So I ask a ton of stupid questions and propose a lot of off the wall ideas. And I commonly buck traditional well practiced methods of playing the game. I certainly don't worry about Skull Cavern. But frankly folks, it's because to a degree I am playing a different game than you are. I'm trying to plan for a multi-player game where the clock never stops ticking. Time never stands still. There is 1/3 the foraging and 1/3 the trees in respect towards XP. Sure there are 3x the starting parsnips, but if you plant them say hello to the crows. So frankly there is 1/3 the initial farming xp. 2 or 3x the backpacks to buy. 1/2 the time to upgrade tools. (Or nearly 2x the tools needing upgrades.) Which is fine. It just needs accounted for. I play with my two teenage sons "Three" and "Four". They like to fish, mine, pet animals, and run about the place. Farming is ok, and planning is ok, sometimes they just wanna do what-ever. I'm fine with that, but we have a farm to run. So, I stay mostly on the farm dealing with the planting, watering, harvesting, processing and shipping. Which I enjoy. We are in the middle of first summer in probably our 5th farm and it's great fun and going reasonably well. But based upon how the first spring went and have previous games have played out I'm working on a *guide* for our next go through. Call it a business plan if you want. The days end much sooner in multi player than when playing alone. During the pause screen at night we can confer, but during the day staring blankly into a chest wondering why I opened it just eats up the time. "I need someone to stop at Clint's tomorrow before 4pm to get the pick upgraded." "First thing tomorrow Four, I need you to harvest the hops in the NW field to level your experience and drop them all in the chest by the kegs after that do what you want to do." "Mining would be great, can you try for 75 copper ore? I'd like to build some more tappers." "Three, you can take the horse to the lake to fish as long as you stop by Pierre's and grab X, Y, and Z seeds that I am going to plant tomorrow." "Was anyone planning on cutting any trees tomorrow?" "Would someone cut me 4 trees tomorrow or leave me the steel axe so I can do it?" "It's Lewis's birthday tomorrow, where did we put those peppers?" "Who left the gold watering can in the chest at the lake again?" It's a riot, I promise you. But long stupid story short, the more I can calculate and plan ahead, the quicker the night breaks are and the more we can actually play with me being less confused about what it was I was going to do as the sun screams across the sky. Obviously they won't be hard and fast rules, some things are just too hard to plan for and some of the organic evolution of play is why we do it. But as we all know, certain milestones can be achieved in single player during spring one. I suspect the same type of 'planning' can be applied to multi-player as well. I'll level in farming and foraging to a degree. Four will level in foraging and fishing and Three will level in fishing and mining. We take turns in pairs in the mines, one digging for ore and stairs the other keeping the monsters at bay. If some of this leaks into my solo game play, then so be it. That is a whole different thing too. I hope this explain a bit more why I really don't care about "artisan bonus this" or "speed run optimal that" that in response to questions about how certain parts of the game work. cheers folks. and thanks for reading if you made it this far.