A few other things:
- Basic and quality retaining soil should have day-charges instead of % chance, so it could be usable for something reliable. Like basic holds water for 2 days, quality for 4, and deluxe forever, as it's now
- The mahogany tree should have an associated mushroom to it for mushroom logs (and maybe make a few mahogany trees show up on the farm when you start a new farm). Palm trees could spawn a coconut crab on the mushroom log.
- separate seed spots from artifact spots, and maybe bump spawn rate a bit? Make them more unique (something that carrot already has). This would also open some challenge runs, not buying any seeds.
- new feature ZuZu city in-demand crops and products - sort of a market board listing crops/animal products that are in higher demand for the season/week and can be sold at a higher price (can be used to buff non-regrowable crops, animals and some novelty farming products like say - salmonberry wine). 2 seasonal random options with no limit and then every ~7 days add limited quantity for something at even better markup?
- "consequences" for Joja and Community Centre - depending on which one gets completed, some prices could increase/decrease. When Joja is thriving, they can request crafting resources and food for their staff. When CC is done, margins on high-tier items are lowered, but there would be a stronger local demand for lower quantities of personalized stuff.
--- Joja could build a hotel in the cindersap forest
--- CC would open the building of houses in the forest for a few new residents
--- Both would open an upgrade to the train station, but then the benefits would be different
- challenge focused bundles in CC: instead of remixing an option to choose them to focus around 1-2 skills you want to run as a challenge run - fishing, mining, foraging, secret scavenging etc.