Base Building
What changed in 1.0, how to split roles across bases, and how to think about automation. Step-by-step build guides are on the way.
What's new in 1.0
Base slots: 2 โ 4
You start with 2 bases; main-story quests raise the cap to 4 (up from 3 in EA), leaving far more room for specialization.
Per-region raid toggle
World settings now let you disable raids per base region โ your ore base can finally run undefended in peace.
Improved Pal pathfinding
1.0 substantially improves slope and multi-floor pathing โ but flat foundations are still the ceiling on efficiency.
Power grid
Electricity Pals now feed a shared grid, and batteries buffer power across devices. The breeding base depends on it heavily.
The three-base role split
Main Base (living quarters)
Food loop + handiwork production + Pal recovery
Suggested staff: Lifmunk (Planting/Medicine), Fuack (Watering), Foxparks (Kindling), Lamball (Farming), Anubis (Handiwork 4)
Ore Base (resources)
Around-the-clock ore & coal output, teleport back for pickups
Suggested staff: Digtoise ร3 (Mining 3), Tombat ร2 (night-shift hauling), 2 support Pals
Breeding Base (new 1.0 role)
Recombination Station + incubator array + cake production line
Suggested staff: Grizzbolt (Electricity 3), Chikipi/Lamball (ranch eggs & milk), Lifmunk (berries & wheat)
Minimum automation loop
Berry plantation (Planting) โโโบ Watering โโโบ Harvest/Transport โโโบ Feed box
โ
Ranch (eggs/milk) โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโค
โผ
Ore base (Mining) โโโบ Transport โโโบ Furnace (Kindling) โโโบ Ingots
โ
Electricity Pals โโโบ Power grid โโโบ Recombination Station / Incubators โโ Cake line