Player guides
Dense placement techniques must preserve access and operation. Test harvesting, transport, collision and worker pathing after stacking facilities instead of treating a successful placement preview as proof of a working base.
Read field notes ↗Progression
The official 1.0.3 update moved the Aquatic Construction Kit from level 66 to 23 and reduced its Ancient Technology Point requirement from four to one. Exact recipe quantities require dated data records.
Read field notes ↗Base building
The 1.0 release revised building, ranching, breeding and base operation. Review each system against your existing layout before moving workers or rebuilding production lines.
Read field notes ↗Base building
Diagnose automation friction as task choice, storage, production control or pathing. Community suggestions about these systems are design proposals until the game implements them.
Read field notes ↗Base building
A reported oil-production showcase needs its world settings, elapsed time, worker setup and initial inventory before its output can be compared with another base. Treat the headline as a report until reproduced.
Read field notes ↗Player guides
Check Alpha Sekhmet's work effect against the facility it actually supports. Record a controlled production test before converting a reported speed increase into a promise about all mining work.
Read field notes ↗Resources
Expand Wing Cell consumption into crude-oil and power demand. Production estimates need the extractor, worker, research and world-setting assumptions so travel costs remain comparable.
Read field notes ↗Resources
Build Paldium supply around recurring sphere and ingot consumption. Compare a crusher production line with mining, recycling and expedition rewards, including the work and transport needed to sustain each source.
Read field notes ↗Base building
Plan access and worker movement before increasing building density. Placement tricks can save space, but a layout still needs reachable food, beds, storage and workstations to be useful.
Read field notes ↗Resources
Compare field collection with the Ancient Material Synthesizer once it becomes available. Include its unlock, construction, staffing and power needs when deciding whether an automated ore source solves your current bottleneck.
Read field notes ↗Resources
Assign permanent ranch workers to recurring demand and rotate temporary ingredients. Compare grazing output with purchase and combat sources before spending a scarce base slot on every possible material.
Read field notes ↗Resources
Surfent's watering and ranching roles can compete for its time. Restrict the worker to the job your base needs and verify whether the observed leather behavior involves a normal or Alpha variant.
Read field notes ↗Breeding
Distinguish a passive that can be installed at the surgery table from one that still requires another acquisition method. Include unlocks, implant access and fees when comparing surgery with breeding.
Read field notes ↗Base building
Match workers to the jobs your base needs, using suitability, movement, food and work restrictions together. A high level in one job can be wasted if the Pal continually chooses another task.
Read field notes ↗Breeding
Start a breeding route from Pals you can actually obtain and the worker role you need next. Calculate intermediate parents and cake demand before treating the final species as an early upgrade.
Read field notes ↗Base building
Evaluate base sites by buildable space, resources, access, threats and the intended production role. Coordinates identify a site; they do not prove that every server permits the same layout.
Read field notes ↗