Garden trades

Six trades came with the Garden, taking the roster to 21, and seven charters came with them. What each one does, and what a charter actually is.

Six trades, and a second page in the job menu

The Garden added six professions: Botanist, Florist, Beekeeper, Arborist, Barista and Chef. That takes the roster from 15 to 21. The selection screen fits 14 trades per page, so the menu now runs to two pages with seven on the second, and the arrows are painted only where there is somewhere to go.

Mechanically the six are ordinary professions. Each takes one of your job slots, runs the same five ranks, and carries its own on and off switch that staff can throw without touching the other twenty. Their XP and their coins travel the single route every other trade uses, which is where the AFK gate, the repetition check and diminishing returns sit. A second payment path would have been a second economy, so there is none.

One thing under the menu is worth a line, because it is why the count can be trusted. The list that decides where a job tile is painted is the same list that decides what a click on it resolves to, and the release checks every trade's colour, short name, display name, income tier and mastery question by walking the whole roster rather than sampling a few. A twenty-first trade painted on page two has to be clickable on page two.

What each of the six does

TradeThe workWhere the credit comes from
BotanistGarden species: seed lines, genetics, crossingSpecies work on plots you tend. The secondary trait Hybrid Vigour raises your own crossing chance on top of the server rate
FloristFlower species and the blooms they carryA credited harvest pays the trade the species itself names, and the flowers name the Florist
BeekeeperHives, apiaries, pollinationApiary work. A pollination booking pays no coins yet, for the reason given below
ArboristTree work in the GardenThe shared job funnel. It is the trade the Arboriculture Company is chartered on
BaristaThe coffee chain, from cherry to a drink on a counterRoasting, grinding, brewing and serving at the cafe stations
ChefCooking Garden produce into finished foodKitchen work on the produce goods and the dishes built from them

Botanist

The Botanist is the seed trade. Every Garden plot carries a species and a genotype from the moment it is planted, and crossing two neighbouring plants is how a new line appears. The trade's secondary trait, Hybrid Vigour, is added to the server-wide crossing chance for you personally, which is why the in-game guide prints two different numbers: asked by nobody it states the server rate, asked by you it adds your share. A zero is never printed in place of an unknown, so a console reading the page is told the server figure rather than some absent player's trait.

Take care not to confuse the trade with the Botany skill tree. That tree ships switched off and empty, and the screen says so if you open it. The command /botany opens the Herbarium, which is the codex of species and genotypes you have seen.

Florist

Flowers pay their own trade. When a harvest is credited to a player, the plugin asks the species which trade it belongs to and pays that one, and the answer is derived from what the species declares rather than from a hand-kept list of item ids. The flower roster names the Florist, so a bloom harvested by hand credits the Florist even when the person swinging is in another trade entirely.

Beekeeper

The Beekeeper works hives and apiaries: an apiary is a detected structure, and /apiary reads back its real honey level and its bee count rather than a guess. A credited harvest also books a pollination for the area around it, which is a live mechanical effect.

It pays the Beekeeper nothing, and the reason is deliberate. A vanilla beehive has no owner the plugin records, so the only candidate to pay would be whoever harvested the crop, and that pays a player for walking past a wild hive. The effect lands; the income waits for a hive that carries an owner.

Arborist

The Arborist is tree work, and it is the trade the charter table forgot. The Garden brief called for six charters, the Roastery and the Cafe both anchored on Barista, and Arborist was left with none. The Arboriculture Company is the correction, covering FOOD and BLOCK, which is fruit on one side and timber on the other.

Barista

The cafe is the longest chain in the Garden: cherry, pulp, green bean, roast, grind, brew, serve. Every arrow in it is a refusal site that explains itself rather than failing quietly. The chain ships as 19 items, of which 12 are chain goods including six grinds, plus seven drinks, across four built stations.

Two rules make the roast worth understanding. The level is a function of when the batch went in and what heat is under the station, with no stored progress at all, so a restart applies nothing and cannot hand you a free perfect roast; the worst case is Burnt and it never wraps back round to Green. And a brew takes the quality of what went in, lowered at exactly one point in the code, which is why the question of where a tier went has a single answer.

Chef

Nine crops, nine produce goods and five dishes. A dish takes the quality of its worst ingredient, which makes one poor component visible instead of letting it hide behind three good ones. Two dishes of the same family refresh each other rather than stacking, enforced at the one place the server handles eating. Every dish declares itself food explicitly, rather than inheriting edibility from whatever vanilla item it is built on.

How Garden work turns into pay

Every one of the six sends its XP through the same handler as the fifteen older trades. That handler is where the AFK gate lives, where a repetitive pattern is recognised, and where diminishing returns are applied, so the numbers a Barista sees are shaped by the same rules a Miner has been living with for years. Nothing in the Garden pays around it.

The distinction that matters most in the Garden is between growth and credit. A plant grows whether or not anybody is looking, and the multipliers that decide a harvest's yield and its quality grade apply only when the harvest is credited to a player. An automated sweep by a hired Farmer is not credited and is therefore not multiplied. Growth is passive; being paid for it is not.

Each of the six can be switched off on its own, and staff can print a live verdict for all 21 trades showing the gate state and the surface each one paints. A subsystem that can stop quietly needs one way to ask whether it did, which is what that report is for.

Slots before trades. You hold two job slots to start with and a third from a one-time /shop unlock at 150,000 coins. Taking a Garden trade means giving up a slot, and switching into a trade resets that trade's XP and rank. The six arrived without changing any of that.

What a charter actually is

A charter is the licence a company trades under: a company noun and a set of sectors. There are eight sectors in all, FOOD, BLOCK, ORE, HERB, TOOL, WEAPON, ARMOR and MISC, and a charter names the ones its company may collect from.

Read at the code rather than guessed at, that is a smaller thing than it sounds. A charter is one predicate, covers(Sector), and it is asked at exactly three doors: once when your drops are captured for the firm, and once at each of the two points where you hand goods over by command. A stack that fails the test goes straight back into your own inventory as out of charter. That is the entire mechanism.

It follows that a charter is not a money route, a payroll rule or a shop entry. The door that takes coins out of your job actions is gated on your employer and your clock and never on the sectors, so a company whose charter captures nothing at all still collects the coins its staff earn and still pays wages out of them. Reading a sector list as a company's earning power is the usual way to get this wrong.

The seven Garden charters

Six trades, seven charters, and the seventh is the interesting one. Roasting beans and serving drinks are two businesses on one profession, so the Roastery and the Cafe both anchor on Barista. That left Arborist with no charter, and an unchartered trade is not cosmetic: the check that every trade carries a charter runs at every server start and reports the gap as a severe fault, while anybody taking the job would own a funnel that could capture nothing. The Arboriculture Company closes it. Across the whole server that makes 22 charters over 21 trades.

CharterIdTradeSectors
RoasteryroasteryBaristaFOOD
CafecafeBaristaFOOD
Nursery and Seed HousenurseryBotanistHERB
FloristfloristFloristHERB
Apiary WorksapiaryBeekeeperFOOD, HERB
Arboriculture CompanyarboricultureArboristFOOD, BLOCK
KitchenkitchenChefFOOD

Two charters on one trade is a shape the table could not hold before, so the charter, and no longer the trade, is now what a company is founded on and what its record stores. Every company founded before the Garden keeps exactly the charter it was founded on, with no migration and nothing to do on your side. The other twenty trades still carry one charter each, and a check refuses any attempt to give a pre-Garden trade a second one, because that would quietly change what a founding gate meant when those companies were created.

A charter that shares its trade names the trade wherever it appears, so a hologram or a directory row reads Cafe (Barista) and its sector line, while a charter sitting alone on its trade reads exactly as it always has. Each charter also carries its own icon on the founding screen, after a pass found the Roastery and the Cafe painted as two identical tiles over two identical sector lines.

Founding one, and what it costs

Founding is charged per charter, not per trade. The fee is 25,000 coins out of your wallet, and a faction tax may be added on top, which the receipt states before anything moves. A further 100,000 coins of founding capital is moved from your bank account into the company, where it stays as the firm's money. Each charter also takes one company slot, and your company slots come from your job slots, so the third job slot is what licenses a third company.

A Barista who wants both the Roastery and the Cafe therefore pays 250,000 coins in total and spends two slots, and may be clocked into only one of the two at a time. Both figures are on the tile and on the receipt before the fee is taken, and the job card now offers the second charter to somebody who already owns the first instead of falling silent after the first hit.

The founding screen paints all 22 charters on one page of 28 content cells and refuses to paint a twenty-ninth rather than silently dropping it. You can also type the path: /company found <charter> <name> takes a charter id, and a bare trade name is still accepted for the twenty trades that carry only one.

The Nursery and the Florist cannot consign anything yet. Both charter HERB and nothing else, and no Garden good currently sorts into HERB: blooms sort as BLOCK on the vanilla flower underneath them, and seeds sort as MISC, BLOCK or FOOD. Hemp and cannabis still sort as HERB and consign normally. The remedy is recorded as one row in the item palette, and a boot check names every affected good until it lands. Both firms pay wages throughout, which is why the gap is quiet: a clocked Nursery worker is paid in full, and every seed they harvest goes into their own pocket as out of charter. The Apiary is unaffected in practice, since its FOOD half carries it.

The Garden NPCs

The Garden added one hireable role and one assignment, and left the rest of the village alone.

WhoWhat it isWhat it does
BaristaA hireable role of its ownKeeps a servery counter stocked from a linked supply chest, in two legs: fetch, then carry and hand over
GardenerA flag on a Farmer you already hiredTends garden plots on the bursts where the Farmer found nothing to harvest
FarmerAn existing role, taught a new questionAsks per block what is actually growing there before it swings
ForagerAn existing role, unchangedLearned nothing here. The wild flower finds are a band on a player breaking grass, not an NPC ability

The Barista

You link it to a counter by looking at the counter from within 6 blocks, and to the chest it draws from separately; both links survive a restart, and until both are set the NPC card names the one that is missing. It moves up to 16 items every 100 ticks, capped at 9,216 items a day that the counter actually accepted. Its approach rule is written out separately from the Restocker's rather than shared, so tuning one cannot silently move the other.

It carries plain stock and refuses graded cups, because its carry is a list of ids and counts with nowhere to record a quality tier; rebuilding a drink at the far end would hand over a Pristine cup as a common one. Refusals are counted on its card. No money passes through it at any point.

The Gardener

The Gardener is a flag rather than a tenth role, and the reasoning is sound: a Gardener walks a field box, works block by block, carries real items and deposits at a linked chest, which is a Farmer exactly. It rides the Farmer's existing interval in the bone meal pass's slot and runs only on a burst that harvested nothing, so it registers no timer of its own.

Per burst it tends up to 2 plots, scans at most 256 blocks looking for them, and tops up a plot whose last tending is more than 2 days old. It keeps a working stock of 8 of each supply, drawn from the Farmer's linked chest and held back from the deposit trip so it does not put its own compost straight back. A player applying an amendment pays coins for it; a Gardener has no wallet, so the item itself is the price, and the chest loses one compost as the plot gains one application.

The Farmer, and your plots

A Farmer now asks what is growing on a block rather than trusting the block type, so a recognised Garden plot is left standing and the Farmer reports once per burst that it passed over garden plots. That sentence carries no coordinates and no running total on purpose, because a per plot message would turn into a stream. The coordinates live in the staff report instead.

The genuinely undecidable case is garden soil under something that still looks like a vanilla crop with no species on record. The shipped default harvests it as vanilla, since the alternative idles every Farmer whose field happens to sit on amended soil, and staff can set the policy the other way.

Gaps the documentation names itself

The Garden shipped with its own list of things that are written but not finished, and three of them fall inside this page.

GapWhat you seeWhere it stands
Nursery and Florist consignmentSeeds and blooms come back to you as out of charter; wages are unaffectedFix recorded as one palette row; a boot check names every affected good until it lands
Beekeeper pollination incomeThe pollination is booked, no coins followWaiting on a hive that records an owner
The Farmer's garden plot refusalA Farmer may still treat a Garden species on a vanilla crop host as vanillaThe resolver it consults answers only where a host carries a single species, and the hosts in question carry more than one. Named in the release's own self review

One more thing belongs at the end of a page like this. Everything above is written and read back from the code, not proven in play. No Gardener has tended a plot, no Barista has ferried a stack, and no Garden company has been founded on a live server as this was documented. Treat the numbers as what shipped, and report anything that behaves differently, because a report against a stated number is worth far more than a report against a guess.