Antewise

Dome Keeper Seed Guide: How the Mineral Tree Actually Works

Updated 1 Nov 2026 Source Dome Keeper Wiki (domekeeper.wiki.gg) — Mineral Tree page: seed found in its 2x3 cave in the green biome (Squidley is the alternative spawn), planting and stabilising behaviour, rooting at the end of the next cycle then one tile per cycle, 6 cycles before resources grow, one branch per rooted resource tile up to three, maximum one cobalt branch since v2.5, Cobalt > Water > Iron priority when four or more resource tiles are rooted, iron regrows every cycle / water every 2 / cobalt every 3, tree footprint 2x1 / 2x3 / 3x3, growth destroying tiles in that space, and multiple trees during the Tree Farm assignment. By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

The seed is a resource multiplier with a six-cycle delay

The Mineral Tree is the only wild discoverable in Dome Keeper that keeps paying after you walk away. You find a seed, plant it, and six cycles later it starts handing you resources every cycle for the rest of the run. Nothing else in the game compounds like that — the cost is the delay, and the risk is planting it badly.

The seed lives in its own cave in the green biome: a 2x3 room with the seed sitting in the middle of a nest. The green biome spawns that cave or Squidley, not both. If your green biome gave you Squidley, there is no wild seed in that run at all.

Planting: the two rules that decide everything

Drop the seed on a mineable tile. It wobbles toward the tile centre and grows small roots — while it is in that state you can still pick it up and move it, so nothing is committed yet.

Two things decide whether the tree is worth the six cycles:

Plant it on a resource tile. Every rooted resource tile becomes one branch producing that resource, up to three branches. A tree rooted entirely into plain rock still grows exactly one iron branch — useful, but a fraction of what a well-placed tree returns.

Leave a clear 3x3 above it. The tree destroys every tile inside its final footprint as it grows, and that footprint depends on branch count:

BranchesFootprint
1 branch2 tall, 1 wide
2 branches2 tall, 3 wide
3 branches3 tall, 3 wide

Since destruction includes resource tiles, a tree that grows into the cobalt you were mining deletes it. The wiki’s own advice is to always leave a clear 3x3 area above the seed, which is the size a three-branch tree needs.

Roots: one tile per cycle, no distance limit

The seed roots into its original tile at the end of the next cycle. From then on it roots one additional tile at the end of every cycle — wave end — with no limit on how far the roots travel. The one thing they will not root is indestructible Bedrock.

Rooted tiles become significantly harder to destroy, which is protection rather than a problem. The exception: destroying the tile the seed originally rooted into refunds the seed, so a bad placement is recoverable — at the cost of losing every tile it rooted since. Those keep their rooted appearance and bonus hardness either way.

What it produces, and how fast it comes back

Once six cycles have passed, the tree grows one branch per rooted resource tile, up to three:

ResourceRegrows every
Iron1 cycle
Water2 cycles
Cobalt3 cycles

Two version-specific caps matter here. From version 2.5 a tree will not grow more than one cobalt branch no matter how many cobalt tiles it roots. And when four or more resource tiles are rooted, priority runs Cobalt > Water > Iron — so a tree with cobalt, water and iron roots gives you cobalt, water and iron in that order of preference.

Grown resources sit on the branch for one cycle and then fall off automatically, which is what makes drone collection work: the fruit drops whether or not you are standing there.

Multiple trees during Tree Farm

The Tree Farm guild assignment spawns a large number of seed caves, which turns the single-seed decision into a layout problem:

  • Only one tree can be planted on any given tile
  • Several trees can root into the same tile
  • Roots are not shared — planting a new tree on an existing root network does not let it reach far-away resources until it roots there itself
  • Multiple trees can root into the same resource tile, and all of them then produce that resource

That last rule is the payoff: find a cluster of cobalt, plant several trees into it, and every tree produces cobalt. There is no visual way to tell which roots belong to which tree, so the wiki’s recommendation is to identify resource clusters first and plant around them.

One trap: a tree can grow behind indestructible tiles, but the resources it grows may end up unreachable.

Frequently asked questions

How do I get the seed in Dome Keeper?

It spawns inside its own cave in the green biome — a 2x3 room with the seed sitting in the middle of a nest. The green biome spawns either that cave or Squidley, never both, so a run where you find Squidley has no wild seed at all.

Where should I plant the seed?

On a mineable tile with a clear 3x3 space above it, ideally directly on a resource tile you want more of. The tree destroys every tile inside its final footprint as it grows, including resource tiles, so the clear space matters as much as what you plant on.

How long does the Mineral Tree take to produce?

Six cycles. The seed roots into its tile at the end of the next cycle, adds one more rooted tile per cycle after that, and only starts growing resource branches once six cycles have passed.

Can I move the seed after planting?

Only while it is still wobbling. Once it roots, the sole way to recover it is to destroy the tile it originally rooted into, which refunds the seed. Tiles it rooted afterwards keep their rooted look and extra hardness.

What do the branches produce?

One branch per rooted resource tile, up to three. Iron regrows every cycle, water every two and cobalt every three. From version 2.5 a tree will not grow more than one cobalt branch, and with four or more resource tiles rooted it prioritises cobalt over water over iron. A tree with no resource tiles rooted still grows one branch of iron.

Can I grow more than one tree?

During the Tree Farm guild assignment, yes — that assignment spawns a large number of seed caves. Only one tree can be planted per tile, but several trees can root into the same tile, and multiple trees can share a resource tile so all of them produce it.

More Dome Keeper guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.