Match workers to farming, retail and manufacturing bottlenecks. For night work, newly learned skills or greenhouse movement, check the v1.0.5 Humanwood fixes before spending on replacements.

Automate the bottleneck, not the whole farm
The official description identifies three kinds of work: farming, retail and manufacturing. First find what is holding up your business. Unsold stock is a retail problem; empty production queues need inputs; unworked crops need farming attention. Adding workers to the wrong stage can leave the original problem untouched.
Start with a small assignment and inspect the result. Expand only after you can see where the additional output will go. This is a general management approach, not a claimed optimal worker ratio.
Sanity is part of capacity
Bone Nail explicitly warns that overwork affects Sanity. Check recovery needs when planning output instead of treating every worker as permanently available. This wiki does not publish an unverified recovery speed, Sanity threshold or “best” schedule.
Configure what the workers should handle
The v1.0.1 management screen offers shortcuts for assigning planting seeds and items for sale. A job category is only one part of the setup; verify the material or stock selection too. The seed-warning guide provides a focused test for farmers that are not planting.
Track the cost of expansion
Before spending scarce resources on more workers, write down the next unlock you are saving for. A player report about alchemical sediment specifically describes spending it on extra farmers and then worrying about future unlocks. Treat that as a reason to budget, not proof of a permanent soft lock.
v1.0.5 worker problems
The current notes call workers Humanwood and report night-work, skill-activation and greenhouse-movement fixes. Start with the symptom-specific worker guide; a seed-assignment warning still has its own checklist.
Sources & further reading
Last reviewed 2026-09-29.