Keeping Your Pals Working in Palworld 1.0: SAN, Hunger & Base Comfort
You can fill a base with Work Suitability Lv8 specialists and still come back to find nothing has been made. The reason is almost never the roster — it is that your Pals are miserable, starving or hurt. Palworld 1.0 added a set of structures specifically for this, and a handful of Pals whose partner skills fix the problem passively. This guide covers what actually stops a base working and exactly what to build to stop it happening.
The Four Things That Govern a Base Pal
- SAN (sanity). A Pal with low SAN works slowly, refuses tasks, and can even become depressed. This is the number one cause of a base that looks staffed but produces nothing.
- Hunger. An empty stomach means a Pal downs tools and goes looking for food instead of working.
- Health. Injured Pals stop working until they recover.
- Work Suitability. Determines which stations a Pal will use at all, and how fast. Rated Lv1 to Lv8 across twelve job types.
The first three are all comfort problems, and comfort is infrastructure. You solve it once and it stays solved.
The 1.0 Comfort Structures

| Structure | Tech Level | What it does |
|---|---|---|
| Alpha Wave Generator | 41 | Emits calming alpha waves that slow how quickly working Pals lose SAN |
| Ancient Kitchen | 70 | End-game cooking station producing 50+ dishes |
| Ancient Power Generator | 75 | Massive electrical output — several endgame stations need it |
| Ancient Hot Spring | 76 | Restores SAN and Health; SAN Rate 2, the highest of any hot spring |
The Alpha Wave Generator at Technology Level 41 is the one to prioritise. It unlocks thirty-five levels before the Ancient Hot Spring and attacks the problem from the other end — instead of recovering SAN after it drains, it slows the drain in the first place. For a base you leave running unattended, prevention beats recovery every time.
The Ancient Hot Spring is the endgame answer. Its SAN Rate of 2 is what makes it the best sanity-recovery structure in the game, and it restores Health at the same time, which covers two of your three comfort meters with one build.
Note that endgame stations including the Ancient Kitchen require electricity to run at all, which is why the Ancient Power Generator belongs on this list even though it does nothing for comfort directly. A kitchen with no power feeds nobody.
The Pals That Fix It Passively

Four 1.0 Pals do work at the base level rather than at a station:
- Woolipop Terra — Bitter Pop: reduces Base Pal hunger depletion by 15–25%, and occasionally drops Caramel Cotton Candy at the Ranch. For an unattended base this is the single most valuable partner skill in the update — less hunger drain means fewer Pals abandoning their stations to eat.
- Clovee — Happy Clover: +1 Gathering Work Suitability to all other Base Pals.
- Tetroise — Masonry Archelon: +1 Mining to all other Base Pals. Also rideable.
- Smokie Cryst — Cryo Instincts: +1 Cooling to all other Base Pals.
The +1 skills are quietly enormous, because they push several mid-tier workers over station thresholds at once. Upgrading one worker helps one station; a base-wide +1 helps everyone.
None of these stack with themselves, so one Clovee is enough — a second is a wasted slot.
Feeding a Base Properly
Hunger is solved with throughput, not with a bigger feed box. Two Pals matter here:
- Renjishi — Kindling Lv8, the best fire rating in the update. Cooking stations gate on Kindling level, so a Lv8 worker is what keeps the Ancient Kitchen actually producing rather than idling.
- Silvance — Medicine Production Lv8, the best in the update. Health is the third comfort meter, and a steady supply of healing items is how you keep injured workers from sitting out.
Add Dandilord (Planting Lv8) for raw ingredient supply and Shaolong (Watering Lv8) if you run a large farm, and the food chain feeds itself.
The Ancient Kitchen turns that into finished dishes — more than 50 of them, spanning Cakes (essential for breeding), meat dishes, pasta, basic foods like Bread and Pizza, and 1.0's new recipes. It needs electricity plus Pals with high Kindling and Handiwork to run efficiently, so plan the roster before you build it.
A Base That Runs Itself

A practical build order for a base you want producing while you are away:
- Alpha Wave Generator (Tech 41) — slow the SAN drain before anything else.
- Catch Woolipop Terra — the desert island region (
desertisland_3) at Lv 55 – 60. Cuts hunger depletion 15–25%. - Staff the food chain — Dandilord (Planting Lv8), Renjishi (Kindling Lv8), Silvance (Medicine Lv8).
- Add a base-wide +1 — Clovee is the easiest to get at Lv 3 – 9 in the Hillside Cavern.
- Ancient Power Generator (Tech 75) — with Dynamoff or Solmora Lux (both Generating Electricity Lv6) on the generator.
- Ancient Kitchen (Tech 70) and Ancient Hot Spring (Tech 76) — the endgame comfort pair.
Steps 1 and 2 cost almost nothing and fix most of the problem. Steps 5 and 6 are what make a large late-game base sustainable.
Practical tips
- Build the Alpha Wave Generator early. At Tech 41 it is cheap, and slowing SAN loss beats recovering it after the fact.
- Put the hot spring near the work area, not in a corner. Pals lose working time walking to it.
- A Lv8 specialist with low SAN is slower than a Lv5 worker who is happy. Comfort is not optional decoration.
- The Ancient Kitchen needs electricity and high Kindling and Handiwork Pals. Have the generator and the workers ready before you spend the technology point.
- Base-wide partner skills do not stack with themselves. One Clovee, one Tetroise, one Smokie Cryst — then spend the remaining slots elsewhere.
Running your own Palworld 1.0 server
Everything on this page exists so a base keeps producing when you are not watching it — which only pays off if the world is actually running. On a dedicated Palworld 1.0 server your Pals keep cooking, smelting and hauling around the clock, so a properly staffed base fills chests overnight instead of freezing the moment the host logs out. Full crossplay lets everyone contribute from any platform, and one-click backups and automatic updates protect infrastructure that takes real time to rebuild.
Conclusion
A Palworld 1.0 base stalls for three reasons — SAN, hunger and health — and each has a fix. Build the Alpha Wave Generator at Technology Level 41 to slow sanity loss, catch Woolipop Terra to cut hunger depletion by 15–25%, and staff Silvance (Medicine Lv8) so injuries do not sideline workers. At the endgame, the Ancient Hot Spring at Tech 76 has the game's best SAN Rate of 2 and restores Health alongside it, and the Ancient Kitchen turns your farm output into 50+ dishes — provided you have the Ancient Power Generator feeding it. Comfort is infrastructure: fix it once and the base runs itself.
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