Rebuild the base as connected systems
Review construction space, transport, food/SAN, power, storage, breeding, Ranch output and task assignment together. One extra high-level worker will not fix an inaccessible station or an empty ingredient chest. The official 1.0 notes introduce broad building and Work Pal changes; later patches alter their details.
Audit the eight operating systems
| System | Practical check |
|---|---|
| Construction | Aquatic-kit ownership, valid foundations, clear worker routes |
| Logistics | Storage beside output; a reachable food/bed path; no permanent floor backlog |
| SAN and illness | Food, rest and clinic/monitoring effects rather than one claimed cure-all |
| Power/processing | Generation recovers while all intended machines run |
| Storage | Correct categories and guild permissions; quick-store and crafting material references |
| Breeding | Parent compatibility, cake type, hatch capacity and free Palbox slots |
| Ranch economy | Species product and partner-rank output, checked in the Ranch tool |
| Workforce | Disable unwanted jobs and inspect actual assignment after reloading |
Choose cakes and support Pals by their specific job
The source describes Vegetable Cake as a two-egg cycle, Special Cake as inheritance support, mutation-oriented cake as a probability change and Mushroom Cake as talent investment. These effects solve different tasks. Use the mutation and breeding tools for their exact model, and do not multiply every bonus together without checking eligibility and stacking flags. A base-wide suitability aura is separate from a permanent handbook or species base level.
Correct launch-era costs before construction
The Aquatic Construction Kit moved to level 23 in official v1.0.3; the old level-66 advice is obsolete. High-pressure oil can use valid ground rather than a normal oil node, at a power cost. The Synthesizer’s level-78 recipe and work-type behavior need a live station check. Validate each change with one production cycle before rebuilding a working base.