Impressive!
Reinforcing skeletons is worth it for specific high-drain tasks like mining. Otherwise they are meant to be disposable. Yes, passive decay is a thing, something like 5% per life on average. More modifications (such as task specialization) were planned.
You got crafting UI exactly right. Lots of people struggled with that which isn't surprising since it's pretty unusual. Left number is "sustain" or target passive stockpile, right number is "extra" or manual override. I wanted to get recipes in there but it's really compact. Figured I could just add it to the Info docs later if it's a problem. Tooltips say what the components are, at least. Yes, processing Raw Earth has some variation AND rates improve as you upgrade the mine (tooltip again) which is also the only way to replenish mine saturation. Pottery does nothing yet.

I was also worried about the split harvest/haul UI being a sticking point, but people seemed to figure that one out pretty quick. Nobody has commented on saturation yet at all (the circle on resources, limits over-harvest and usually recovers over time). A proper tutorial going over all those little things and drag-n-drop is definitely needed. It's possible to unassign minions by clicking on them but I don't think anybody knows that...
Yep, tools normally x2 (*skill) and carts double items per haul. Stacks with Harvesting/etc skills. Command is for skeletons and 50% base, yes. Skill xp is 1/s while active, stacking (half for minions). Skill effect is root(xp).
Tool quantity is seconds of use-time. Tool meter 100% represents 1 hour of real-time availability. Tower 1 opens up several new things, namely feedback loop upgrades (tool effect, cart effect, tools gained per craft, minion decay) and intro to magic (minor stackable automations). Tower 2 (not yet implemented) unlocks permanent skills which is where magic slowly becomes approachable.
Rather surprised that someone took such interest in this little project. Thanks for the input. Would you mind sharing your thoughts on progression / resource loops / etc as an incremental game? I like how objectives change every life depending on resources and host, things like that.

