[12.26.25] Mining and Farming Improvements for Next-Gen Experience

I looked at the backgrounds in the Family Collection Log and remembered what I posted on the forum back in September.

Please, reconsider the integrity of certain outdated mechanics being added to what is otherwise a next-gen environment. This may not be a problem for nostalgic or casual players, or those coming from mobile/time-killers – but lots of those games are nearing the end of their cycle. You’re just beginning yours as AA+ for high-end platforms, and by the time InZOI launches or closer to 2030, such mechanics could feel entirely out of place.

Not right now, but it’s definitely worth checking out when there are rural towns / Canvastowns, horses and other animals.

:pick: Mining Improvements

Underground deposits / mines, treasure hunts, and actual excavation logic – games like Red Dead Redemption 2 Online. Perhaps resource gathering should be terrain-based – mountain region with mine entrance, flat areas with subsurface deposits that need to be scanned:

fossils are most likely located underground: shallow, so they can be handled with simple tools, or might require shaft mining (dynamite?) – like in A Game About Digging A Hole, or in Valheim, or Gold Mine in RDR2. The best things are deep inside… or the worst? (”I see you over there!” – Creepy Mine in RDR2)
excavation logic might include realistic Metal detector (RUST), or Mining lamp (RDR2)
acquire tasks, buy the Collector’s map (”Here is a list of things what I need and a map…” – madam Nazar / RDR 2 – fossils, jewellery, coins, tarot cards, eggs)
• enhance bonding with your horse, upgrade saddle bag, improve exploration skill

:seedling: Farming Improvements

Instead of focusing on single-plant placements, it’d make more sense to shift toward group-based cultivation across terrain zones – plots, fields:
crates for storing and selling vegetables, farm stalls with auto-fill crates/storages and market like in Cahaya in rural areas
machinery for cultivation, one-click fertilizing (cart, tractor), watering (hose, water tank), harvesting across entire bed
• full-volume production chain, varieties, cycles
large fields – rent and cultivate (fields in Cahaya)
farm animals (sheds in Cahaya – Bali cattle, water buffalo, etc.) – rent, sow grass, take care, feed, hydrate, treat, pet, milk

:tractor: References: Farming Simulator 22/25, The Sims 3 Store Grandpa’s Grove

Additional screenshots:

Videos:

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We use this type of crates for storing onions, tomatoes, beets, and potatoes (my mom has been an experienced gardener her whole life — these are most recent photos.)

Vegetable Storage Type Shelf Life Temperature Range Storage
Onion Ventilated crate or sack 6-8 Month 0–3 °C Cellar, pantry, balcony, refrigeration not required
Tomato Single-layer crate only, avoid stacking 2-3 Weeks, Max - 1,5-2 Month 10–15 °C Cool room, shaded shelf, refrigeration not recommended
Beetroot Deep ventilated crate or sack 5-6 Month 0–2 °C Cellar, insulated balcony, refrigeration not required
Potato Covered crate or burlap sack 4-6 Month 4–6 °C Dark cellar, cool pantry, lower temperatures cause sweetness – refrigerators are too cold and dry
Garlic Ventilated crate or mesh sack 6-8 Month 0–3 °C Cellar, pantry, balcony, refrigeration not required
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Not a fan of produce expiring, even if that’s realistic.
I’m fine with food and other things expiring if not stored properly though.
Hence the Freezer Idea (or ppl asking to store produce in the fridges, even if not enough storage space in those).

But solid ideas for the rest !

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Oh, I just like the look of those crates, esp. the ones that Polka sketched, plus at that time we were promised Indoor Temperature in the roadmap, which would allow creating a cold room and storing things there like in a refrigerator. But I haven’t seen industrial refrigerators in houses or small farms at all, only in huge vegetable storage facilities.

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