The city of Feels Good
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Guide 001 · BeginnerUpdated for SEED 0.3.1 · 8 August 2026

How to start a
business in SEED.

Pick something people buy. Build it. Move it. Get paid.

Early Access noteSEED changes quickly. Use the Marketplace for today’s prices and check the guide version before following an old screenshot.

I’m Jestersheepy, Mayor of Feels Good. This is the route I give new business owners: find a buyer, trace the recipe, build the branch and watch one sale reach the wallet.

Do that once before buying a field full of machines.

STEP 01

Check Seed Industries first

The Marketplace shows buy and sell orders. Seed Industries is an NPC-controlled society with permanent buy orders. For a first business, it’s the dependable customer.

A player may pay more. Check. Their order can disappear, so use the Seed Industries price as your baseline.

Seed Industries sells things too, including books.

IMAGE 01

Buy Orders with Seed Industries and its price highlighted.

STEP 02

Choose a product, then trace the chain

Start with the product you want to sell and work backwards. In Catalog → Activities, check the skill, station, ingredients and output.

  • Can you get the raw materials reliably?
  • Which machines and skills does the full chain need?
  • Will the sale price cover inputs and wages?
Do the maths

A guaranteed sale still loses money if the price doesn’t cover materials and wages.

STEP 03

Good starter production chains

Hematite → Raw Iron → Iron Ingot → Nails

Nails are a sensible first metal product and lead into more advanced iron work.

Schematic shortcut

With the right schematic, a Basic Furnace can turn Hematite straight into Iron Ingots. Otherwise, use the chain above.

Lumber → Planks → Sanded Wood

Wood gives you something to sell and keeps useful building material close to home. Check the price at each stage before processing it further.

Wheat → Flour

With suitable land and enough water, flour is a short farming chain.

Use what’s nearby

Resources vary by biome. Don’t drag half a factory across Avesta to copy somebody else’s starter business.

IMAGE 02

The three starter chains shown from raw material to sale product.

STEP 04

Create the business and its branch

The business is the organisation. The Business Branch is the property where it operates.

Open the Business panel, create the organisation, then assign, buy, build or rent a property for its branch. Check the fee before confirming; it changes between builds.

Put SeedCoin in the business wallet

That wallet pays the wages and bills. Your Seedling’s personal balance won’t cover them.

IMAGE 03

The Business panel, creation fee and new branch.

STEP 05

Plan the workplace

The Inbox receives deliveries. The Outbox holds goods leaving the branch.

PURCHASES → INBOX → PRODUCTION → OUTBOX → BUYER
  • Keep machines, storage, Inbox and Outbox close together.
  • Leave clear routes for workers and hauling.
  • Allow space for another machine before you need it.

A short hauling route beats a grand entrance.

IMAGE 04

A simple branch layout with storage, machines, Inbox and Outbox labelled.

STEP 06

Look after the workers

Put clean water, toilets, showers, seats and simple food near the job. Every long walk to a toilet is time the machine sits idle.

Give somebody Repair priority and add Extinguish Fires as an emergency task. Most production machines burn, and inexperienced workers fail more often.

IMAGE 05

Machines, storage and a compact worker-needs area.

STEP 07

Configure production

A machine needs Production Tasks. Set the recipe and stock target, then copy the setup to any matching machines.

Top to bottom

Put limited jobs above a Forever job. Anything below Forever will sit there untouched.

IMAGE 06

A machine queue with its recipe, stock target and task order visible.

STEP 08

Hire and train

Go to Business → Employment → Create Job. Set the wage, hours, required skills and task priorities. Use Quick Hire when you are happy for suitable applicants to join without manual approval.

For an entry-level job, ask for the skills the work actually needs. New Seedlings can earn while they train, then move further down the chain.

About wages

Pay fairly, but keep the job profitable. If hiring turns into a bidding war, talk to the other employers before everybody’s margin vanishes.

IMAGE 07

A job with its wage, hours, priorities and Quick Hire setting.

STEP 09

Create the sale order

Open the branch management screen and choose Market → New Auto-Sell. Select the product, set the maximum Outbox quantity and enter the current price.

For the Seed Industries setup tested in Feels Good on 0.3.1, choose Here and match its current buy price.

Use the live price

Old screenshots don’t pay invoices. Check the buy order each time you set or update a sale.

IMAGE 08

A Seed Industries Auto-Sell order with Product, Outbox, Here and Price highlighted.

STEP 10

Move the goods

Auto-Sell creates the order. It does not carry the stock. A worker still has to move finished goods into the Outbox and onward to the buyer.

Give the sale product a filtered Haul task high in the schedule, then add a general Haul task below it.

HAUL → NAILS (HIGH) HAUL → ANYTHING (LOWER)

The first task moves the stock that pays you. The second clears machines and tidies up everything else.

IMAGE 09

Filtered Haul above a general Haul task.

STEP 11

Use the right destination

In the Feels Good workflow, local Seed Industries sales go through the Kernel. The Spaceport enables the Global Market for trade with other societies.

If stock sits still, check the destination before pulling the factory apart.

STEP 12

Watch one full sale

Before expanding, follow one batch all the way through.

RESOURCE → MACHINE → STORAGE → OUTBOX → DELIVERY → BUSINESS WALLET

When the loop works without rescuing it, add a worker or machine where the pile is growing.

STEP 13

If the money is not arriving

Production

  • Does the machine have the right task?
  • Are the ingredients available?
  • Can a suitably skilled worker reach it?

Movement

  • Is the finished product leaving the machine?
  • Can storage and the Outbox be reached?
  • Is the Outbox full?

Sale

  • Is Auto-Sell active for the right product?
  • Does the price match the live buy order?
  • Is the correct market and destination selected?

Finally, check the Business Wallet. That’s where the payment lands.

STEP 14

First-business checklist

  • Product and full chain checked in the Catalog
  • Seed Industries price compared with player orders
  • Business wallet funded
  • Branch, Inbox, Outbox, machines and storage ready
  • Workers hired, trained and supplied
  • Production targets and task order set
  • Repair, fire and hauling priorities covered
  • Auto-Sell uses the live product, place and price
  • One full sale confirmed in the Business Wallet
CHECKED AGAINST

Official notes

We tested the Feels Good route in 0.3.1 and checked the official patch notes for the following systems: direct smelting, Catalog activities and regional resources, the Global Market, fire and books in the NPC market.

One sale first.

Then spend money where the pile starts growing.

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