Palworld beginner guide

Where to mine every resource in 1.0: spots, fast travel, and temporary mining bases

All twelve ores in one guide: region, nearest fast-travel point, and field-tested coordinates for each. Keep the main base put — run the second slot as a disposable mining outpost that stockpiles the next tier's ore in advance.

Is this the problem you have?

Ready to build a furnace and suddenly out of Coal? Always one batch short on Ingots, Pure Quartz, or Sulfur? Not sure where the second base should go, or when to move it?

Quick answer

A 1.0 essential: field runs are for opening progression and locating deposits. From mid game on, mass-produce Paldium through Stone Pit → Crusher. A standard Crude Oil Extractor must sit on an oil field and receive power from an outpost; only the 1.0 High-Pressure model works away from a field. Keep the main base put and rotate the second slot between Coal, Pure Quartz, Sulfur, and oil.

Guide scope

FieldWhat this guide covers
Topic groupExplore/Move/Supply
CoversCovers only how to secure a stable supply of each mineral: regions, fast-travel points, and coordinates for all 12 resources in 1.0, plus the Stone-to-Paldium production line, standard versus High-Pressure oil extractors, and the rotating temporary-outpost rhythm.
Does not coverDoes not cover general base-site selection or build timing (see the base-location guide), nor base scheduling and Pal job assignment (see the base-Pals guide); Sunreach and World Tree boss fights and progression are out of scope.
Related guidesChoosing a base location, How to establish a reliable travel point, Early materials and which Pals to catch first

Why 1.0 makes you relearn the resource map

The official 1.0 notes changed mining in three ways: more ore spawn points on the main map, watchtowers you can climb that double as fast-travel points, and two new regions — Sunreach and the World Tree — with exclusive ores. The red-circle resource maps that circulated in 2024 still point in roughly the right directions, but the best spots have moved; running the old images wastes a lot of travel.

All coordinates here are in-game map coordinates (x, y): open the map and the readout follows your cursor. Every spot is located three ways — region, nearest fast-travel point, then exact coordinates. Climb every watchtower you pass: the top reveals the surrounding map and becomes a fast-travel point, and later mining routes are strung together through them.

The spot skeleton comes from a Bahamut forum megathread plus our own in-game testing, and every coordinate and node count has been re-clustered against 1.0 map data. Sunreach and World Tree spots currently rest on guide sources only; those paragraphs say so explicitly — do not treat them as verified coordinates.

From the start to level 20: Paldium Fragments and Ore

Paldium Fragments (the blue ore) are the core Pal Sphere material, and since 1.0 each Sphere needs just one fragment, so early demand is steady. The easiest patch is around (217, -489) near the Hill of Beginnings fast-travel point, with roughly 19 Paldium nodes scattered about; riverside blue pebbles cover emergencies. The megathread's old trick still works in 1.0: pick any dungeon entrance — there are usually two Paldium piles right at the door. Mine them and leave.

Ore is the early game's biggest appetite: Ingots, weapons, and building parts all eat it. Start beside the Desolate Church fast-travel point (60, -410) — five nodes sit right next to the statue, so you fill your bag and warp home with zero walking. The second tier is south of Mount Flopie Summit at (35, -52) with about 9 nodes, and the stretch south of Cinnamoth Forest around (-75, -315) with about 11.

Do not rush to build a base for ore at this stage: hand-carrying plus Digtoise's partner skill is enough. Once a standing demand appears — say, mass-producing Ingots — switch to the outpost rhythm in the next section.

Stop field-running for Paldium in mid game: connect a Stone Pit to a Crusher

Riverside blue rocks and dungeon entrances are only early-game stopgaps. Once sphere production scales up, move Paldium from field nodes into a base line: let a Stone Pit produce Stone automatically, then convert 3 Stone into 1 Paldium Fragment at a Crusher. Players have reconfirmed this after the 1.0 launch, and it consumes no rare resource node.

The minimum setup is Stone Pit + nearby chest + Crusher. Assign Mining Pals to the pit, Transporting Pals to move Stone into the close chest, and a Watering Pal to operate the Crusher. When output stalls, check quarry speed before crushing speed; keep at least one Mining shift and one Watering shift so one end does not pile up while the other sits idle. For your mining mainstay from midgame on, aim for the breedable Anubis — top-tier Mining suitability; once it arrives, mining and transporting output jump a tier.

So when Paldium runs short in mid or late game, stop spending playtime pickaxing blue nodes. Expeditions, meteors, and occasional drops from ordinary rocks are supplements; the quarry-to-crusher loop is the main line you can leave running and return to for a bulk haul of Fragments.

Levels 20–35: Coal arrives — plant your first temporary mine

The moment Refined Ingots unlock, Coal becomes the new bottleneck. Two field-verified spots. First, (200, -114): six Coal nodes along a river valley — teleport to Mossanda Forest and head a short way west, or, as we verified in game, glide south from the watchtower on the Verdant Stream side straight onto it. Second, (190, -40): five Coal plus four Ore nodes in one arena — teleport to the Sealed Realm of the Mystic and go northeast. These are exactly the 2024 megathread's red circles, re-verified as still valid in 1.0.

(190, -40) is the first spot worth a temporary mining base: Coal and Ore share the frame, so one Palbox automates both at once. It is also the core demo of this guide's strategy — the base follows the ore, not the other way around.

Desert alternative: around (591, 155) southeast of Desert Backbone sit about 10 Coal nodes, plus 5 Nightstar Sand deposits in the same area (they only appear at night), so one base digs coal by day and sand by night; further north, southeast of Frozen Dune Cape at (319, 500), there are about 9 more Coal nodes.

Levels 30–45: Pure Quartz and Sulfur

Circuit boards demand Pure Quartz, and the densest field in the game runs west to southwest of the Unthawable Lake fast-travel point: a contiguous stretch of 30-plus nodes starting around (-133, 275). Second choice: northeast of Garden Beneath the Cliffs at (-199, 238), about 14 nodes. This snow range is exactly what the megathread circled, and it still holds in 1.0 — bring cold-resistant gear before climbing.

Sulfur's home is Mount Obsidian. The handiest patch is the 6 nodes due north of the Eternal Pyre Tower Entrance at (-598, -518) — you mine the moment you land. For volume, add the two clusters east (-739, -336) and southeast (-741, -443) of the Mount Obsidian Trail, about 7 nodes each. Heat-resistant gear is mandatory on the volcano.

Both ores suit a short-lease outpost: stockpile Pure Quartz until the current tech wave is covered, then dismantle; come back for Sulfur once ammunition demand ramps up.

Stable Crude Oil: standard extractors occupy fields; only High-Pressure models can go anywhere

An oil field is a fixed world resource node, not a Crude Oil item you can carry home. A standard Crude Oil Extractor must be aligned over the black circular seep or vent in the ground. To keep it running, the field, extractor, power equipment, and Electric Pals all need to sit inside a base. Until the High-Pressure model unlocks, stable oil production therefore consumes one outpost slot around an oil field.

On LudBase's world map, enable the Crude Oil layer and follow the ▼ markers. They mark surface fields that accept extractors, not the offshore Rayne Syndicate oil rigs. Recommended clusters are east of Sunlit Isle at (398, -465) and around Oasis Isle at (900, 195), with about six fields each; post-1.0 base discussions also continue to confirm that three-field clusters justify an outpost.

The minimum standard loop is oil field + extractor + Large Power Generator + Electric Pals + nearby chest. Supply drops, oil-rig chests, expeditions, and Pal drops can supplement Crude Oil, but none is as steady as base extraction. If the machine stops, fix power generation first; do not mistake a brownout for an exhausted field.

The 1.0 endgame exception is the High-Pressure Crude Oil Extractor. The official notes explicitly say it extracts oil without an oil field, so only after unlocking it can you move oil production back to the main or industrial base. Community testing also flags its extreme power draw; verify generation and storage capacity before relocating.

Stuck on Chromite at 58: the Nightstar Sand and Metal Detector chain

Chromite is the bulk consumable of tech level 58: each Hexolite ingot (level 58 tech) burns 1 Chromite + 1 Hexolite Quartz, and the Hexolite armor plus every high-tier recipe downstream press on this line. The root cause of the crunch: Chromite never enters the quarry self-supply line — the official item text says it plainly: a metal buried underground, detectable with a Metal Detector on certain islands.

Stop one of the chain is Nightstar Sand. The official item text: sand found in the desert at night — invisible by day, glowing on the ground after dark. The smoothest spot is the Desert Backbone dual-resource point (591, 155) from the coal section above: mine coal by day, gather sand by night. From the site's own playthrough: Feybreak beaches yield far more at night, and a small patch sits behind the desert tower fast-travel point.Starryon Primo drops a guaranteed 1-2, and Wistella does the same — hunting them along the way tops up the stock.

Stop two is a pair of level 58 detection tools — pick one or craft both. The Metal Detector (level 58 tech) costs 20 Nightstar Sand + 30 Plasteel + 100 Paldium Fragments + 15 Computers, and carrying it marks the Chromite buried in dungeons and caverns; the other is Smokie's dedicated gear (level 58 tech): once crafted, its partner skill "Dig, Smokie! Dig!" detects nearby Chromite outright, and fighting alongside it boosts Chromite acquisition by another 100%-200% (skill levels 1-5).

With the gear in hand, the bulk supply is Feybreak's caverns and random dungeons — the official 1.0 notes even added 15 random dungeon entrances to Feybreak. Dig marked deposits with a pickaxe; do not blast them: field play shows explosions pull nearby NPCs into combat. Surface nodes exist only as a few scattered rocks on Feybreak (for example west of the Crimson Cliffs around (-739, -1005)). Not in the mood to dig? Smokie itself drops a guaranteed 1-2 and Silvegis a guaranteed 2-3; Feybreak expeditions and supply chests also pay out Chromite in bulk.

The prerequisites in one line: Nightstar Sand is the material prerequisite of the Metal Detector, and the Metal Detector (or Smokie's gear) is the tooling prerequisite for stable volume; Chromite itself needs no boss kills — in theory you can scrape by on Smokie and Silvegis drops alone, but to feed a Hexolite ingot line, the detection gear gets built sooner or later. Quick answers to “how do I get it” and “never enough” now live in the Ores & Materials FAQ for quick reference later.

Past level 45: Hexolite Quartz and Coralum Ore

Hexolite Quartz also lives on Feybreak, but its 244 nodes are highly scattered — two or three per cluster at best. Rather than route-running, unlock the Hexolite Quartz Mine early and self-supply at base; picking it up while dungeon-diving for Chromite is a steady supplement too.

Coralum Ore is not mined — it has three steady sources. Salvage: take a fishing rod and the Powerful Fishing Magnet (level 61 tech, crafted from Hexolite Ingots), ride a swimming Pal out to ocean wreckage, and work the golden salvage points around Sakurajima and Feybreak for the best yield. Whale hunting: every Whalaska drops a guaranteed 2–3 ore (Alpha variant 5–10), and they spawn in pods across the frozen drift-ice waters. Breeding line: catch a male and female Whalaska, or of the level 60 Alpha Neptilius (guaranteed 10 ore), breed same-species, then butcher the offspring for Coralum Ore — hook up a Pal Disassembly Conveyor and it becomes an idle production line. Neptilius is an ignoreCombi Pal: no formula produces it, same-species pairing only.

Not a mineral, but it will still wall you: Ancient Civilization Cores

First, separate two items. Ancient Civilization Parts drop from every wild Alpha you defeat and are rarely short by mid-game. What actually walls your tech is the Ancient Civilization Core — the hard currency of high-tier ancient technology recipes, with a shortfall an order of magnitude bigger. A chest full of Parts does not mean you are covered.

Three stopgap sources before endgame: the later expedition routes at the Pal Expedition Station add Cores to the reward pool, so keep it running; raid altar bosses like Bellanoir have guaranteed Core drops, with the empowered versions dropping more; and per guide-site consensus the level 55+ oil rig platforms can also yield some — not yet verified in-game by this site. These keep you moving but never build a stockpile.

The production line lives at the World Tree. The level 78 Alpha Dandilord drops a guaranteed 1 Core each; catch a male and a female, breed same-species (it is also an ignoreCombi Pal), and every butchered offspring reliably returns 1 Core — hook up the Disassembly Conveyor and you have a Core line. Silvance, an Alpha in the same region, drops Cores too and can run in parallel. Once the Ancient Relic Recycler unlocks at level 74 it gets even easier: feed it Ancient Civilization Relics dropped by World Tree spawns plus water to batch-convert them into Cores, a few seconds per cycle — the endgame optimum.

The endgame pair: Soralite in Sunreach and Paloxite at the World Tree

Soralite spawns only in Sunreach. You do not fly in: beat the Feybreak Tower boss, then take the portal on the tower's roof (level 58+ recommended). Guide sources give three spots: around the Azure Covenant tower (-438, -1380) with seven or eight nodes, south of it at (-483, -1539) with four or five, and the ridgeline at (-292, -1495) — all still awaiting our in-game verification, so treat them as bearings. Low-mining Pals cannot even dent Soralite; bring your best miners.

Paloxite exists only at the World Tree, and without a blessing the ore crumbles to dust as you approach. First find a Teafant Spring in the World Tree region — interacting with it hands you ten World Tree Holy Waters for free, and drinking one opens your harvesting window; Pals with World Tree passives skip the water entirely. A Paloxite Ingot smelts from 2 Paloxite plus 1 Soralite at the Ancient Civilization Furnace, so stock up in Sunreach before digging at the Tree.

Both regions also host the game's hardest fishing spots and self-production techs like the Soralite Quarry; before you go, make sure the previous tier's gear and ammo lines are fully fed — do not walk in empty-handed.

Temporary mining bases: predict the next tier instead of guarding a second home

Most players sit for a long time at two base slots. The main base carries production lines and breeding — leave it alone. The second slot should never become a second home; treat it as a disposable temporary mining base.

The rhythm is predict, stockpile, tear down. Read the tech tree for the next tier's staple ore — Refined Ingots coming up means Coal, circuit boards mean Pure Quartz, the gunpowder era means Sulfur — plant the outpost on the matching cluster ahead of time and let mining Pals fill a chest. By the time the level arrives, the materials are already in stock. Then dismantle the Palbox and move the whole base on; most building materials are refunded.

Dual-resource spots always come first: Coal plus Ore at (190, -40), Coal plus Nightstar Sand around (591, 155) — one slot feeding two ores. When choosing, also weigh flat buildable ground and whether natural elevation shields you from raids.

From mid game on, let quarry techs take over field mining: as the Stone Pit, Ore Mining Sites I and II, the Coal Quarry, Pure Quartz Quarry, Sulfur Quarry, Hexolite Quartz Mine, and Soralite Quarry unlock in turn, temporary outposts shrink to covering only what your bases still cannot produce.

Common mistakes

  • Treating the 2024 red-circle maps as the 1.0 optimum — the official update reshuffled and added main-map ore spawns; re-verify against this guide's coordinates before digging in.
  • Building the second base as a permanent little home: fully decorated, producing no ore, and one level later it is dead weight occupying the slot.
  • Building a standard Crude Oil Extractor on arbitrary ground — standard models must align with an oil field; only the 1.0 High-Pressure model works away from one.
  • Still pickaxing Paldium node by node in mid or late game — a Stone Pit feeding a Crusher is the stable bulk-production line.
  • Hunting Nightstar Sand in the desert by day and concluding the intel is wrong — it only materializes at night.
  • Charging at Paloxite without drinking World Tree Holy Water — the ore turns to dust before your eyes.
  • Bringing low-mining Pals to Sunreach: they cannot chip Soralite at all, and the trip is wasted.
  • Trying to pickaxe Coralum Ore — it is sea salvage, needing a fishing rod plus a Powerful Fishing Magnet.
  • Hoarding Ancient Civilization Parts as if they were Cores: Parts drop from every Alpha and are never the bottleneck — the Core is what gates your tech, and the two are not interchangeable.

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Content boundary

This guide covers an early-game problem. Exact values, shop stock, controls, and refresh times may vary with the game version, world settings, or server state. When sources conflict, use the current in-game screen and recent well-supported player testing.

Applicable versionPalworld 1.0
Updated
SourceLudBase beginner-guide data layer