Terra asteroid guide: start, resources and example seeds

AsteroidsEasy

What the sandstone start gives you, what to build first, and three in-game seeds with every geyser located.

Terra is the sandstone start: the asteroid the game rates as an Ideal survival chance and offers first in the base game. Your three Duplicants wake in a mild sandstone pocket with Algae, Water, Dirt and copper close by, surrounded by every classic biome at once: slime marsh, caustic jungle, tundra, ocean, the oil field and the magma core. Nothing on Terra is missing, so the questions are only what to reach first and how to keep heat and slimelung out of the base.

Three Duplicants beside the Printing Pod in the sandstone start biome of Terra
Cycle 0 on Terra, seed SNDST-A-1234567-0-0-0: the Printing Pod, the ration box and the first sandstone rooms.
FactValue
SizeBase game: 256 × 384 cells. Spaced Out! Terra Asteroid: 240 × 380 cells.
Survival chanceIdeal
Where you find itBase game cluster Terra; Spaced Out! Terra Cluster, next to the Radioactive Swamp Asteroid and five outer moonlets.
Starting biomeSandstone: algae, water pockets, dirt, copper ore, Mealwood and Bristle Blossom.
Other biomesMarsh, jungle, tundra, ocean, oil field, magma core and the surface. Spaced Out! adds wasteland and small uranium pockets.
Guaranteed ventsA Cool Steam Vent in the jungle and one in the marsh, a Natural Gas Geyser in the marsh, a Natural Gas Geyser or Chlorine Gas Vent in the jungle, a Salt Water Geyser in the ocean, and up to 12 more random geysers.
Guaranteed buildingsSeveral AETN heat sinks in the tundra and a Gravitas facility. The Spaced Out! version adds a teleporter pair and a Gravitas office.
Meteor showersBase game: iron, gold and copper showers on the surface. Spaced Out!: copper, ice and slimy showers.

Strengths

  • Every early need sits inside the start biome: Algae for the Oxygen Diffuser, dirt and water for the Microbe Musher, Mealwood seeds for the first farm.
  • Water is everywhere. All three sample seeds below place a Cool Steam Vent within 60 cells of the Printing Pod, and the ocean always carries a Salt Water Geyser.
  • Mild temperatures. The sandstone, marsh and ocean biomes sit near room temperature, so heat is a mid-game problem, not a cycle-10 problem.
  • The tundra is guaranteed to hold Anti Entropy Thermo-Nullifier units, the strongest cooling a young colony can get without power.
  • Oil, natural gas and hydrogen all spawn on the same asteroid, so every classic power chain is available without rockets.

Weaknesses

  • Slime marshes ring the start. Slime and Polluted Oxygen carry slimelung germs; dig into them only behind an airlock or a door you keep closed.
  • The caustic jungle is hot and full of Chlorine Gas and Polluted Oxygen. Its heat leaks into the base if you leave the walls open.
  • Good metal veins sit away from the start. Copper ore is close; iron and gold amalgam mostly sit in the outer biomes.
  • The generic geyser rolls vary a lot. Some seeds give two water geysers, others give none, so read your seed before you plan a water economy.

What to target first

  1. Cycle 1: dig a small living space inside the sandstone, build a Research Station and queue Basic Farming and Power Regulation.
  2. Cycle 1 to 3: an Outhouse and a Wash Basin next to it, then a Oxygen Diffuser fed with the algae from the start biome.
  3. Cycle 2 to 5: a Manual Generator, a Battery and a Microbe Musher. Mush Bars buy time until the farm is up.
  4. Cycle 5 to 15: Mealwood on Farm Tile fed with dirt, then a second food that needs no dirt, such as Bristle Blossom on water.
  5. Cycle 10 to 30: tame the nearest Cool Steam Vent or water source and switch oxygen to an Electrolyzer before the algae runs out.
  6. Cycle 30 to 60: ranch Hatch for coal and meat, build a Coal Generator on that coal, and wall off the jungle and marsh with insulated tiles.

Surviving Terra

Terra rarely kills a colony through a missing resource. Colonies on Terra die of three things: food that runs out around cycle 20, slimelung from an open marsh, and heat that creeps in from the jungle and the machines. Plant twice what you think three Duplicants eat, keep one closed door between the base and every marsh, and put the Electrolyzer and generators in a separate room you can cool later.

Leave the Anti Entropy Thermo-Nullifier units in the tundra where they are until you have power to spare. Each one runs on hydrogen and deletes heat, which makes the tundra the natural place for an industrial brick or a steam turbine loop once the colony needs one.

The Printing Pod sits near the vertical middle of the map. Going up leads to the surface and its meteor showers; going down leads to the oil field and magma. In all three sample seeds the nearest vents sit 40 to 60 cells from the pod, so scout sideways before you dig deep.

Seed SNDST-A-1234567-0-0-0

A water-rich roll. Eight liquid sources add up to more than 18 kg/s on average, far more than a colony of twenty needs: Water Geyser and Salt Water Geyser twice each, Cool Steam Vent twice, one Polluted Water Vent and one Cool Slush Geyser.

The closest target is the Cool Steam Vent 50 cells above the Printing Pod at (103, 238); cap it and condense its steam for the electrolyzer. The Iron Volcano at (50, 132) is the long-term metal source; it sits 56 cells down and to the left, close enough to tame with a steam turbine room.

For power, the Natural Gas Geyser at (111, 127) and its twin at (210, 145) each feed roughly one Natural Gas Generator on average.

Printing Pod and the surrounding start biome at cycle 0, seed SNDST-A-1234567-0-0-0
The Printing Pod area as the colony starts, seed SNDST-A-1234567-0-0-0.
The whole 256 by 384 cell asteroid with every cell revealed, seed SNDST-A-1234567-0-0-0
The whole asteroid with the fog lifted, seed SNDST-A-1234567-0-0-0. World traits: none.
GeyserCell (x, y)Average outputTemperature
Salt Water Geyser238, 1213.01 kg/s95 ºC
Polluted Water Vent182, 1062.89 kg/s30 ºC
Salt Water Geyser95, 882.72 kg/s95 ºC
Water Geyser16, 2452.65 kg/s95 ºC
Water Geyser94, 562.59 kg/s95 ºC
Cool Steam Vent103, 2381.73 kg/s110 ºC
Cool Slush Geyser160, 1261.46 kg/s-10 ºC
Cool Salt Slush Geyser221, 691.43 kg/s-10 ºC
Cool Steam Vent20, 851.15 kg/s110 ºC
Iron Volcano50, 132352 g/s2527 ºC
Carbon Dioxide Geyser53, 157147 g/s-55 ºC
Chlorine Gas Vent227, 39116 g/s60 ºC
Carbon Dioxide Vent138, 252110 g/s500 ºC
Natural Gas Geyser210, 145109 g/s150 ºC
Chlorine Gas Vent188, 166109 g/s60 ºC
Hydrogen Vent160, 276105 g/s500 ºC
Natural Gas Geyser111, 12779 g/s150 ºC

Seed SNDST-A-2468024-0-0-0

This seed trades liquid water for gases. Its liquid comes from one Salt Water Geyser and three Cool Steam Vents, while the gas list is long: Hydrogen Vent twice, Hot Polluted Oxygen Vent twice and one Infectious Polluted Oxygen Vent.

The Hydrogen Vent at (172, 168) is only 57 cells from the Printing Pod: cool it and feed a Hydrogen Generator for a steady early power source. The Cool Steam Vent 62 cells above the pod at (120, 260) is the water target.

The Gold Volcano at (32, 234) gives gold, and a Leaky Oil Fissure at (177, 70) leaks crude oil in the oil field 128 cells down.

Printing Pod and the surrounding start biome at cycle 0, seed SNDST-A-2468024-0-0-0
The Printing Pod area as the colony starts, seed SNDST-A-2468024-0-0-0.
The whole 256 by 384 cell asteroid with every cell revealed, seed SNDST-A-2468024-0-0-0
The whole asteroid with the fog lifted, seed SNDST-A-2468024-0-0-0. World traits: none.
GeyserCell (x, y)Average outputTemperature
Salt Water Geyser97, 1203.10 kg/s95 ºC
Cool Steam Vent120, 2601.46 kg/s110 ºC
Cool Steam Vent217, 1801.26 kg/s110 ºC
Cool Steam Vent86, 521.11 kg/s110 ºC
Gold Volcano32, 234389 g/s2627 ºC
Leaky Oil Fissure177, 70197 g/s327 ºC
Carbon Dioxide Geyser46, 45171 g/s-55 ºC
Carbon Dioxide Geyser128, 74125 g/s-55 ºC
Hot Polluted Oxygen Vent35, 286116 g/s500 ºC
Chlorine Gas Vent118, 50115 g/s60 ºC
Hot Polluted Oxygen Vent231, 134111 g/s500 ºC
Hydrogen Vent167, 85110 g/s500 ºC
Natural Gas Geyser144, 270104 g/s150 ºC
Hydrogen Vent172, 168103 g/s500 ºC
Chlorine Gas Vent241, 61102 g/s60 ºC
Infectious Polluted Oxygen Vent49, 29599 g/s60 ºC
Natural Gas Geyser205, 22392 g/s150 ºC

Seed SNDST-A-31415926-0-0-0

The best start of the three for water: a Cool Steam Vent sits 32 cells above and to the right of the Printing Pod at (157, 224) and averages 1.7 kg/s. Three more Cool Steam Vents follow, plus one Water Geyser and one Salt Water Geyser.

The catch is chlorine. The Chlorine Gas Vent rolled three times on this seed, and the one at (91, 154) is 55 cells from the pod. Keep the rooms on that side sealed until you have an Deodorizer or a pump to remove the gas.

Natural gas sits 55 cells straight below the pod at (133, 137) for an early Natural Gas Generator.

Printing Pod and the surrounding start biome at cycle 0, seed SNDST-A-31415926-0-0-0
The Printing Pod area as the colony starts, seed SNDST-A-31415926-0-0-0.
The whole 256 by 384 cell asteroid with every cell revealed, seed SNDST-A-31415926-0-0-0
The whole asteroid with the fog lifted, seed SNDST-A-31415926-0-0-0. World traits: none.
GeyserCell (x, y)Average outputTemperature
Water Geyser222, 1522.77 kg/s95 ºC
Salt Water Geyser78, 692.75 kg/s95 ºC
Cool Steam Vent157, 2241.74 kg/s110 ºC
Cool Steam Vent52, 2201.67 kg/s110 ºC
Cool Salt Slush Geyser183, 421.38 kg/s-10 ºC
Cool Steam Vent148, 881.17 kg/s110 ºC
Cool Steam Vent15, 2651.09 kg/s110 ºC
Leaky Oil Fissure181, 74214 g/s327 ºC
Carbon Dioxide Vent31, 49120 g/s500 ºC
Natural Gas Geyser133, 137118 g/s150 ºC
Infectious Polluted Oxygen Vent78, 232117 g/s60 ºC
Hydrogen Vent114, 280111 g/s500 ºC
Chlorine Gas Vent91, 265111 g/s60 ºC
Chlorine Gas Vent91, 154109 g/s60 ºC
Chlorine Gas Vent112, 251107 g/s60 ºC
Hydrogen Vent92, 124102 g/s500 ºC
Natural Gas Geyser162, 25592 g/s150 ºC

Spaced Out! seed V-SNDST-C-1234567-0-0-0

The Spaced Out! Terra Asteroid is slightly smaller, adds wasteland and uranium pockets, and holds a teleporter that sends Duplicants to the Radioactive Swamp Asteroid. The game treats it as the same Ideal start. Read the Radioactive Swamp Asteroid guide before the first teleport.

In Spaced Out! the starmap sets your long-term plan: the teleporter target gives early access to radiation and new metals, and the outer moonlets hold the resources Terra lacks.

Printing Pod and the surrounding start biome at cycle 0, seed V-SNDST-C-1234567-0-0-0
The Printing Pod area as the colony starts, seed V-SNDST-C-1234567-0-0-0.
The whole 240 by 380 cell asteroid with every cell revealed, seed V-SNDST-C-1234567-0-0-0
The whole asteroid with the fog lifted, seed V-SNDST-C-1234567-0-0-0. World traits: none.
GeyserCell (x, y)Average outputTemperature
Water Geyser171, 1942.70 kg/s95 ºC
Polluted Water Vent84, 2852.69 kg/s30 ºC
Salt Water Geyser182, 1812.68 kg/s95 ºC
Salt Water Geyser111, 1492.56 kg/s95 ºC
Cool Steam Vent204, 1391.59 kg/s110 ºC
Cool Steam Vent56, 2711.38 kg/s110 ºC
Cool Salt Slush Geyser47, 1671.36 kg/s-10 ºC
Cool Slush Geyser165, 2461.30 kg/s-10 ºC
Cool Steam Vent136, 2691.21 kg/s110 ºC
Steam Vent55, 218498 g/s500 ºC
Iron Volcano89, 36293 g/s2527 ºC
Natural Gas Geyser62, 193121 g/s150 ºC
Chlorine Gas Vent207, 293109 g/s60 ºC
Carbon Dioxide Vent200, 269104 g/s500 ºC
Infectious Polluted Oxygen Vent106, 10199 g/s60 ºC
Chlorine Gas Vent78, 12895 g/s60 ºC
Natural Gas Geyser51, 13884 g/s150 ºC

Long-term plan

Once food, oxygen and power run on their own, Terra rewards expansion in rings. Tame the steam and water geysers into a central water network, cool the industry with the tundra's AETNs, then go down to the oil field for Crude Oil, Oil Refinery and plastics. The magma core and any metal volcano on your seed finish the base game's needs: steel, power from a Steam Turbine and rocket fuel.