---
title: "Palworld Best Base Locations for 1.0"
description: "The strongest base sites in Palworld 1.0 with coordinates, what each one has inside its radius, and the server settings that decide how many bases you can hold."
url: "https://www.gameserverkings.com/knowledge-base/palworld/palworld-best-base-locations/"
category: "Palworld"
category_url: "https://www.gameserverkings.com/knowledge-base/palworld/"
published: "2026-09-12T05:13:54.169Z"
updated: "2026-09-12T05:15:58.025Z"
source_format: "markdown"
site: "GameServerKings"
---

# Palworld Best Base Locations for 1.0

Short answer: **(-167, -220)** is the strongest all-round base site in Palworld 1.0 — the only spot on the map with meaningful quantities of **ore, coal and sulfur** inside one Palbox footprint. Below are eight verified coordinates and the honest reason most "best base" lists are now out of date.

> [!NOTE] Checked against Palworld **v1.0.4** (released 7 September 2026)
> Palworld left early access with the **1.0 release on 10 July 2026**, which re-laid Pal spawns, renamed several regions and added two new areas. Coordinates are the in-game map readout. Base progression now runs to **base level 35**, capping at **30 working Pals** and **4 bases** — both of which are server settings you can raise.

## The Best Base Locations in Palworld

Node counts are what sits within roughly 115 m of the coordinate. Always drop the Palbox and check the blue ring before you commit.

| Coordinates | What's in the ground | Nearest fast travel | Best for |
|---|---|---|---|
| **-167, -220** | 11 ore · 8 coal · 3 sulfur | Investigator's Fork (~230 m) | The all-in-one main base |
| **-247, -456** | 14 ore · 5 sulfur · 1 coal | Ascetic Falls (~135 m) | Ore volume + ammo feedstock |
| **37, -50** | 12 ore · 10 pure quartz | Mount Flopie Summit (~220 m) | Circuit boards and polymer |
| **214, -133** | 7 ore · 6 coal · 6 pure quartz | Mossanda Forest (~120 m) | Best balance, travel on top |
| **-149, -330** | 6 ore · 6 coal · 2 sulfur | Whisperwind Cliffs (~100 m) | Shortest walk to fast travel |
| **295, -98** | 10 sulfur · 6 pure quartz | Altar of the Windcaller (~280 m) | Gunpowder and ammo factory |
| **-155, -89** | 7 coal (17 within ~230 m) | Anubis Dunes (~135 m) | Dedicated refined-ingot base |
| **243, -514** | 2 ore | Hill of Beginnings (~15 m) | Your very first base |

## Why These Eight

**-167, -220 — the one base to rule them all.** Ore, coal and sulfur rarely share a shelf. This one does, so a single base feeds ingots, refined ingots and gunpowder without a supply run. A Ravine Grotto entrance sits about 100 m away — convenient or a nuisance, depending on how you feel about level-17 Alphas wandering past.

**-247, -456 — raw ore on the volcano approach.** Fourteen ore and five sulfur, with Ascetic Falls close enough to sprint to. The catch is heat — you are on the Mount Obsidian side, so bring heat-resistant gear.

**37, -50 — the quartz bowl.** Pure quartz is the bottleneck for circuit boards and everything electric, and ten quartz deposits sitting on twelve ore is the cleanest fix on the map.

**214, -133 — the most practical late base.** Not the highest count of anything, but ore, coal and quartz together with a statue ~120 m away. When you are hauling ancient parts, that walk matters more than two extra nodes.

**-149, -330 — for people who hate walking.** Whisperwind Cliffs is roughly 100 m out, and a fine mid-game spread of six ore, six coal and two sulfur sits around it. Travelling from the doorstep saves more real time than most people expect.

**295, -98 and -155, -89 — the specialists.** Ten sulfur at the first, seventeen coal within ~230 m at the second. Refined ingots and gunpowder eat both faster than anything else, so a second base that does nothing but feed one of them is a legitimate use of a slot.

**243, -514 — Hill of Beginnings.** Almost no resources, and that is fine. It is a starting location, the statue sits on top of it, and your first base exists to teach you the Palbox loop. Move on at base level 8.

## The Trade-offs Nobody Mentions

**Ore Mining Sites changed the maths.** The wiki's note on the Ore Mining Site says it was added "as a response to player feedback about bases having to be in specific locations… so players can locate their bases wherever they want." Ore Mining Sites, Coal Mines, Sulfur Mines and Pure Quartz Mines are all buildable now. Natural nodes are faster and free, but no longer mandatory — which is why a clifftop base is a defensible choice.

**Cliffs stop raids.** A base is only raidable if the AI can path to it on foot, so bases on cliff-ringed plateaus never get raided. Close to an exploit, very effective, and worth knowing before you pick open ground.

**Work Suitability gates your nodes.** Ore and sulfur need Mining Lv. 2; coal and pure quartz need Mining Lv. 3. A coal-rich coordinate is worthless until you have a Pal that can mine it.

**Flat ground beats node count.** Every coordinate here is a resource reading, not a terrain survey. Production buildings need level footprint and Pals path badly across steep rock, so be willing to shift fifty metres.

## Where a Dedicated Server Actually Changes This

**Your base caps are server settings.** Solo, you top out at **4 bases per guild** and **30 working Pals per base**. Pocketpair's 1.0.4 configuration reference documents `BaseCampMaxNumInGuild` as "Maximum number of bases per guild. Default: 4 (max 10)" and `BaseCampWorkerMaxNum` as "Maximum number of Pals per base (max 50)" — both with the warning "Increasing this value raises processing load." Ten bases of fifty Pals is a different game, and a much heavier one, which is exactly why the setting lives on the host.

**Two more settings decide where you may build at all.** `bBuildAreaLimit` — "Prevent building near structures such as fast-travel points" — is why a Palbox 15 m from a Great Eagle Statue may simply refuse to place. `bAllowEnemyCampSpawnNearBaseCamp` controls whether hostile camps appear next door. Both, plus the per-player building cap `MaxBuildingLimitNum`, are covered in [Palworld Dedicated Server World Settings Explained](/knowledge-base/palworld/world-settings/).

**Multiple players placing bases is a server problem.** Four bases is per *guild*, not per player — six friends in one guild share four slots unless you raise the cap, and you can only do that on a server you control. A [hosted Palworld server](/games/palworld/) is where that edit lives.

> [!WARNING] Bases do **not** keep producing while nobody is online
> We checked this against Pocketpair's 1.0.4 documentation: there is no setting that keeps base camps running on an empty server, and no official statement that they do. The one parameter that deals with an empty server does the opposite — `bAutoResetGuildNoOnlinePlayers` is documented as "If no guild members log in, automatically delete structures and base Pals." A dedicated server keeps your **world** persistent and reachable 24/7. It does not run your factory while you sleep, and anyone claiming it does is guessing.

## Common Questions

### How many bases can you have in Palworld?

Four per guild by default — the second unlocks at base level 8, the third at 15, the fourth at 25. On a dedicated server, `BaseCampMaxNumInGuild` raises that to a maximum of 10.

### How many Pals can work at one base?

Thirty, once your Palbox reaches base level 30. Base levels continue to 35 but the worker cap stays at 30. `BaseCampWorkerMaxNum` allows up to 50 on a server.

### Do I need to build on an ore node?

No. Ore Mining Sites, Coal Mines, Sulfur Mines and Pure Quartz Mines are all buildable. Natural nodes are faster and free, so they are worth planning around — but they are a preference, not a requirement.

### Where should my first base go?

Wherever your starting location put you. The eight starting points — Hill of Beginnings, Flying Fish Coast, Sea Breeze Archipelago (Castaway Beach and Reef), Marsh Island, Eastern Wild Island, Isle of Murmurs and Isle of Silence — are all deliberately thin on resources. They are meant to be temporary.

## What to Read Next

- [Palworld Dungeon Locations: Every Entrance and What Drops There](/knowledge-base/palworld/palworld-dungeon-locations/) — the raid-boss slab fragments that feed your Summoning Altar all come out of dungeon chests.
- [Best Flying Mounts in Palworld](/knowledge-base/palworld/palworld-best-flying-mounts/) — once your bases are spread across the map, the walk between them is the real cost.
- [Palworld Dedicated Server World Settings Explained](/knowledge-base/palworld/world-settings/) — every base, guild and building cap in `PalWorldSettings.ini`.
- [Managing Your Palworld World](/knowledge-base/palworld/managing-your-world/) — day-to-day administration once the server is up.
- [Setting Up Your Palworld Dedicated Server](/knowledge-base/palworld/getting-started-with-your-server/) — start here if you have no server yet.
- [Palworld Admin Commands & Moderation Guide](/knowledge-base/palworld/admin-commands/) — for when someone parks a Palbox on your ore.
- [Palworld Crossplay Explained](/knowledge-base/palworld/palworld-crossplay/) — everyone in a mixed-platform guild shares the same four base slots.

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