>>16643705
There are several vendors around town you can buy things from, including seeds for Hops and even actual Beer from the Inn, unless you need a specific one he doesn't sell.
Why do you guys always have problems talking with other people in these kinds of games? It's like you think the point of the game is to live like an hermit in your farm and everyone else can get fucked for all you care.
>>16643840
>the donkey said i should pay it for its labor with carrots
It's a mechanic to give you corpses on demand. Instead of having corpses arrive every single day that you might or might not need or even have space for, at that point in the game you can instead look at the graveyard, decide that you need 7 corpses to fill the graves or some more so you can harvest something from them and drop as many carrots as you need.
This way, you don't have corpses arriving everyday and rotting on your doorstep because you're too busy doing something else or don't actually need them anyway. It's a simple mechanism, why is this hard to understand?
>i didnt have any idea how to make a farm.
Have you not explored around your very property? Found the section with a signboard that tells you it's for a farm? Since the skills in your skill tree to plant things in said farm? Talked with the guy that sells seeds? Have you explored anything at all besides what the tutorial told you?
>>16643761
>there isn't enough time in the day
That doesn't actually make sense. One unique aspect in this game compared to Rune Factory or Harvest Moon is how the day-night cycle doesn't actually work in the same way. You can be up at any hour, even spend several days up if you have the food for that. Sleeping is mostly for the first days when you don't and because eventually it will be required of you, but the gameplay isn't as strictly broken down into days as RF or HM are. Things run on timers and your own cycle can vary. You can pretty much sleep the entire afternoon and stay up late instead or leave a furnace working while you sleep.
Furthermore, instead of having the time divided into 4 seasons with roughly 30 days each, you only have the 7 days of the week with their symbols. Events and people are tied to a specific day so if you ever miss one, you'll only have to wait at most 7 days to try again unlike RF or HM where it could take 120 days to repeat an event.
The point of this is that you can pretty much do anything whenever you feel like it (especially once the donkey starts to demand carrots) since everything is put on timers and you can tackle any available content at any time or soonish enough.
Best example I can give you: There's a house near the mountains, northwest of your starting house. It has iron, coal and stone deposits nearby, can easily be rebuilt and refurnished into a miner's shack.
Whenever you're running low on iron, coal or stone in your main house, you can pack up a bunch of food, travel there, stay for a few ideas just harvesting materials nearby and come back once you have a truckload of shit to work with in your main house with no worries on your part.
This is a lot faster and better than trying to mine and drag shit all the way back to your house instead.
I'm not going to same the game is perfect, it could use a lot more content and some polish, the script is kinda weak too.
But it does seem like some of you aren't even trying to actually play the game or explore any of it and you keep trying to play it like it was something else entirely.