Mid Game Guide: Progression, Power & Cooling Tips
Mid game is the stage where your colony moves from basic survival into sustainable, scalable systems: reliable oxygen and power, controlled heat management, renewable refined resources, and safe access to hazardous biomes. This page summarizes practical mid-game goals, common systems, material choices, and mitigations to bridge early-game fragility to late-game automation.
Objectives for mid game
- Replace fragile early oxygen and cooling setups with stable, higher-throughput systems (electrolysis plants, Aquatuners/Steam Turbines, Algae Distillers where available).
- Move from raw metals to renewable refined-metal supply (Metal Refinery, Metal Volcanoes, meteorites) and use refined materials selectively.
- Establish steady power: a mix of generators (
Coal/Oil/
Petroleum), Steam Turbines, and buffered storage (Jumbo Batteries/Smart Batteries) with automation to avoid waste.
- Build infrastructure to safely exploit new biomes and resources (Oil, Swamp,
Magma, Space POIs) using suits, insulated/metal tiles, and gas/thermal control.
- Implement mid/late alternatives for filtration, automation and heat exchange to reduce continuous power drain.
Oxygen and gas handling
- Electrolyzers (two-unit electrolysis plants) are the recommended mid-game upgrade for stable oxygen. Build a compact electrolizer room with intake pumps/airlocks and insulation so oxygen and hydrogen are channeled predictably. Use Manual or Mechanized Airlocks and gas-flow tiles to prevent unwanted thermal exchange.
- Algae Distillers convert Slime into Algae and Polluted Water and are useful once you access the Swamp Biome. They are slow, produce Polluted Water and heat, and often produce Slimelung on outputs. Place distillers away from living quarters or in a sealed sterilization room (e.g., Chlorine or Ore Scrubber) or use Buddy Buds to block Slimelung.
- Gas Filters remain useful, but mid-game you can replace some with low-power filter circuits (refined-metal enabled) that use automation to disable shutoffs when an input is the desired gas, saving continuous 120 W drains.
- For specialty atmospheres (ranching or farms): create layered gas rooms (e.g., hydrogen top, oxygen bottom) to exploit critter breeding or produce Glossy Drecko for Plastic without complex piping.
Power and batteries
- Transition from basic coal/biomass to higher-density fuels:
Petroleum becomes valuable in mid-game (Polymer Press →
Plastic; Petroleum Generators; rocket fuel uses). Petroleum also makes a good mid-game coolant thanks to high thermal conductivity and wide temperature range.
- Metal Refineries let you produce refined metals more efficiently; because Refined Metal is expensive early/mid, avoid wide-scale microchip production until you secure renewable metal sources (Meteor Showers, Metal Volcanoes).
- Use Jumbo Batteries and Smart Batteries to smooth production. Smart Batteries enable automation to prevent wasteful generation. Remember batteries exhibit power runoff; power transformers store a bit without runoff.
- Steam Turbines combined with Thermo Aquatuners or Cool Steam Vents are a common mid/late power-cooling combo. Cool Steam Vents require careful balancing—Steam Turbines need steam above their minimum conversion threshold to produce power; linking Geotuners can boost vent output reliability.
Heat management and cooling
- Mid-game cooling choices:
- Thermo Aquatuner: best bulk heat mover for liquids; moves far more heat than gas coolers but consumes more power and heats itself rapidly. Use robust thermal mass and good materials (
Steel in early/mid) to prevent overheating.
- Thermo Regulator / AETN: gas cooling alternatives—AETN provides extreme low temperatures but is DLC/late-tech; Wheezeworts are early natural coolers but weaker.
- Steam Turbines can be self-cooled by recycling exhaust water and snaking radiant liquid pipes to extract heat; self-cooling turbines avoid Aquatuners and plumbing complexity but require more turbines for same heat deletion.
Petroleum and Crude Oil are usable mid-game coolants —
Crude Oil is useful for heat transfer and can be processed into Petroleum by Oil Refinery or by heating above the conversion temperature range.
- Thermo Aquatuner: best bulk heat mover for liquids; moves far more heat than gas coolers but consumes more power and heats itself rapidly. Use robust thermal mass and good materials (
- Building materials: devices that move or absorb large amounts of heat (Thermo Aquatuner, Thermo Regulator, Natural Gas Generators, etc.) should use Steel in the early/mid game to handle thermal loads;
Thermium or other late-game materials are preferable later.
Resource refining and manufacturing
- Metal Refineries and Rock Granulators create refined materials and renewable sand. Metal Refinery runs are energy/heat intensive; expect thermal run-off management.
- Polymer Press and Molecular Forge use Petroleum for Plastic, Visco-Gel, and Super Coolant production; plan fuel and heat loops accordingly.
Drecko ranching (Glossy Drecko) in separated hydrogen/oxygen layered rooms produces Plastic without Oil Biome access; a mid-game alternative to Polymer Press when Oil is scarce.
- Use Incubators and careful temperature control (Wheezeworts, insulated rooms) when breeding critters for resources.
Automation and efficiency
- Replace high-draw always-on devices with automated circuits where possible (signal-based shutoffs for generators, filter-gate replacements that draw 10 W instead of 120 W).
- Smart Batteries plus automation can disable generators to stop resource waste and limit heat production.
- Use Thermo Sensors and automation to control heat-yielding processes (metal refining, oil heating) to avoid overheating and burst pipes.
Health, stress, and hazard mitigation
- Mid-game you will unlock better protective gear: Jet Suits and Exosuits allow safe entry into extreme-temperature or gas-filled areas. Place suit docks at ingress points and use suits to access Oil Geysers, magma-adjacent regions, or CO2 pockets.
- Medical infrastructure: Triage Cots and proper care reduce injury effects; keep injured duplicants off heavy tasks until healed to avoid Athletics penalties from wounds.
- Prevent germ spread from mid-game production: Slimelung from Algae Distillers is contagious via inhalation—sterilize algae outputs when necessary or isolate production areas.
Mid-game layout and planning tips
- Put noisy, hot, or germ-producing buildings (Algae Distillers, Metal Refineries, Oil Refineries) in isolated, insulated rooms with dedicated exhaust and automation.
- Centralize power-heavy systems with local batteries and a smart grid to minimize long wire runs and manage overload risk.
- Reserve refined materials (Refined Metal, Metal Tiles, Conductive Wire) for critical systems: automation circuits, temperature-management infrastructure, and where decor or throughput benefits justify cost.
- Plan for rockets and space: research advance should include how to mount Research Modules above Cargo Bays to return rare resources on the same launch; engines must be built on solid ground but can be removed after construction.
Mid-game is about converting temporary fixes into renewable, controllable systems—focus on stable oxygen and power, robust cooling, and sustainable refined resource pipelines while using automation and material selection to manage heat, power draw, and duplicant safety.