its corner and the Delta Spiral has the code (1/001/00/7FF/7FF) for its corner. The upper level counts as right and the bottom as left for the last parameter, resulting in (1/001/81/801/801) for Alpha Minoris and (1/001/7F/7FF/7FF) for Delta Majoris. The portal sequence of 80 (height) and 800 (length/width) is unused and marks the border between the left and the right side of the portal network. It will default to send the user to the left side if used (81 or 801). 000 is the center itself and has no dimension.
Based on the galaxy's radius (819k ly) and its height (51k ly) compared to the portal network of 2048 regions for the radius and 128 regions for the height, the proportions of one region roughly falls into 400ly x 400ly x 400ly. This allows for pinpoint calculation of custom addresses. Due to The Center, ~7 axial voxels (or a mixture of ~5 voxels diagonal) are unavailable for a portal's teleportation due to the center being devoid of any stars for over 3000ly in all directions. A voxel measures 400ly cubed (565ly for the sides' diagonal and 695ly for the cube's diagonal). This results in the lowest potential real address needing at least the 6th glyph.
100104005005.
Unlike the glyphs, the signal booster's coordinates start at Alpha Minoris and end at Delta Majoris.

Portal Travel[edit | edit source]

Portal Travellers use personal beacons, communication terminals and exocraft.

A Traveller cannot access their ship after going through a portal under any circumstance. Neither is it possible to acquire a new ship at your destination while your portal is active. Crash sites will only offer a beacon to access loot and technology, but no ship will be there to be repaired, and every outpost and tradeport will be devoid of pilots. The easiest way to travel through a portal permanently is to claim a base on the other side, return to their ship on the starting world and then use the station teleporter to connect to your new base on the new world. The ship will be waiting for the Traveller at its destination by then. However, this requires Portal Travellers to give up any existing base. Therefore Portal Travellers are advised to purchase a freighter first to permanently resettle into a nomadic lifestyle or to fully upgrade their personal cargo inventory.

Portal Travellers should always carry massive amounts of Marrow Bulb with them and collect it wherever they find it. Beacons as well as exocraft terminals are your main tools on travels. While it is no problem to mark a path and portal for others with a communication station for some iron, their own navigation demands the expensive use of massive batteries to build beacons and terminals. The most important item to pre-purchase is the Dynamic Resonator, as building it on site is a pain. Always keep a stack of 5 around in your cargo inventory. To be safe a full stack of Heridium should always be carried as well. This goes along the basic Titanium, Chrysonite and Plutonium supply to fuel and recharge portals on the go.

On ocean worlds Portal Travellers are advised to use the Nomad to traverse water more easily. The same goes for plateaus and mountains with massive ravines as the Nomad can jump some of them or escape them more easily. Any down or plain world can safely be traversed using the Roamer which offers a longer speed boost and more stability.

Avoid travelling to planets that use the highest glyph of the system. Once you reach the first planet, note how many celestial bodies exist. You will not be able to properly visit the last world without recharging the portal there first. One will end up on the first planet in an error teleport instead. This phenomenon can be observed on Vaizma-Odins during an attempted visit. It might be a bug and could be fixed in later versions. For now this bug prevents the artificial localization of portals on dead and exotic worlds if they are the last body in a multi-body system due to the lack of the monoliths to locate them otherwise.

Extreme Coordinates[edit | edit source]

For the more ambitious Portal Travellers the easiest corner of the galaxy to find is the Alpha Spiral due to only needing 9 glyphs. For the furthest distance with minimal effort, one can go to the lower corner of the spiral, Alpha Minoris.
100180800800
Alpha Minoris like Delta Majoris are often mistaken for the galactic core, as many expect the middle range of glyphs to lead to it. However, the portal code and its intervals use the center as its anchor and not the corner of the Gamma Spiral. To reliably reach the center one only needs one glyph to be randomly teleported around 5000ly away from it or six glyphs for an exact teleport to a 3000ly location with a center gateway in jump range.
100104005005

The extreme coordinates for h(0) are:

  • 100100800000 - North Pole
  • 1001000007FF - East Pole
  • 1001007FF000 - South Pole
  • 100100000800 - West Pole
  • 100100800800 - Alpha Spiral
  • 1001008007FF - Beta Spiral
  • 1001007FF800 - Gamma Spiral
  • 1001007FF7FF - Delta Spiral

Other extreme coordinates are:

  • 10017F000000 - Upper Pole
  • 100180000000 - Lower Pole

The addresses can be error proximity teleports but are easier to remember!

Known Portal locations[edit | edit source]

Portal Repository
  • For a list of known (and often marked portals) see the Portal Catalogue.
  • The Portal Repository: A detailed database of known portal addresses. Addresses are organized by game platform, mode, galaxy and keywords. Players can add their own addresses by filling out the submission form or by becoming a registered contributor.

History[edit | edit source]

First announced during the 2014 Game Awards, portals have the ability to take the player to a random part of the galaxy. In the pre-release version of the game, the only planets known to have portals were Gorogohl and Yaasrij.

They normally appear as an individual portal, but some have been discovered with multiple smaller portals surrounding a larger one.


Gallery[edit | edit source]

Portals in player's Starting Planet or Starting System:

Pre-release portals:

Promotional Content