I have been the farmer/provider for most of my games in ECO and the biggest problem is the amount of calories I waste basically Tera-forming an area to try to make suitable land, halfway across the world! I think tilled land should not be subject to numerous, ludicrous factors that can be messed up quite literally because someone places a block down near your farm. I think that with some slight tweaks you can make choosing the farmer role quite rewarding.
All I know is that for field crops we need to be able to choose a location and be able to grow crops from the get go (albeit not in tundra or desert biomes for the majority of plants), after gathering some seeds of course. You could even add in crows and other pests, give us other challenges to overcome to offset our ability to grow crops more readily. Keep the moisture, rainfall, temp, pollution and fertilizers, but get rid of "OVERCROWDING" that's not what it actually means anyways, and its garbage. Make it so the desert and tundra biome crops must be grown there. Maybe give us gardens (ie can only have 1 of them and can only grow a few things at a time) for non-farmers to start with to keep them working til the farmers start harvesting. Greenhouses mid-game for some of the smaller crops like the berries, beans, fiddleheads, etc. A tutorial for farmers would be a much appreciated addition. Livestock? maybe some specializations like shepherd. Get rid of digging from our tree and make a tree for builders or something, god-forbid make it someone you start with at max efficiency.
My best solutions for 2018 to get rid of trimmings is simple
Make a quarry and save all you materials you get from making it (quarry should be relatively larger about 10x10 and personally 30 blocks deep)( this method should be used for people with help from others)
Dig a hole near your home or make a smeltery elsewhere.
Last method and possibly the economical is making an above ground warehouse made of mortarted stone (dimensions 30x20x10 lengthxwidthxheight) but make it in a flat area with no sources of water or vegetationand fill it with stockpiles best areas to do this is in the desert.
They could always make something with a multipurpose use such as a "recycling compactor". Uses burnable fuel to compact tailings, dirt, and sand into a compacted version at a rate of 10:1, with the compact version actice like a normal resource (ex. Stone) so it can be stored in stacks of 20, though still in a stockpile/cart/etc. . This would cut down on the needed space significantly for these items respectively. The compactor could be available around the same time as the blast furnace.
You will now need to build several craftingstations to get to the blast furnace.
The Blast furnace is now built in the "Assembly Line". To make the assembly line you need to build the following:
"Machinist table", "screw press", "lathe", and the "shaper".
html has nothing to do with android or ios native apps. Native apps in iOS i.e. are written in objective c or swift. You can write them with Angular (Typescript) and IONIC, but thats a bit far for someone who think html is hard.