Greenhouses
A greenhouse is any mostly glass room the server can find from where you stand. Here is the rule it checks, and what the glass is worth.
What counts as a greenhouse
Since update 2.0.4 there is no fixed blueprint. A greenhouse is a closed room with enough glass in its shell, built out of whatever full blocks you like, with doors where you want them. The server works it out from the block above the plot, which is the cell you stand in when you are inside the room.
The check walks the air of the room outwards in six directions until it meets something solid. Every block it bumps into is one cell of the shell, and each of those cells is either glazing, a door of some kind, or a plain full block. A gap it escapes through instead is counted as an opening. Once the walk stops, four numbers decide the verdict.
| Requirement | The rule | What it means in a build |
|---|---|---|
| Where it is measured | The cell directly above the plot | Stand on the soil you care about. The room is judged from your feet outwards, not from a fixed centre block. |
| Interior size | At least 27 cells of air | A 3 by 3 by 3 airspace is the smallest thing that can pass. A one block cloche does not. |
| Bounding box | 15 by 7 by 15 | The shell has to close inside that box. A wall further out than the box, or a ceiling higher than seven, is never reached. |
| Openings | At most 4 | An opening is any gap the interior leaks out through. Four is the allowance, so a missing pane or two does not break the room. |
| Glass share | At least 0.50 of the shell | Glazing divided by glazing plus doors plus full blocks. Servers can raise the bar as far as 0.75, never higher and never lower. |
| Glazing | Glass and glass panes, every colour | Tinted glass is excluded by default, because it blocks sky light. A server can switch it back in. |
| Door-like blocks | Doors, trapdoors and fence gates, any material | They bound the room like a wall does. They are not openings, but they do count against your glass share. |
| Full blocks | Any solid block | Stone, wood, bricks, whatever the build calls for. They bound the room and they dilute the glass share. |
| Roof | No separate rule | The ceiling is shell like every other face. There is no minimum roof height and no per column glazing test any more. |
The floor is part of the shell too. That is the single thing most failed builds get wrong: a glass ceiling over stone walls on a dirt floor is only a small fraction glass, and it will be refused.
Building one that passes
The shortest route to a working greenhouse: dig or level a patch of soil, raise walls three blocks high in glass around it, cap it with a glass ceiling, and put a door in one wall. That build is well past half glass even with a solid floor underneath, it closes inside the bounding box, and the single door is the only thing the walk can reach that is not a wall.
From there you can decorate freely. Every full block you add to the shell pulls the glass share down, so the useful way to think about it is a budget: about half of your shell can be stone, wood, copper or whatever else the build wants, and the rest has to be glass or panes. Trapdoors and fence gates spend from the same budget as stone does.
Three practical points that catch people out:
- Glazing the walls matters more than glazing the roof. In a room three blocks tall, the four walls are the largest part of the shell, so a stone box with a glass lid rarely reaches the share.
- A block that is not solid is not a wall. Slabs, fence posts and similar blocks do not close the room, so the walk carries on past them looking for a boundary and may simply leave.
- Size is cheap, height is not. The footprint may run to 15 by 15, but the whole shell has to fit inside seven blocks of height, ceiling included.
You do not have to build the greenhouse around existing plots. Detection is positional, so any plot that ends up inside the room is covered, and a plot you plant later inside the same room is covered from the moment it exists.
The original core, still supported
When the Garden shipped in 2.0.0, a greenhouse was a small multiblock core rather than a room. That core still works. If the server finds one near your plot, it is used and the room check never runs. Only when no core is found does the shell walk described above take over.
| Cell | Block | Position |
|---|---|---|
| Centre | Barrel | The core block itself |
| Above | Lantern | Directly on top of the barrel |
| North, east, south, west | Glass | The four blocks touching the barrel at the same height |
The detector that reads this pattern is the same one the Herbalist's Station and the apiary use, and it tries all four horizontal rotations, so the build has no fixed facing. It holds no saved state: break one of the glass blocks and the structure stops being a core at the next check, with nothing to clean up.
The core is worth knowing about for one reason beyond nostalgia. It is the path that carries upkeep, and it is the path the Garden's older documentation describes. If you read something that says a greenhouse needs a barrel and a lantern, it is describing this path, not the current rule.
Detection runs by itself
There is nothing to register and no command to run. Every surface that needs an answer asks the same question at the same predicate, so the growth path, the farm screen, the skill reading and the flower show survey cannot disagree about whether your room counts.
The room walk is remembered for up to 30 seconds per plot, which is what keeps it cheap on the growth path. In practice that means a change to the building takes effect within half a minute: break a pane and the room stops being a greenhouse shortly after, put it back and it counts again. Nothing is stored between restarts, because there is nothing to store.
| Situation | What happens |
|---|---|
| Underground, in the Nether or in the End | Works. The test is geometry, never sky light, so a sealed room deep in stone is a greenhouse if it meets the rule. |
| The room straddles a chunk border | Works. The walk uses world coordinates and does not stop at a chunk edge. |
| The room straddles two claims | Works, for every plot inside. Coverage is positional and ignores who owns the land. |
| An explosion takes out part of the roof | Once the gap count passes four, the room stops counting and the plots inside go back to the season. |
| A restart in the middle of anything | Nothing is lost. The room is worked out again on demand. |
| No player nearby | Coverage does not depend on you standing there. The measuring point is the block above the plot, not your body. |
What the glass does for your plants
A greenhouse is shelter from the season, and that is the whole of its growth effect. Seasons are derived from the world clock, and out of season a plot outdoors goes dormant: it does not advance, it does not wither, and it picks up again when its season comes round. A plot under working glass skips that stop entirely and keeps growing through the dormant window.
The decision is one small function of three facts: whether the greenhouse is working, whether the season says dormant, and whether a lit grove candle is held over the plot. A candle can only ever remove a stop, never create one, so glass and candle answer the same question from two directions.
| Question | Does a greenhouse change it? | Detail |
|---|---|---|
| Out of season dormancy | Yes | Working glass lifts the season stop. This is the reason to build one. |
| Harvest yield | Yes, 1.15 | The greenhouse term replaces the season term rather than stacking on top of it, so forcing a plant never double counts. |
| Water | No | Glass suspends the season, not the need for water. A dry plot under glass still stops. |
| Soil | No | Soil kind, moisture and amendments are a record on the ground. Glass does not compost anything. |
| Flower show, season fit | Yes | Forcing a species under glass is credited, and the penalty for a dormant outdoor bed does not apply to it. |
| Flower show, structure | Yes | A greenhouse counts towards the structure mark alongside trellises, paths and planters. |
On water specifically: custom crops need it. A plot counts as watered by hydrated farmland, or by a water source, flowing water or a waterlogged block within four blocks horizontally and from two below to one above. Rain and ice do not count. A species native to a Nether climate is exempt, because water cannot sit in that dimension at all.
Glasswise, the node that reads a greenhouse
Glasswise is a tier 3 node on the Farming skill tree, marked with a glass block. It grants a reading capability rather than a bonus: no extra yield, no faster growth, nothing another player can see. What it gives you is the server's own verdict on the structure you are standing in.
| Property | Value |
|---|---|
| Tree and tier | Farming, tier 3 |
| What it grants | Greenhouse sense, a read only capability |
| Gesture | Right-click farmland, a crop, or the core barrel under its lantern |
| Throttle | Once every five seconds per player |
| Side effects | None. It never cancels the click, so planting still plants |
The reading is deliberately built out of plain reads. Asking the greenhouse service to detect a structure would stamp an owner, stamp the day and clear dormancy, so a question asked that way would change the answer it was asking about. Glasswise only looks.
The scope test comes before the five second clock, so clicking a stone wall cannot eat the window you wanted for the plot beside it. The barrel case is gated on the lantern the core pattern requires, which is why an ordinary storage barrel does not produce a lecture about greenhouses.
Without the node you are not blind. The farm screen has a greenhouse page that prints the same verdict, and the soil reading you get from clicking a plot already says whether the plant is in season or under glass. Glasswise is the version you get without opening a screen.
When a build is refused
A refusal is never a bare "not covered". The readout names the first condition that failed and the coordinates where it failed, so the answer points at a block you can walk to. Check the conditions in this order, because that is the order they are tested in.
| Condition | What it means | What to do |
|---|---|---|
| Too small | The interior is under 27 cells | Make the room bigger. Three by three by three is the floor. |
| Not closed | More than four openings | Walk to the coordinates the message gives and fill the gap. Doors are not openings, so this is a real hole. |
| Out of bounds | The shell does not close inside 15 by 7 by 15, or the walk hit its scan limit | Shrink the footprint or lower the ceiling. A very large hall is not a greenhouse. |
| Too little glass | The glass share is under the server's minimum | Replace full blocks in the shell with glass or panes. Remember the floor counts. |
Two failures are quiet rather than loud, and they are worth ruling out early. Tinted glass is not glazing by default, so a build made entirely of it reads as a stone box. And if a core happens to sit near your plot, the core answer is the one you get, so a working room around a broken core still reports the core's verdict.
If a plot is not growing and the greenhouse is fine, read the plot itself. Water and blight stop growth on their own, and each of them says so in its own words. A greenhouse does not cover for either.
Upkeep, and where to read the rest
A core greenhouse costs money. It is charged as a recurring upkeep priced per block against its capped volume, which comes to between 25 and 126 coins a day depending on how much space the core covers. The coins are burned rather than paid to anyone.
A room with no core is free. The reason is plain: a plot carries no player owner, and a claim belongs to a faction rather than to a person, so there is nobody the charge could honestly name. Billing the wrong player, or forcing a shared or wilderness greenhouse permanently dormant because nobody paid, are worse outcomes than a smaller sink. If a plot owner model ever arrives, the same charge path is already there to be switched on.
| Where to look | What it gives you |
|---|---|
/farm | The garden hub, with a greenhouse page that shows the verdict, the cell count and the failing condition |
/farm help | The typed guide topics, greenhouses among them, with every number read live from the tables that own it |
/gardencodex | The garden codex: the same explanations as screens, 21 topics across four sections |
Everything on this page is written from the plugin source at version 2.0.5 and has not been verified on the live server. If what you see in game differs from what you read here, the game is right and this page needs fixing.