Aquatic Construction
The Aquatic Construction Kit allows bases along shorelines and at sea, turning lakes and rivers into controllable flat building space.
Compare practical coordinates for a first base, Ore and Coal, Quartz, Oil, Hexolite, Soralite, raid-resistant plateaus, Sunreach water bases, islands, ruins, and scenic endgame homes.
Location rule
Version 1.0
The release map added Sunreach, seven small islands, new resources, Aquatic Construction, improved Pal work behavior, and endgame facilities that change how much natural resource nodes matter.
The Aquatic Construction Kit allows bases along shorelines and at sea, turning lakes and rivers into controllable flat building space.
Sunreach introduces a new endgame region and Soralite, creating new reasons to place a mining outpost in the floating islands.
Advanced mines, the Ancient Material Synthesizer, and high-pressure Oil extraction reduce dependence on natural nodes at the deepest endgame.
The World Tree map is not currently a normal base-building zone, so the entrance island is the practical choice for a World Tree-themed home.
Interactive finder
Start with the job. A beautiful lake, a six-node Oil island, and a raid-resistant mining plateau solve completely different problems.
Ore, Paldium access, flat space, and low-level surroundings
Your first base should solve tools, Spheres, food, and early production without forcing a difficult relocation immediately.
Top recommendations
These locations cover the most common searches: first base, Ore and Coal, Oil, Soralite, water building, and a World Tree-themed endgame home.
Windswept Steps
Approximate Palbox center
A proven first mining base with a dense Ore cluster, nearby dungeons, a respawning chest, and an easy route from the starting islands.
Resources and access
Why build here
Tradeoffs
Sealed Realm of the Guardian
Approximate plateau center
The classic elevated mining site combines Ore and Coal inside one defensible footprint. It remains one of the safest progression outposts when placed carefully.
Resources and access
Why build here
Tradeoffs
Central Palpagos
Node-dense 1.0 area
A dense 1.0 resource overlap that can support Ore, Coal, and Sulfur production from one Palbox when the circle is centered around the ridge.
Resources and access
Why build here
Tradeoffs
Sunlit Isle
Approximate island center
A peaceful island with two nearby groups of Oil nodes, low-level wildlife, flat construction space, fishing, and easy specialization into Oil or breeding.
Resources and access
Why build here
Tradeoffs
Sunreach
Approximate resource circle
A relatively flat Sunreach terrace close to the Farcry Marsh fast travel point, with a dense Soralite cluster and few immediately hostile neighbors.
Resources and access
Why build here
Tradeoffs
Sunreach
Approximate pool area
A reflective crystal pool beneath dramatic Sunreach cliffs. Aquatic Construction turns the water into a broad custom footprint with Jetragon farming nearby.
Resources and access
Why build here
Tradeoffs
Foot of the World Tree
Approximate glowing pool
The best substitute for a base inside the World Tree. The entrance island offers glowing water, ancient walls, and a distinct endgame atmosphere while remaining on the buildable Palpagos map.
Resources and access
Why build here
Tradeoffs
Coordinate directory
Search by resource, region, purpose, stage, or coordinate. Ratings are practical comparisons, not hidden in-game statistics.
Windswept Steps
Approximate Palbox center
A proven first mining base with a dense Ore cluster, nearby dungeons, a respawning chest, and an easy route from the starting islands.
Resources and access
Why build here
Tradeoffs
Sealed Realm of the Guardian
Approximate plateau center
The classic elevated mining site combines Ore and Coal inside one defensible footprint. It remains one of the safest progression outposts when placed carefully.
Resources and access
Why build here
Tradeoffs
Central Palpagos
Node-dense 1.0 area
A dense 1.0 resource overlap that can support Ore, Coal, and Sulfur production from one Palbox when the circle is centered around the ridge.
Resources and access
Why build here
Tradeoffs
Frostbound Mountains
Approximate plateau center
An elevated Quartz site with enough room for a compact outpost and strong natural protection from ordinary ground raids.
Resources and access
Why build here
Tradeoffs
Sunlit Isle
Approximate island center
A peaceful island with two nearby groups of Oil nodes, low-level wildlife, flat construction space, fishing, and easy specialization into Oil or breeding.
Resources and access
Why build here
Tradeoffs
Oasis Isle
Approximate island center
The eastern alternative to Sunlit Isle provides another six-node Oil setup with open ground and enough space to divide production between nearby bases.
Resources and access
Why build here
Tradeoffs
Feybreak
Approximate three-node cluster
A small Feybreak hill where several Hexolite nodes can fit inside one base radius. It is useful for passive collection, but not mandatory once Expeditions cover your needs.
Resources and access
Why build here
Tradeoffs
Sunreach
Approximate resource circle
A relatively flat Sunreach terrace close to the Farcry Marsh fast travel point, with a dense Soralite cluster and few immediately hostile neighbors.
Resources and access
Why build here
Tradeoffs
Sunreach
Approximate pool area
A reflective crystal pool beneath dramatic Sunreach cliffs. Aquatic Construction turns the water into a broad custom footprint with Jetragon farming nearby.
Resources and access
Why build here
Tradeoffs
Sunreach
Fast travel area
A compact gorge with Soralite, chest routes, fishing access, and several water or cliffside build concepts near one of Sunreach's named travel points.
Resources and access
Why build here
Tradeoffs
Foot of the World Tree
Approximate glowing pool
The best substitute for a base inside the World Tree. The entrance island offers glowing water, ancient walls, and a distinct endgame atmosphere while remaining on the buildable Palpagos map.
Resources and access
Why build here
Tradeoffs
Foot of Frostbound Mountains
Approximate lakeshore
A sheltered lake below the frozen summit with a nearby dungeon and enough open water for a circular base without the summit's most punishing cold.
Resources and access
Why build here
Tradeoffs
Natural Bridge
Approximate river section
A long river beside a natural stone arch and fast travel point. Water foundations make it possible to build parallel to the bridge or connect both banks.
Resources and access
Why build here
Tradeoffs
Swamp Marsh
Northwestern crescent island
A crescent-shaped island surrounded by shallow water, smaller islets, and large trees. It supports a more organic settlement than an empty circular lake.
Resources and access
Why build here
Tradeoffs
Sea Breeze Archipelago
Approximate skeleton area
Aquatic foundations create a flat base around the remains of a colossal creature, allowing the bones to become the centerpiece instead of an obstacle.
Resources and access
Why build here
Tradeoffs
Dry Dunes
Approximate water area
A broad water footprint framed by sandstone ruins and a Volcano backdrop. The water solves the uneven natural terrain while preserving the region's strongest visual features.
Resources and access
Why build here
Tradeoffs
Phantom Isle
Approximate island center
A small island built around a wrecked ship, coastal caves, fishing, and salvage. Water foundations provide enough room for a proper harbor settlement.
Resources and access
Why build here
Tradeoffs
Sandstone Gate Islet
Fast travel coordinates
A desert islet dominated by a massive stone arch, with water-building space and a tunnel that can support a concealed lower section.
Resources and access
Why build here
Tradeoffs
Frozen Coral Hill
Approximate lake center
A large violet lake surrounded by ice crystals, purple trees, fishing spots, and late-game scenery unlike any region on the original map.
Resources and access
Why build here
Tradeoffs
Glacial Memento Islet
Fast travel coordinates
A remote southwestern islet with several flat areas and the Frozen Coral biome as its backdrop. It works best as a private residence or themed late-game retreat.
Resources and access
Why build here
Tradeoffs
Feybreak
Approximate ruins west of the gate
A buildable ruin complex that lets walls, platforms, and production rooms blend into existing ancient architecture, with a dungeon and Hexolite nearby.
Resources and access
Why build here
Tradeoffs
Progression route
Do not spend a Palbox on a late-game material before it matters. Move or rotate outposts as each crafting bottleneck appears.
| Progression | Main material need | Recommended location | Why |
|---|---|---|---|
| Levels 1 to 25 | Ore, Paldium, food, early production | Windswept Watchtower Ore Base | Dense Ore and easy travel provide immediate value without severe weather or high-level Pals. |
| Levels 25 to 45 | Coal, Ore, Refined Ingots | Guardian Plateau or Devout Mineshaft Ridge | Ore and Coal overlap reduces hauling and keeps the Refined Ingot chain running. |
| Levels 40 to 55 | Sulfur and Pure Quartz | Frozen Quartz Plateau plus a temporary Sulfur outpost | Specialist outposts are efficient before automated quarries make permanent placements less important. |
| Levels 50 to 65 | Crude Oil and Hexolite | Sunlit Isle Oil Field | Six natural Oil nodes, low-level wildlife, and flat land make it the easiest long-term Oil location. |
| Levels 66 to 80 | Soralite, Aquatic Construction, advanced facilities | Farcry Marsh or Dragon Mark Peak | Choose Farcry Marsh for output or Dragon Mark Peak for a large water-built endgame home. |
Aquatic Construction
Water building can replace bad terrain with a clean custom platform. The remaining question is which biome, scenery, and nearby activity you want.
Best overall scenic water base
A reflective crystal pool beneath dramatic Sunreach cliffs. Aquatic Construction turns the water into a broad custom footprint with Jetragon farming nearby.
Best Soralite and waterfall outpost
A compact gorge with Soralite, chest routes, fishing access, and several water or cliffside build concepts near one of Sunreach's named travel points.
Best temperate mountain lake
A sheltered lake below the frozen summit with a nearby dungeon and enough open water for a circular base without the summit's most punishing cold.
Best river and bridge build
A long river beside a natural stone arch and fast travel point. Water foundations make it possible to build parallel to the bridge or connect both banks.
Best dramatic desert water base
A broad water footprint framed by sandstone ruins and a Volcano backdrop. The water solves the uneven natural terrain while preserving the region's strongest visual features.
Best purple crystal lake base
A large violet lake surrounded by ice crystals, purple trees, fishing spots, and late-game scenery unlike any region on the original map.
Base-slot strategy
The most efficient setup changes throughout progression. Early bases need natural resources, while endgame facilities let a scenic home handle far more production.
Prioritize flat or vertically expandable space, central storage, short Pal routes, room for power, and a location you enjoy returning to.
Place a Palbox, beds, food, storage, and Mining Pals only when the material is needed. Empty the worker slots afterward to avoid constant upkeep.
Breeding takes substantial space before the Ancient Hatchery. A peaceful Oil island can cover Oil extraction and breeding without crowding the factory base.
Ancient resource facilities and the High-Pressure Crude Oil Extractor reduce dependence on natural nodes, making scenery and layout more important later.
Recommended progression
Food, storage, crafting, electricity, medicine, and everyday fast travel.
Ore and Coal first, then rotate into Quartz, Sulfur, Hexolite, or Soralite.
Use a peaceful island for Oil and breeding, or reserve the slot for a water-built residence.
Before placing the Palbox
A smaller area can outperform a giant clearing when it supports vertical floors, short hauling routes, and reliable Pal movement.
Mark the outermost nodes, test the Palbox boundary, then leave enough room for storage and unobstructed Mining paths.
A multi-floor base can fit far more than a wide single-story layout. Use generous ceiling height and wide stair openings for large Pals.
Build the structural shell first, then reposition the Palbox on an upper floor before adding Pal-dependent facilities to improve vertical build range.
Ore chests belong near mines and furnaces. Crop storage belongs near plantations. Shorter carrying routes usually matter more than extra empty acreage.
Large or vertical bases work better when Pals can eat and sleep near their work area instead of crossing the entire base.
Cliffs and plateaus block many ordinary raid paths, but updates, flying enemies, server settings, and Palbox placement can change behavior.
Move-in checklist
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Avoid these problems
Most weak bases fail because of placement and logistics, not because another coordinate had one extra resource node.
Choosing maximum node count while ignoring worker pathing and storage space.
Building directly over resource nodes and preventing them from respawning.
Using a permanent Pal slot for a material that only needs occasional farming.
Placing the Palbox near a cliff edge and wasting much of the horizontal build circle.
Making doorways, stairs, and floors too small for large late-game Pals.
Treating a location as completely raid-proof without testing the current version and server settings.
Moving every production system at once instead of relocating in stages.
Ignoring climate protection when choosing desert, volcanic, or frozen scenery.
Maps and references
Use a current 1.0 map to confirm the final Palbox position, nearby spawns, fast travel, and resource nodes before publishing or moving a live base.
Map
Search current fast travel points, regions, bosses, resources, dungeons, and 1.0 locations.
Resource data
Community resource-base analysis built from 1.0 node data and approximate Palbox-sized search areas.
Official
Pocketpair's official overview of Sunreach, World Tree content, Aquatic Construction, utilities, and base changes.
Keep planning
A good coordinate still needs the right workers, breeding setup, technology, and resource routes.
Plan your first hours, first workers, Technology priorities, and starter-base progression.
Choose combat Pals, mounts, fishing specialists, and the best worker for every base job.
Build a breeding program around Cakes, passives, Potentials, Mutation, and optimized support Pals.
Learn fishing, talented targets, salvaging, support parties, and automatic Fishing Ponds.
Final recommendation
Start with Ore, move into Ore and Coal, add Oil when Pal Metal production demands it, then decide whether Soralite or a scenic water base deserves the next slot. By Level 80, advanced facilities let your favorite location become the practical choice too.