vikingdragons wrote:look, some ppl are getting lucky, spawning near high q clay, finding large concentrations of magic weed. a lot of ppl aren't so lucky. we have 1 clay spot, and quess what, it was q10! 1 fucking clay! im not saying go right back to the old features and toss the new ones in the garabage, im saying make them less harsh. Make clay spots more common, get more resources off of trees before they are depleted, and have resources respawn faster. and of course make hunger slower! why is this still a fucking problem? i say every RL hour should result in the loss of 10% of your Hunger bar. this way, it is more realistic, and less of a threat early on, and almost non-existent in well-maintained groups.
Why do you need the clay, especially in the early game? Until you get wheat you don't need bricks, and until you get tea you don't need teapots. The only useful thing you can get from clay in the early game is urns, and they only offer two slots more than wicker baskets.
If you want to find some way to grind why not build roads? The ploughing and paving will burn a lot of stamina and give you a chance to eat more food and raise attributes, and the lp from road building should be at least as good as from digging q10 clay and making teapots. And once you do have some roads outward it will be easier to run out and cover larger distances foraging.
You might get more luck foraging if every trip goes as far out as possible and then hearths home. That way it doesn't matter if you get lost and you can cover a lot of territory and find a lot of rabbits.