In the current game state, what jobs a new char can do without affecting usefulness of the product?
I am looking for tasks I can assign for at least a few days without supervising all the time.
Also, I'd appreciate if suggested jobs are of the kind a human player would perform significantly better than a bot would do.
Expand / clarify lists below, please:
Things to do for a fresh char:
- silk (shuffling eggs and leaves, no boiling, spinning or weaving) - silkfarming is a quite cheap skill
- cheese (shuffling trays, but no milking or rennet production),
- tree chopping,
- terrain leveling, paving, terraforming in general,
- raise / place fishing nets (not sure if survival would softcap),
- dry fish,
- dry hides, make leather, (given hq tub, water, bark is made by someone else),
- make charcoal, tar, (parts of process, given hq trees are grown by someone else),
- making bricks,
- building trellises and drying racks,
- managing chicken coops and rabbit hutches,
- managing animals in general, milking them, shearing them, slaughtering and breeding them (though farmer credo gives a bonus to milk q and shearing softcaps wool by sewing and dexterity) (shubla suggestion)
- general help: collecting, stockpiling and delivering produce to the various consumers, (farm products, ore, woodblocks, boards, stone, water, boats etc) (Granger suggestion)
- decay maintenance if any of the infrastructure is not claimed and not immune to decay (depending on the structure this may or may not require skills)(Dondy suggestion)
- road construction & upkeep (Dondy suggestion)
- foraging for wild bees on horseback, looking for hives that do not fight back, but if they do, fleeing at speed with the horse. (though this is relevant only early world) (Dondy suggestion)
- patrolling weird areas (though there are reliability and credibility issues here) (Dondy suggestion)
- making construction-grade cloth (flax/hemp/wool/mohair) (Dondy suggestion)
Things to do for partially developed char, with more expensive skills (druidic rite / deep artifice) and not-that-much abilities / stats
- planting trees (requires some farming to avoid softcap, druidic rite for efficiency)
- mining tunnels (requires str to mine and some masonry for mining ore, deep artifice for ore efficiency)
- foraging: cave clay, bloated bolete, glimmermoss, flotsam, mussels, bay bolete, lingonberries, gooseneck barnacles, gray clay, jellyfish, though all (semi)valuable forageables still require some survival/perception/exploration/masonry and jelllyfish require heavy alting
- lure fishing with some survival and help from someone else to make hq lures / casting rod.
- building simple structures, pallisades,
- making steel (requires skill),
- farming trough-grade crops, trellis crops, (Headchef suggestion)
- gardening (requires some farming and having gardener credo helps a lot) (Headchef suggestion)
- butchering farm animals (softcapped by farming, easy early world, will require some learning in older world),