New in 2.0

Work Stations

Bind a Bud to a Workstation and it works a field on its own โ€” tilling, planting, felling, digging, mining โ€” as long as it's fed. Here's exactly how to set one up and tune it.

Crafting a Workstation

All three Workstations are crafted at a regular Workbench, themed to match the role they'll host:

๐ŸŒพ Farming Workstation

Workbench ยท 3s

  • Wood Trunkร—10
  • Rockร—10
  • Onionร—10
  • Pumpkinร—10
  • Red Berriesร—100

๐Ÿช“ Lumbering Workstation

Workbench ยท 3s

  • Wood Trunkร—10
  • Rockร—10
  • Fire Wood Trunkร—10
  • Crystal Wood Trunkร—10
  • Azure Wood Trunkร—10

โ›๏ธ Mining Workstation

Workbench ยท 3s

  • Wood Trunkร—10
  • Rockร—10
  • Rubyร—1
  • Diamondร—1
  • Emeraldร—1
Workbench crafting menu with the Farming Workstation recipe selected, showing its ingredient requirements
Crafting a Workstation at the Workbench โ€” themed ingredients per role, same as the table above.
Hotbar showing the three crafted Workstation items next to a player's tools
All three Workstations, crafted and ready to place.

Place the Workstation, then open it โ€” it has a card slot, a secondary input slot (seeds/saplings/ore, depending on role), and a fuel slot with 8 output slots.

Binding a Bud

Drop the matching Bud Card into the Workstation's card slot โ€” the Bud spawns (or teleports in, if already active) directly at the station and switches into its Working state. Each Workstation only accepts the Bud whose role matches: Keyleth for Farming, Gronkh for Lumbering, Veri for Mining. Removing the card unbinds and despawns the Bud again.

Hotbar showing the three Bud Cards and the Roster card next to a player's tools
The Bud Cards that go into a Workstation's card slot โ€” see Bud Cards for the full recipes.

Fuel & resting

A bound Bud needs fuel in the Workstation's fuel slot to keep working โ€” each accepted food item covers FuelDurationSeconds (120s by default) of work. Out of fuel, or nothing left to do in the field, and the Bud switches to its Resting sub-state (idle pose, near or on the station) until fuel is added or new work appears.

Farming Workstation's own window, showing the Fuel, Input and Output slots and the Turn Off button
A Workstation's own window โ€” Fuel on the left (with the native Turn Off toggle), the role-specific Input in the middle, Output on the right.
RoleAccepted fuel
FarmingPlant_Fruit_Berries_Red
LumberingFood_Wildmeat_Cooked
MiningFood_Fish_Grilled

Edit allowedFuel in work/recipes.yml to change what each role accepts.

Farming โ€” Keyleth

Scans the field for soil to till, plants an accepted seed if one sits in the input slot, waters and fertilizes tilled soil, and harvests ripe crops into the output slots.

Tillโ†’ Plantโ†’ Waterโ†’ Fertilizeโ†’ Harvest
Farming field compared at SMALL, MEDIUM and LARGE size, red marking the Workstation and yellow the tillable field
SMALL / MEDIUM / LARGE compared โ€” red is the Workstation, yellow is the whole tillable field (see Field size below).
Keyleth working a Farming field in-game, tilling and tending rows of crops
Keyleth mid-shift on a Farming field โ€” tilled rows, a watering can, and ripening crops.

Accepted seeds (allowedSeeds: FARMING in work/recipes.yml): Aubergine, Carrot, Cauliflower, Chilli, Corn, Cotton, Lettuce, Onion, Potato, Pumpkin, Rice, Tomato, Turnip, Wheat โ€” plus each crop's Eternal variant.

Lumbering โ€” Gronkh

Prepares the soil under each tree spot with a shovel first (see Tree roots below), tills and plants a sapling if one sits in the input slot, and fells any full-grown tree in the field โ€” drops (including Life Essence) go straight into the output slots, no loot to pick up off the ground.

Prepare Soilโ†’ Tillโ†’ Plantโ†’ Fellโ†’ Decorate
Lumbering field compared at SMALL, MEDIUM and LARGE size, red marking the Workstation and yellow the fixed tree-planting spots
SMALL / MEDIUM / LARGE compared โ€” red is the Workstation, yellow the fixed compass-edge spots where Gronkh plants trees (see Field size below).
Gronkh working near the Lumbering Workstation, deep in the tree line
Gronkh working the Lumbering field, Workstation just behind him.

Accepted saplings (allowedSeeds: LUMBERING): Ash, Aspen, Azure, Bamboo, Beech, Birch, Bottletree, Cedar, Crystal, Dry, Fir, Fire, Frostwood, Gumboab, Jungle, Maple, Oak, Palm, Palo, Redwood, Sallow, Spiral, Willow. Both a seed bag (Plant_Seeds_<species>) and a raw crafted sapling (Plant_Sapling_<species>) work in the same slot โ€” Gronkh plants either one identically.

Gronkh only fells a tree once it has reached its final growth stage. A tree stuck mid-growth (see Tree roots โ€” usually a root-depth problem) is left alone entirely: it won't be felled early, and it won't be endlessly retried. Once it either finishes growing or you fix what's blocking it, felling picks it up on the next field scan.

Felling only ever removes the one tree assigned to its own planting spot, never a neighboring tree even if their canopies overlap on a LARGE field, and never a wood-built construction (fence, planks, beam, wall, roof) standing nearby โ€” only actual tree parts (trunk, branches, roots) are recognized as "tree".

Whenever there's nothing else to do, Gronkh decorates the field with Plant_Grass_Sharp and Plant_Grass_Sharp_Tall tufts on empty ground between the tree spots, one tile at a time โ€” short grass first, up to the field radius, then tall grass up to the same count. It never touches a tree's own planting spot, so it can't interfere with growth.

โš ๏ธ Keep the Lumbering field level ground for now. Felling refills each root pit with dirt up to the Workstation's own ground level โ€” correct on flat terrain, but on a slope or step it fills to the station's height rather than the tree's own local ground, so a felled tree well above or below the station can leave the fill looking off. Support for genuinely uneven terrain (filling back up to a tree's own original height) was attempted and reverted after it triggered a chunk-loading crash; it needs a safer approach before it comes back.

Mining โ€” Veri

Digs holes scattered across the field that grow into minable stone over time, and works the field's ore-bearing main nodes for a steady, renewable ore yield.

Digโ†’ Wait for growthโ†’ Mine
Mining field compared at SMALL, MEDIUM and LARGE size, red marking the Workstation and yellow the fixed ore-bearing main nodes
SMALL / MEDIUM / LARGE compared โ€” red is the Workstation, yellow the field's fixed ore-bearing main nodes. Random dig holes (capped per size, see Field size below) can appear anywhere else in the field.
Veri working dig sites around the Mining Workstation, rubble from broken stone scattered nearby
Veri working the Mining field โ€” dig-site rubble scattered around the Workstation.

Accepted ore (allowedSeeds: MINING): Adamantite, Cobalt, Copper, Gold, Iron, Mithril, Onyxium, Prisma, Silver, Thorium.

Dug-out holes refill with Soil_Calcite_Gravel (digRefillBlock in work/recipes.yml) instead of dirt, so a well-worked Mining field gradually turns into a gravel quarry. It stays diggable too โ€” gravel is on the diggableBlocks list, so Veri keeps reusing already-refilled ground for new holes instead of running out of field.

Field size

Set independently per role via FarmingFieldSize / LumberingFieldSize / MiningFieldSize (SMALL, MEDIUM, LARGE).

SizeFarming radiusLumbering radius / spotsMining radius / nodes
SMALL43 / 23 / 2
MEDIUM (default)55 / 45 / 4
LARGE67 / 87 / 8

The Mining radius number does double duty: besides sizing the field, it caps how many random stone dig sites (the ones scattered across the field, as opposed to the fixed ore nodes) Veri keeps open at once โ€” 3 on SMALL, 5 on MEDIUM, 7 on LARGE. Once that many are open and still growing, Veri holds off digging new ones until one is mined and cleared.

On SMALL, both roles only get 2 spots, laid out across whichever way the Workstation is facing โ€” turn the station north/south and the two tree spots or ore nodes sit east/west of it, turn it east/west and they sit north/south. MEDIUM and LARGE aren't affected: their 4- and 8-spot layouts are symmetric in every direction.

Tree roots

Hytale's tree prefabs don't only grow upward โ€” from the third growth stage on they also place root blocks below the sapling, and the engine only accepts a growth stage if every block it needs is either air or soil. Hit stone under a sapling and the placement is rejected silently: the growth timer keeps running, the tree never visibly changes, and once the timer finishes the block entity is deleted โ€” the tree is then frozen forever, waiting doesn't help.

That's why Gronkh performs a soil-preparation step with a shovel before tilling: at each tree spot he turns every non-soil, non-air block into Soil_Dirt, both at the surface and TreeRootDepth blocks down, across a TreeRootRadius column. Already-soil blocks are left alone, and a spot with something already planted on it is skipped, so a growing tree's own roots are never dug back up.

The defaults (depth 4, radius 1) cover the common trees. Species with deeper roots need larger values, or they'll stall exactly as described above:

TreeRequired TreeRootDepthRequired TreeRootRadius
Oak, Poisoned31
Redwood12
Cedar (burnt variant)43
Fir64
Fir (snow variant)84
Wisteria910
All other speciesno roots at all
โš ๏ธ Mind the cost before raising these: the cleared volume is (2 ร— radius + 1)ยฒ ร— depth blocks per tree spot. The defaults clear 36 blocks; Fir's 6/4 clears 486; Wisteria's 9/10 clears 3969. If you only plant Oak, leave the defaults alone โ€” the cheaper alternative to a large radius is restricting allowedSeeds: LUMBERING in work/recipes.yml to species your setting actually covers.

Why only Gronkh's trees grow faster

treeGrowthStageSeconds (below) only speeds up saplings Gronkh himself planted โ€” never a tree you plant by hand, and never one that grew from world generation. That's not a filter on top of the timer; it's a separate, plugin-only sapling block for each of the 23 species Gronkh can plant (e.g. Plant_Sapling_Oak_Bud alongside vanilla's Plant_Sapling_Oak), visually and structurally identical to the vanilla one โ€” same model, same growth prefabs, same final tree. Only the plugin's own duplicate carries the sped-up timer; Gronkh plants that one, everyone and everything else still plants and grows the untouched vanilla sapling. You can't obtain or plant the _Bud variant yourself โ€” it has no crafting recipe, it only ever gets placed by a Workstation's own PLANT step.

Work Configuration reference

Every setting below lives in Work.json in the mod's server folder.

SettingDescriptionDefault
FarmingFieldSizeField size of a Farming Workstation.MEDIUM
LumberingFieldSizeField size of a Lumbering Workstation.MEDIUM
MiningFieldSizeField size of a Mining Workstation.MEDIUM
FieldMaxHeightMaximum vertical distance (blocks) from the Workstation a tillable block may be at.3
TargetTimeoutSecondsHow long a working Bud may take to reach/till its currently assigned block before the Workstation gives up on it and picks another.8
PrepareSoilIntervalSecondsPacing: how long a Lumbering Bud waits after loosening one tree spot before the Workstation releases the next one.1
TillIntervalSecondsPacing: how long a working Bud waits after tilling a block before the Workstation releases the next one.1
PlantIntervalSecondsPacing: how long a working Bud waits after planting a seed before the Workstation releases the next one.1
WaterIntervalSecondsPacing: how long a working Bud waits after watering soil before the Workstation releases the next one.1
WaterDurationSecondsHow long one watering keeps tilled soil watered โ€” matches the native watering can's own duration, so a Bud waters no more/less often than a player would.86400
FertilizeIntervalSecondsPacing: how long a working Bud waits after fertilizing soil before the Workstation releases the next one.1
HarvestIntervalSecondsPacing: how long a working Bud waits after harvesting a ripe crop before the Workstation releases the next one.1
FellIntervalSecondsPacing: how long a working Bud waits after felling a tree before the Workstation releases the next one.1
DigIntervalSecondsPacing: how long a Mining Bud waits after digging a hole before the Workstation releases the next one.1
MineIntervalSecondsPacing: how long a Mining Bud waits after mining a grown stone before the Workstation releases the next one.1
IdleRetrySecondsHow long a working Bud waits before re-scanning the field when no work was found.5
TreeMinDistanceMinimum distance (blocks) enforced between trees a Lumbering Bud plants.3
TreeRootDepthSee Tree roots above.4
TreeRootRadiusSee Tree roots above.1
OreMinDistanceMinimum horizontal distance (blocks) a Mining Bud keeps between its dig sites, so holes stay spread across the field.2
MiningGrowthGameSecondsMinLower bound of the game-time seconds a dug hole takes to grow its stone. Game time stands still while the server is down. The game clock runs at 30ร— real time by default (86400 / (DaytimeDurationSeconds + NighttimeDurationSeconds)), so 28800 is roughly 16 real minutes.28800
MiningGrowthGameSecondsMaxUpper bound of the same span; each hole rolls its own duration so dig sites don't all mature in lockstep.30600
FuelDurationSecondsHow long one unit of fuel keeps a bound Bud working.600
RebindRetrySecondsRetry interval for re-binding a Bud to its Workstation after the owner wasn't online at load time.10

work/recipes.yml holds the item-level side of things โ€” allowedSeeds / allowedFuel per role, tillable/diggable block lists, and treeGrowthStageSeconds (game-seconds per sapling growth stage; {default: 10000} ships out of the box). Both files follow the same copy-on-first-start convention as everything else in the mod: the packaged default is only written if the file is missing, so your edits are never overwritten.