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Palworld Base Designs and Layouts That Work in 1.0

Five Palworld base designs built around 1.0's rules: the base cylinder, wave raids, sea platforms and worker caps, plus the server caps that limit them.

Updated September 28, 2026
Palworld

The best Palworld base designs in 1.0 are the ones built around the game's own rules: a fixed cylinder around the Palbox, Pals that walk everywhere, raids that now come in waves, and a worker cap that grows with base level. This page is about layout, meaning what to build and how to arrange it once you have picked a spot. If you are still choosing where to build, start with Palworld Best Base Locations for 1.0, then come back here.

Below are the rules that decide whether a design works, five layouts that suit different stages of the game, and the server settings that cap how big any of this can get.

Checked against Palworld v1.0.5 (released 15 September 2026)

1.0 (10 July 2026) reworked raids into waves, added the Aquatic Construction Kit for building on water, and added new parts, including a full Ancient set, inverted slanted roofs and Faux Greenery. Base designs built for early access still stand, but they were not planned around wave raids.

The Rules Every Design Has to Respect

The base is a cylinder, not a dome. The Palbox claims a circle with a radius of about 35 metres, roughly nine foundation tiles out. The wiki counts about eight of those as safely usable, because the edge is round. The claim runs from the ground up to the build limit. Inside it, structures do not decay, and on a normal PvE world other guilds cannot damage or take them. Trust the blue ring over any number, but the practical conclusion stands: when you run out of floor space, build up.

One Palbox, and it is the base. Each base holds exactly one Palbox, and it has 20,000 HP. If it is destroyed, the base goes with it, and everything inside starts to decay if decay is enabled. Design as if the Palbox is the thing raiders are after: put it in the middle, not on an outside wall.

Base level sets the worker count. Your worker cap rises by one per base level up to 30 at level 30. Levels 31–35 add objectives but no more workers. A second base unlocks at level 8, a third at 15 and a fourth at 25. A layout that looks empty at level 10 will be full of beds and feed boxes at level 25, so leave room.

Level-up objectives are building orders. Every base level asks for specific buildings: a Hot Spring and Statue of Power at level 6, an Electric Furnace at 17, a Cold Food Box at 21, a Refrigerated Crusher at 22. Reserve floor space for them from the start instead of demolishing things later.

Chests don't need to hug the benches. 1.0 made more base facilities pull materials from the base's chests, and Transporting Pals now collect same-type drops from a wider area depending on their Transport level. Put storage where it is convenient for you, and let the haulers do the walking.

Five Layouts That Work

1. The starter compound (base levels 1–8)

One flat slab of foundations, with the Palbox in the middle and everything the first six base levels ask for around it: Wooden Chest, Primitive Workbench, Campfire, Shoddy Bed, Repair Bench, Feed Box, three Straw Pal Beds, a Berry Plantation, Crusher, Stone Pit, Logging Site, Primitive Furnace, Statue of Power and Hot Spring. Build nothing else yet. The goal is level 8 and a second base slot, not a pretty house.

2. The stacked factory

This is the design the cylinder rewards. The ground floor takes everything that has to touch terrain: ranches, plantations, mining sites and the natural nodes you chose the site for. The middle floors take production: assembly lines, furnaces, the kitchen and medicine benches. The top floor takes beds and the Hot Spring, where noise and traffic matter least.

Stairs matter more than you think. Watch your Pals through a full day and night before you commit to a floor plan. A Pal that cannot path to its bench is a worker you are feeding for nothing.

3. The shoreline or sea platform

The Aquatic Construction Kit lets you place foundations on water, so you can build along a coast or out at sea. Since patch 1.0.3 it unlocks at Technology Level 23 for 1 Ancient Technology Point. It was level 66 for 4 points at launch, which is why many 1.0 guides call it endgame. It costs 30 Cement, 10 Ingot and 15 Wooden Board.

Water gives you something land rarely does: perfectly flat, unlimited footprint, next to any node on the shore. 1.0 adjusted the edge of the playable area around the islands to make room for this, and offshore bases work as fast-travel points like any other base. Remember that Cement costs Aquatic Pal Fluids, one per batch of ten, so a big sea platform is also a fluids project. See the Aquatic Pal Fluids guide.

4. The raid-ready fortress

1.0 turned raids into waves, and Pocketpair's notes spell out what that means for layout: "base defense structures and the placement of Work Pals are now more important than ever." The rules worth designing around:

  • Defences no longer use ammo. Turrets are now a one-off build cost, so put them on every approach.
  • Raider level scales with your Work Pals. Stronger workers bring stronger raids.
  • Raiders match the region. Pocketpair's examples are the Free Pal Alliance at Crescent Moon Shore and the Eternal Pyre on Mount Obsidian.
  • A Gold Coin Assembly Line triggers its own dedicated raid. This is the strongest argument for keeping the gold line in a separate, walled base.
  • A negotiator can call off a raid for gold coins, if you would rather pay than fight.

Wall the perimeter inside the ring, leave one or two gated approaches, and put the defences there. Keep workers and the Palbox behind the second wall.

5. The comfort base (SAN-first)

In 1.0, Pals that go into a hot spring stay until their SAN is fully restored. The new Clinic and Ancient Clinic reduce SAN loss and illness, depending on the Medicine Production level of the Pals working them. The High-Quality and Ancient Monitoring Stands keep all the old Monitoring Stand functions and also slow SAN loss. A late-game base with 30 workers should have all three, placed centrally so no Pal walks the width of the base to recover.

Outposts are a design choice too

Your second, third and fourth bases don't need to be complete towns. One-job outposts are often better: a coal or sulfur site (the coordinates are in the base locations guide), or a Ranch outpost running Kelpsea and Foxcicle for Cryogenic Coolant. A single job makes a small footprint, a short worker list and an easy build.

New Building Parts in 1.0

  • Ancient set: foundation, triangular foundation, walls (with door, window, diagonal and triangular variants), stairs, and slanted, corner, triangular and pyramid roofs.
  • Inverted slanted roofs: an inverted slanted triangular roof, plus inverted slanted corner roofs in wood, stone, metal, glass, Japanese-style and clean materials, for overhangs and more complex rooflines.
  • Faux Greenery and relatives: crimson, golden, cherry-blossom, tropical, snowy and desert foliage, bamboo, bushes and a Faux Rock.
  • Storage structures can now be painted, and some lights can change colour.

When You Play on a Server

Every hard limit on base design in multiplayer is a line in PalWorldSettings.ini, and Pocketpair documents them:

Setting What it does Default and range
BaseCampMaxNumInGuild Bases per guild 4, max 10. "Increasing this value raises processing load"
BaseCampWorkerMaxNum Pals per base max 50, with the same load warning
MaxBuildingLimitNum Per-player building cap, added in 1.0.4 0 = unlimited
bBuildAreaLimit Blocks building near fast-travel points and similar 1.0.4 added more no-build zones
BuildObjectDeteriorationDamageRate Decay speed for structures outside a base
bEnableInvaderEnemy Raids on or off
bAllowEnemyCampSpawnNearBaseCamp Lets enemy camps spawn next to bases again (1.0.3)

Two of these matter more on a group server than solo. Base slots are per guild, so six friends in one guild share four bases unless the host raises the cap. And a huge stacked build costs the whole server, not just the builder, which is why MaxBuildingLimitNum exists. If one player's 3,000-piece castle is lagging everyone else, that setting is the fair fix.

Check bAutoResetGuildNoOnlinePlayers before you build big

Pocketpair documents it as: "If no guild members log in, automatically delete structures and base Pals." On a server where people take breaks, leave it off, or set AutoResetGuildTimeNoOnlinePlayers generously.

How to edit all of these safely (stop the server first, or your changes get overwritten) is in Palworld Dedicated Server World Settings Explained. On a hosted Palworld server they are yours to set.

Common Questions

How big is a base in Palworld?

About 35 metres from the Palbox to the edge, roughly nine foundation tiles, of which about eight are safely usable. It extends vertically to the build limit, so tall designs keep all their floors protected.

What is the best base design in Palworld?

For most players, a stacked factory: nodes, ranches and farms on the ground, production in the middle, and beds and hot springs on top, inside a walled perimeter with defences at the gates. It uses the base cylinder and plans for 1.0's wave raids.

Can you build on water in Palworld?

Yes, since 1.0, with the Aquatic Construction Kit. Patch 1.0.3 moved it to Technology Level 23 for 1 Ancient Technology Point.

How many bases can you have?

Four per guild by default, unlocked at base levels 8, 15 and 25. On a dedicated server, BaseCampMaxNumInGuild goes up to 10.


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