Start with access
Leave readable paths between the structures you use most. A tidy first layout is easier to revise when a new recipe, station or storage need appears.
Treat a Windrose base as a practical organization problem: place useful structures, keep storage and crafting readable, then assign workers and comfort choices around the current Early Access build.
| Area | Current planning question |
|---|---|
| Structures | Which currently available building gives the next useful capability for your immediate gathering, crafting or storage problem? |
| Storage | Can you find inputs, outputs and equipment quickly without mixing every category into one hard-to-read pile? |
| Crafting | Does the layout keep crafting stations close to the resources and tools you are actually using in this phase? |
| Workers | Which worker assignment supports the current bottleneck, and what does the live build say about its availability or output? |
| Comfort | Does the current comfort system reward a particular arrangement, or is that detail still mutable in Early Access? |
Leave readable paths between the structures you use most. A tidy first layout is easier to revise when a new recipe, station or storage need appears.
Use clear storage groupings for gathered materials, crafting inputs and finished equipment. The goal is recoverability, not a screenshot-perfect arrangement.
Workers should be evaluated against the resource or crafting step slowing the current plan. Recheck the live build instead of assuming a fixed production rate.
Recipes, structures, workers and comfort rules can change. A useful base is one that can be reorganized after an update, not one built around an unverified permanent breakpoint.
Sources: Official Windrose site and Windrose community base-building guide. Sources last checked: Aug 26, 2026.
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