Choose the task and finish the next step

Upgrade staffing in stages as facilities and jobs unlock. Each template needs enough production, logistics, food and recovery support to operate, and should explain what to replace when the next bottleneck appears.

Work from a reproducible starting point

  • Check the prerequisite, selected game revision and the current state of the save.
  • Use the actual linked Pals, item recipes and map/tool entries for the next step.
  • Verify the intended outcome, then record the inputs so another player can repeat the task.

Linked Pal roles

The following suitability values and named partner skills are factual v1.0.3 record fields. Task restrictions and effects still need to match the activity; a long job list is not a throughput measurement.

PalElementsNonzero work suitabilityPartner skill
Lifmunkgrassplanting 1, handiwork 1, gathering 1, lumbering 1, medicine Production 1Lifmunk Recoil
Tanzeegrassplanting 1, handiwork 1, gathering 1, lumbering 1, transporting 1Cheery Rifle
Pengulletwater, icewatering 1, handiwork 1, cooling 1, transporting 1Pengullet Launcher
Cattivaneutralhandiwork 1, gathering 1, mining 1, transporting 1Cat Helper
Foxparksfirekindling 1Huggy Fire
Tombatdarkgathering 2, mining 3, transporting 2Ultrasonic Sensor
Eikthyrdeerneutrallumbering 2Guardian of the Forest
Vixyneutralgathering 1, farming 1Dig Here!
Chikipineutralgathering 1, farming 1Egg Layer
Mozzarinaneutralfarming 2Milk Maker
Capritygrassplanting 2, farming 1Berry Picker

Evidence boundary

The factual tables preserve the stated source snapshot. Source-specific recommendations and mechanics have not been independently reproduced in the current game. Exact gameplay rule gaps remain in the coverage notes rather than being filled with invented quantities.

Add a base because a production chain deserves it

One compact starter base should cover food, rest, basic construction and the first resource queues. Split an ore, food/breeding or oil chain only when it persistently competes for the same workers or infrastructure. More Palboxes are not automatically better if they create more manual deliveries and management.

Five stages with a job for every Palbox

StageBuild whenLater conversion
All-purpose starterYou are unlocking Ranch, basic plantations, furnace and resource sitesKeep until simultaneous queues crowd out food or materials
Ore/material outpostIngot demand outruns manual or placed-site productionConvert to the resource still limited by your technology
Food/breeding baseCake supply repeatedly stops a working breeding pairScale pens only after inputs remain in surplus
Oil/power refineryExtraction and advanced machines drain the shared gridKeep as measured infrastructure with power and hauling
Manufacturing campusOutposts can reliably feed a powered workshopChange staffing for a named project, not an abstract score

Choose the footprint before the specialist

Use flat, reachable work points and short routes between ingredients, machines and storage. Check the largest model in the roster, doors, stairs and turning areas. Keep food and beds accessible without crossing a permanent hauling jam. Natural ore can justify an early outpost; later placed facilities can make that location less important.

Use all fifteen slots as a baseline, not a law

The five tables below preserve the source’s complete compositions, each totaling 15 Pals. The roster revision is not identified, while work values and nighttime flags are checked against the pinned v1.0.3 Pal records. Source duties remain suggestions. The endgame source band says 75–85; official 1.0 caps players at 80, so our own planning band is 75–80 and the inconsistent source 85 is recorded rather than repeated as a game unlock.

Six checks before replacing a worker

  • Input: trace the stalled machine back to its ingredient source. A faster crafter cannot process an empty chest.
  • Reachability: observe the actual work, food and bed routes rather than the idle animation alone.
  • Hauling: move storage or add Transporting if completed output accumulates before adding another producer.
  • Shift: decide whether nighttime output matters for a persistent server or a world that is closed when nobody plays.
  • Care: improve food, SAN, rest and medicine support when they consume the workday.
  • Ownership: move a whole chain to another base only when that reduces local competition and manual delivery.

Adjust one slot against a measured queue

After a change, run the same batch and interval with matching world settings. Power, transport, Ranch product and crafting have different output mechanisms, so do not collapse them into one universal Work Speed estimate. Check natural suitability, active job restrictions, partner rank and stacking before spending a permanent handbook.

Starter: broad basic coverage

Planning band 1–20; exactly 15 assigned Pals. Duties retain the captured source role labels. Natural work levels, night activity and food value below are the local v1.0.3 species fields, not leveled stats or an optimized throughput guarantee.

PalSlotsSuggested dutiesNatural work levelsNocturnalFood value
Lifmunk2Planting · gathering · handiworkGathering 1; Handiwork 1; Lumbering 1; Medicine 1; Planting 1No1
Tanzee2Planting · lumbering · transportGathering 1; Handiwork 1; Lumbering 1; Planting 1; Transporting 1No1
Pengullet2Watering · cooling · transportCooling 1; Handiwork 1; Transporting 1; Watering 1No1
Cattiva2Mining · handiwork · transportGathering 1; Handiwork 1; Mining 1; Transporting 1No1
Foxparks1KindlingKindling 1No1
Tombat1Night mining · gathering · transportMining 3; Gathering 2; Transporting 2Yes2
Eikthyrdeer1LumberingLumbering 2No2
Vixy1Ranch: spheres, arrows, goldRanching 1; Gathering 1No1
Chikipi1Ranch: eggsRanching 1; Gathering 1No1
Mozzarina1Ranch: milkRanching 2No2
Caprity1Ranch: red berriesPlanting 2; Ranching 1No2

Materials outpost: mining and processing

Planning band 25–50; exactly 15 assigned Pals. Duties retain the captured source role labels. Natural work levels, night activity and food value below are the local v1.0.3 species fields, not leveled stats or an optimized throughput guarantee.

PalSlotsSuggested dutiesNatural work levelsNocturnalFood value
Anubis4Mining · transport · handiworkHandiwork 6; Mining 6; Transporting 4No8
Menasting3Night mining · lumberingMining 5; Lumbering 3Yes6
Wumpo2Transport · lumbering · coolingTransporting 6; Cooling 5; Lumbering 5; Handiwork 3No7
Blazehowl2Kindling · lumberingKindling 5; Lumbering 3No6
Beakon1Electricity · transportTransporting 5; Electricity 4; Gathering 2No5
Azurobe1WateringWatering 4No5
Braloha1Planting · gatheringGathering 5; Planting 5; Mining 3No7
Helzephyr1Night transportTransporting 4Yes7

Food base: a sustained cake pipeline

Planning band 30–55; exactly 15 assigned Pals. Duties retain the captured source role labels. Natural work levels, night activity and food value below are the local v1.0.3 species fields, not leveled stats or an optimized throughput guarantee.

PalSlotsSuggested dutiesNatural work levelsNocturnalFood value
Beegarde2Ranch: honeyRanching 3; Gathering 3; Handiwork 2; Lumbering 2; Medicine 2; Planting 2; Transporting 2No3
Mozzarina2Ranch: milkRanching 2No2
Chikipi2Ranch: eggsRanching 1; Gathering 1No1
Braloha2Planting · gatheringGathering 5; Planting 5; Mining 3No7
Broncherry1Planting specialistPlanting 5No6
Azurobe1Watering specialistWatering 4No5
Blazehowl1Cake cookingKindling 5; Lumbering 3No6
Helzephyr2Night transportTransporting 4Yes7
Foxcicle1CoolingCooling 4; Ranching 3No4
Petallia1Planting · gathering · medicineMedicine 4; Planting 4; Gathering 3; Handiwork 3; Transporting 2No6

Refinery: power and delivery

Planning band 55–80; exactly 15 assigned Pals. Duties retain the captured source role labels. Natural work levels, night activity and food value below are the local v1.0.3 species fields, not leveled stats or an optimized throughput guarantee.

PalSlotsSuggested dutiesNatural work levelsNocturnalFood value
Orserk4Primary power generationElectricity 8; Transporting 4; Handiwork 3No9
Dynamoff2Backup power · gathering · transportElectricity 6; Gathering 3; Transporting 3No6
Jormuntide Ignis2High-output kindlingKindling 7No8
Anubis2Maintenance · crafting · miningHandiwork 6; Mining 6; Transporting 4No8
Knocklem2Heavy transport · miningMining 7; Transporting 7; Gathering 4No9
Lyleen1Food · gathering · medicinePlanting 7; Gathering 6; Handiwork 5; Medicine 5No8
Jormuntide1WateringWatering 7No8
Helzephyr1Night transportTransporting 4Yes7

Manufacturing: advanced production

Planning band 75–80; exactly 15 assigned Pals. Duties retain the captured source role labels. Natural work levels, night activity and food value below are the local v1.0.3 species fields, not leveled stats or an optimized throughput guarantee.

PalSlotsSuggested dutiesNatural work levelsNocturnalFood value
Solenne3Night handiworkHandiwork 8; Gathering 4; Transporting 2Yes9
Selyne2Night handiwork · medicineHandiwork 7; Medicine 6; Transporting 3Yes9
Renjishi2Kindling · handiwork · transportKindling 8; Handiwork 6; Gathering 5; Transporting 5No8
Shaolong2Watering · gatheringWatering 8; Gathering 5No9
Dandilord1Night planting · medicine · handiworkPlanting 8; Handiwork 6; Medicine 6; Gathering 5; Transporting 3Yes9
Knocklem2Heavy transport · miningMining 7; Transporting 7; Gathering 4No9
Orserk1Power generationElectricity 8; Transporting 4; Handiwork 3No9
Celesdir1Lumbering · gatheringLumbering 7; Gathering 4No8
Bastigor1CoolingCooling 8; Lumbering 6; Mining 5No9

Fullness, SAN and illness prevention — native 1.0.3.101283

Hungry means fullness is above zero but below 30% of maximum. Zero fullness is Starving. Feeding to at least 30% clears this hunger state.

Base Pals can start looking for food below 50% fullness; the Hungry threshold is 30%. The inspected natural SAN recovery branch also needs at least 50% fullness. Keep meals and routes available.

This Sick event requires SAN<40, then worker eligibility, skip ticks, priority competition and random selection. A 90-second event interval and 50% worker gate are not an unconditional disease chance. Clinics use fixed staff and illness-specific Medicine levels 1–7; configured bonuses cover levels 1–10.

HP recovery, revival and Palbox sickness checks

Place an ordinary incapacitated Pal in Palbox storage. The vanilla revival threshold is 600 elapsed game-world seconds (10 minutes), then it returns at 1 HP and still needs health recovery.

Palbox sickness recovery is separate: every 3600 elapsed game-world seconds a due check uses 20% for Sick/Sprain/Overfull, 15% for Ulcer/Fracture or 10% for Weakened/Depressed. It does not guarantee recovery within one hour.

Recovery Meds add 3/5/10/15 flat HP per eligible activation, capped at effective maximum HP. Reapplying them replaces the independent regeneration countdown; the ordinary meal-buff slot remains separate.

Recovery countdowns decrement once per natural update. The default BaseCampPal scheduler processes one update per elapsed game-world second; Player/Otomo scheduling is not established by that bridge. A 600-tick record is not a universal 600-wall-clock-second effect.