After completing the main campaign and choosing to remain on Galatea 37, the late-game becomes all about optimization, automation, and efficient resource production. This guide covers how to set up dedicated farms for titanium, palladium, and uranium across different biomes, using cultivators, harvesters, and clever biome exploitation. Whether you’re farming for pure construction needs or to satisfy Ashley’s goal of planetary coexistence, here’s how to get it all running smoothly.

Titanium Farming in the Volcanic Biome

The volcanic biome is a great location to grow titanium, and in this setup, the key plant used is Tentacle Fungus. Not only does it produce titanium, but it also gives a bit of ferdonite as a bonus. The layout includes two cultivators per plot, each paired with two harvesters—this might be overkill, but it ensures swift collection and avoids backlog.

For irrigation, use the naturally occurring geothermal vents. Run the geothermal output to mud filters, and connect these to the cultivators. This provides consistent clean water without needing to import it. Earthquakes can even open up new veins for harvesting, giving your farm ongoing expansion potential. With proper power lines and water routing, this becomes a reliable and semi-passive source of titanium.

Palladium Farming in the Acidic Plains

Once your mining operations in the Acidic Plains dry up, it’s time to relocate and set up a dedicated palladium farm. Start by scouting new areas for geothermal activity and sludge pools—both are essential for clean water and power generation. Although building near the map edge limits expansion, you can still build leftward (or “west” since the camera can’t rotate).

Construct fortifications first, then lay down a cultivator and one harvester. This configuration allows you to monitor output and test if one harvester suffices. Brain Fungus is the ideal crop here—it’s creepy, fitting for the biome’s aesthetic, and produces palladium, ironium, and biomass.

Don’t forget to use the bioscanner on new plant life, or place a bioscanner turret for passive scanning. More scanned flora means more farming options. Before planting, sterilize the area using a charged nuke—it’s efficient and hilarious, though it may crater your FPS.

Later on, you can scale up by filtering more sludge and adding additional farms near geothermal vents. Output numbers may fluctuate, but a well-built palladium farm with just a few cultivators can reach around 6 units per second.

Uranium Farming in the Desert Biome

The desert presents a unique challenge due to the absence of water. If your uranium mines are depleted, scrap the old bases and start anew with imported water via liquid compressors and decompressors.

Find a defensible location—ideally surrounded by natural rock formations with choke points—and plug gaps with dual walls and tower clusters. Fusion power is optimal here; it doesn’t require fuel but does need cooling. Set up a decompressor to pipe in water from HQ for cooling and crop irrigation.

The fusion plants also produce plasma, which can be routed into plasma converters to power heavy artillery turrets. This setup provides defense and efficient energy use in one neat package.

Your uranium farm should include six cultivators connected to water pipes and power lines, placed on flooring to avoid damage from desert quicksand. Once the water flows, the cultivators begin producing pure uranium, ready to use—no need for centrifuge processing like you’d have from mining raw uranium.

Monitoring and Scaling

To check production stats for each biome, head back to HQ and open the orbital scanner. From here, you’ll get accurate numbers for total output—titanium farms may produce around 12/s, palladium around 6/s, and uranium even more depending on your farm density.

For exotic materials and less frequently used resources, basic farms at HQ are sufficient. They don’t need to produce much, so you can keep them minimal.


By leveraging each biome’s strengths—volcanic mud, acidic sludge, desert sunlight—you can build fully sustainable farms that automate your late-game economy. With cultivators, harvesters, and some creative infrastructure, you’ll be free to focus on higher-level research, defense, and the dream of peaceful coexistence. Or just nuke things for fun.


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