Redesign growth data table for extensibility and new growth code
Improve crop spacing detection and indicators
Rework growth code to allow trees to partially let light through, adjust tick growth times based on lighting, draw water equally from all connected dirt
Rework harvest code to allow for multiple drops, chance drops, and more diverse tool modifiers
Optional:
Add dirt nutrient contents that influence crop growth based on crop nutrient requirements
Improve weed crop search and attack code - ensure weeds are on same level of dirt, allow crops to fight weed influence, rework weedkiller
Getting started: basic information at the residential services (bus stops, mailbox, quests, growing and purchasing basics) + teleport to free lot
Various individual bots saying a quip or so: minerals, compost, fertilizer, farming exp, chest money reward, quests, power system
Crop information found at town hall
Quest information found at Post Office
Power system information found at the Mechanic's shop
Purchase of higher tier crops for the first time opens a prompt about checking out the growth requirements at town hall, and next to the seller is a quick reference pamphlet
Sales information found next to Supermarket Buyer and Big Buyer
Each storage type can either blacklist or whitelist a list of items
Each item can blacklist or whitelist a list of storage types
Allows for more control over storage, e.g. silos only allow crops, toolboxes only allow tools, quest items require a quest storage, etc.
Create quest storage brick specifically for quests
Disable storage of quests in all other storage bricks
This way, players can only hold a quest in each inventory slot, quest storage, and quest deposit boxes (since they can retrieve a copy of that quest at any time).
Implement getBuyPrice(%item), getSellPrice(%item), refactor current price retrieval code, and migrate the data originally referenced for prices to use the new system.