Palworld

Palworld

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[UPDATE] New Feed Box
The higher your level in the game, the more specialized your bases need to be to support your journey. However, all bases require food to feed the Pals working there. This creates three main ways to solve the problem:
1. Build a base in a location with berry bushes. The downside is that you're limited by the region and cannot build over the berry plants.
2. Manually transport food between bases. The downside is that the base loses its autonomy.
3. Set up a "farming economy" at each base with a plant Pal, a watering Pal, and a harvesting Pal. The downside here is that you lose at least three Pal slots to run a farm, and the farms also take up space.

If there were a new feed box that allowed food sharing between bases, this problem would be solved. So my suggestion for future updates is to work on something along those lines.
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Showing 1-14 of 14 comments
I agree, although it doesn't necessarily need a new feed box to give us the ideal function.

There's been some talks about storage transportation in general being infantile in its current form. You can't have transport pals organize your storage or deliver from box -> box yet. On top of that, having pals deliver items from production facilities is inefficient as pals will prioritize other things like food items.

We can solve this through an improved logistics system.
Having a means for pals to not only deliver items from storage, but to take them out and deliver them, including food items, directly where commanded would maintain autonomy across bases in conjunction with Guild Storage. However, pals consider said box a 'last resort' and often deliver to whatever is immediately close to them.

In addition to controlling what boxes and items are going where, I think transport pals themselves need more control. I love their current autonomy, but in addition it'd be nice to have them prioritize delivery of ingredients to a cook pot, have your chef cook them, and ideally return after a certain threshold. Why should a transport 4 pal waste time touching 4 cakes when they can come at 20 (their item limit) or at completion?

With the above, the pals would:
  • Gather ingredients from farms
  • Cook the food
  • Deliver the food without interrupting too much of their workload
  • Pal at Base #2 receives delivery and outputs it into the food dish.

I'm sure its more complicated as items need to be split X ways and the farm itself needs delivery, but along these lines I'm sure we could fix not only your feed box issue but a lot of base issues. And I KNOW there are some insane logistics masters that'll figure this out, hopefully PocketPair does something to improve the autonomy of base management down the line. We have magic tech powers, so surely your feed box idea can fit in the world of palworld? Quantum magic~

I've seen other ideas like low-tier base delivery systems etc. that would be great too.
I just want to automate cooking food
having to check my base every 20 days to put on 3000 minestrone is annoying.
Originally posted by Shrub:
I agree, although it doesn't necessarily need a new feed box to give us the ideal function.

There's been some talks about storage transportation in general being infantile in its current form. You can't have transport pals organize your storage or deliver from box -> box yet. On top of that, having pals deliver items from production facilities is inefficient as pals will prioritize other things like food items.

We can solve this through an improved logistics system.
Having a means for pals to not only deliver items from storage, but to take them out and deliver them, including food items, directly where commanded would maintain autonomy across bases in conjunction with Guild Storage. However, pals consider said box a 'last resort' and often deliver to whatever is immediately close to them.

In addition to controlling what boxes and items are going where, I think transport pals themselves need more control. I love their current autonomy, but in addition it'd be nice to have them prioritize delivery of ingredients to a cook pot, have your chef cook them, and ideally return after a certain threshold. Why should a transport 4 pal waste time touching 4 cakes when they can come at 20 (their item limit) or at completion?

With the above, the pals would:
  • Gather ingredients from farms
  • Cook the food
  • Deliver the food without interrupting too much of their workload
  • Pal at Base #2 receives delivery and outputs it into the food dish.

I'm sure its more complicated as items need to be split X ways and the farm itself needs delivery, but along these lines I'm sure we could fix not only your feed box issue but a lot of base issues. And I KNOW there are some insane logistics masters that'll figure this out, hopefully PocketPair does something to improve the autonomy of base management down the line. We have magic tech powers, so surely your feed box idea can fit in the world of palworld? Quantum magic~

I've seen other ideas like low-tier base delivery systems etc. that would be great too.

Retrieving items from the chest and transporting them is a very interesting idea.



Originally posted by Irene ❤:
I disagree on full autonomy. Because once it is available, people simply follow one standard build and it's endless food and resource. You'd be left with nothing to do and less fun.

I'd suggest a base trade system. You get two items : A trader hub which works like expedition and another a global resource monitor. You can assign a transport pal to deliver resource with time, depending on their transport power.

This way the fun expands. You use global resource monitor to check how many food is left, realize base 4 is low on food, go work on harvest and either manual teleport to top-up or made 9999 of them and send a pal to deliver over 30 minutes. This way it is meaningful and more fun. With autonomy you won't even know how many food is left since you don't have to care anymore.

It's better to have too much food than not enough — and any surplus can be sold.
If you check the global achievements, the percent of playerbase achievements that require you to adventure out is really low. Either the playbase loves farming and base building, or they are having a chore trying to keep it going.

Some people are arguing that everyone would just create a meta base, I wouldn't blame them if it creates a stability where they can go explore and actually see the content that the game offers.
IPO the OP has 3 solutions that gets bugged and you return with pals starved and injured.
Number 3 will speed up recovery of your pal base, at least if you are a berry farmer. I tried potatoes and found out how stupid growing anything else is.
Personally, the hunger mechanic, farming and spoilage is wrong, and with no fix, you are going to see berry fields, and a ample supply of honey and cotton candy.
Originally posted by gamerplayer31:
If you check the global achievements, the percent of playerbase achievements that require you to adventure out is really low. Either the playbase loves farming and base building, or they are having a chore trying to keep it going.

Or maybe it's down to the fact that many of the achievements related to adventuring outside of a base were added after the initial early access launch and most of the players who joined then haven't returned, bloating the figures for older achievements in comparison.

Either that, or the player base has figured out how to catch Jetragon without exploring more than ten different areas.
Honestly you can just put a ranch of 4 food ranching pals and 90% of the time that will be more than enough foor to keep a base sustained unless you are using nothing but max food requirement pals.
Our mining base is just 4 chikipi, the other is just basic berry, egg, honey, milk ranching. Food has never been an issue and we can even take spoils.

It does take 4 slots of the base, sure. But it's fully autonomous and requires no thought and can easily be put in a corner juuust at the barrier. Have any pal with transporting, even level 1, and a food bowl in the ranch itself, and you never need to think about it.
Having a food box that works like that special box that let's you transfer between bases would solve a lot of issues.
Originally posted by se05239:
Having a food box that works like that special box that let's you transfer between bases would solve a lot of issues.
Yes, I totally agree
we could need a pal with an assisting passive that you can tell which tasks to do for you, like stocking up the food or managing the machines.
maybe like a submissive one lol :smilechillet:
Originally posted by marbeltoast:
Originally posted by gamerplayer31:
If you check the global achievements, the percent of playerbase achievements that require you to adventure out is really low. Either the playbase loves farming and base building, or they are having a chore trying to keep it going.

Or maybe it's down to the fact that many of the achievements related to adventuring outside of a base were added after the initial early access launch and most of the players who joined then haven't returned, bloating the figures for older achievements in comparison.

Either that, or the player base has figured out how to catch Jetragon without exploring more than ten different areas.

It's more that the Achivements aren't retroactive. You only "discover" a given area once, the very first time you go there on a given world and are awarded EXP for doing so. If you've already filled out the map from months and months playing before the achievement was added, there's nowhere new to explore and actually trigger that achievement. Or not enough new places to explore, at least. Because no one wants to reset with a new world and lose the progress made over the last few years, no one's getting those achievements.

Myself, easy come easy go. I deleted my original file and all the Pals I had on it to force myself to begin fresh and collect new pals, new traits that simply didn't exist when I was leveling originally (Diamond traits didn't exist and Swift was an easy-to-get gold one back then), and properly experience low-level content like fishing and Terraria. Some of the new pals are actually nuts for early-game base building and progression, and I wouldn't have known it otherwise.
Originally posted by 𝕂amelot:
3. Set up a "farming economy" at each base with a plant Pal, a watering Pal, and a harvesting Pal. The downside here is that you lose at least three Pal slots to run a farm, and the farms also take up space.
I don't disagree with your suggestion in principle but this argument is just wrong.

There are pals who have multiple of those suitabilities at once so you need at most 2. Assuming your other base pals don't already have the relevant skills between them.

For example Braloha comes with gathering and planting 4, so with a condensed one you get perfect coverage for two of the three already. And if you have any breeding farms at that base you want one anyway.

Knocklem comes with gathering 3. Penking Lux or Celeray Lux have both watering and generate electricity, neither of which are generally full-time tasks. Ghangler Ignis or Finsider Ignis get watering and kindling. Many pals have one or more of the three plus handiwork (Petallia, Lyleen, Prunellia, Verdash...).

Sure, they're not the BEST farming pals, but if all you want is to keep some food production going it's more than enough. And with work technique books now being much more common they can be made viable even at endgame.

As for the space argument there is practically no base space limit since everything can be placed on platforms. Your base can have multiple stories worth of farms if you really want it to.
Caprity drops berries at a ranch. I have a somewhat condensed one which supports a base of 11 other pals all by itself.
I never thought of food as a problem I just keep a stack of minestrone in my guild box and take what I need as I need it. I don't bother keeping crap like wood or fiber in my g box since that stuff is everywhere and you can get thousands of it with a couple shotgun blasts. Hell I don't even have a fridge I just use the cold food bowl as my storage. If you get a decent cooling pal and upgrade their work speed you lose maybe 1 vegetable a day and generate 50-100 every few mins.

It's a total non issue.
you dont need 3 pals for a farm at all

lyleen has plant, harvest AND can craft, so does 2 of those jobs and actually very useful still with crafting with all good stats

penking lux, can charge batterys, mine, and water AND craft, not the best but very usable

so cause of the watering do you really lose a slots, and if its a mining base, again 1 cause then lyleen is useless, and you dont need a full mining base anyways cause nodes dont respawn that fast
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Date Posted: Jul 2, 2025 @ 4:25pm
Posts: 14