Palworld Base Building: How Pals Work For You

Contents
  1. How Pal work at the base is officially described
  2. What patch v1.0.3 actually changed
  3. Context: where these changes came from
  4. Which resources are worth automating first
  5. What is officially not stated

Base automation is what turns Palworld from a simple “creature capture game” into a production-management game. Here’s what’s officially confirmed about base building and Pal work, according to the Steam page and Pocketpair’s official patch notes.

How Pal work at the base is officially described

The Steam description keeps it short: tamed Pals can automatically perform work at your base, from gathering resources to running production lines. That means once captured, a Pal isn’t just a traveling companion — it’s a potential worker you can assign to your base. The capture mechanic that comes before this step is covered in our piece on catching Pals in Palworld.

The official description doesn’t detail exactly how a Pal gets assigned to a specific job, whether a Pal’s type is tied to a specific type of work, or how many Pals can work at one base simultaneously — those details fall outside the scope of the marketing description.

What patch v1.0.3 actually changed

The most concrete official numbers about the base right now come from the v1.0.3 patch notes, published on 11 August 2026:

  • Oil extraction equipment. The build cost of the Crude Oil Extractor, High-Pressure Crude Oil Extractor, and Large Power Generator was lowered, and their production speed was raised. This is a direct balance patch, not a system rework.
  • Quest progress. The base quest tied to the Crude Oil Extractor can now also progress by building the High-Pressure Crude Oil Extractor — going by the wording of the fix, previously it only tracked one of the two buildings.
  • Server settings. A new bAllowEnemyCampSpawnNearBaseCamp option was added for server owners — it controls whether enemy camps can spawn near a player’s base. That’s a survival-around-the-base setting rather than a building one, and server owners in particular should know about it — more on running your own server in our piece on Palworld multiplayer and servers.

Context: where these changes came from

The official 1.0 release changelog describes the update as “a large-scale rework of several game systems, including base building,” but without specific numeric details — those arrived later, in the balance patch v1.0.3. That’s a normal pattern: a major release describes the direction of change in broad strokes, and follow-up patches fine-tune the actual numbers. The full rundown of what the 1.0 release added is in our piece on Palworld’s major updates.

Which resources are worth automating first

Judging by which specific buildings got dedicated attention in the patch notes — the oil extractors and the power generator — the developer appears to treat oil and electricity production as a bottleneck in base progression; otherwise there’d be no reason to lower their cost and speed up their output specifically. That’s a reasonable inference from the official patch notes, not a separate statement from the developer.

What is officially not stated

  • The maximum number of Pals per base isn’t officially named.
  • Whether you can run multiple bases at once, and how that would affect automation, isn’t described on the pages we checked.
  • Whether a Pal’s type is tied to a specific job (for example, whether every Pal can work oil extraction) isn’t officially detailed.
  • A complete list of base buildings with their specs is absent from the marketing and store pages — there are only scattered mentions in the patch notes.

Specific per-hour resource output numbers or detailed building trees don’t appear in any of the official sources we checked.

Frequently asked questions

Do Pals really work on their own at the base, without player input?

Yes, the official Steam description states directly that tamed Pals automatically perform work at your base, from gathering resources to running production lines. The developer hasn't published a full list of every possible job.

What changed in base building with patch v1.0.3?

The patch lowered the build cost of the Crude Oil Extractor, High-Pressure Crude Oil Extractor, and Large Power Generator, and raised their production speed. This is officially confirmed by the v1.0.3 changelog.

Can you have more than one base at a time?

None of the official pages we checked address this directly — Steam and the changelogs discuss the base and automation in general terms, without detailing any limit on the number of bases.

Does the type of base affect production speed?

Officially, only that specific buildings (like the oil extractors) got a dedicated production boost in v1.0.3. The developer hasn't given a general formula for how base size or type affects speed.

Did the 1.0 base rework touch the game's overall balance?

The official 1.0 changelog describes the update as "a large-scale rework of several game systems, including base building," but without a component-by-component list — the specific base changes were detailed later, in patch v1.0.3.

Sources