I made a mod for 0.5.6.1 where you spend 1 barrel for 1 petroleum whatever your efficiency, and you also get one barrel back back par petroleum used at the refinery no matter your efficiency. So your barrel number always stays the same. The mod is here.
The devs also already worked a fix for barrel multiplication in 0.6. From what I've seen refinery efficiency don't apply to pumpjacks anymore over there so you don't get more barrels at high effi anymore, but still lose some without full effi.
and there must be way to choose so called profession at start, who want to be smith who baker etc, who hunt who farm.. without waiting days/weeks without doing nothing at all, only to get access to research skill scrolls....
The player objectives are kind of already doing that. You can also see who is taking which skill. But the best way remain to talk to each other.
Some guy could come to the server, play 5 minutes, claim a profession and never come back. You want to rely on active players. Not to mention some players don't want to trade, you can't rely on those either.
Fortunately tools can't actually break - they just get less efficient so it's impossible to completely deadlock yourself.
I've always felt that the goal of the game isn't to make everyone eco-friendly right off the bat - it's about having players notice their impact on the world and how their choices can affect it. Whether they choose to change how they play is up to them (and to some extent their peers) so long as they have the tools to do so.
Hu, Well Right now I got so much just labor it doesn't matter that I am not getting to many skill points. And I am going to have to Scour the world to find a Camus Bulb. :( I'm going to be dumb for a while. Thanks for the heads up thou.
Which is why there's a whole strategy of playing with raw food (that is, fern+berries+beans) for those first days building up basic infrastructure, followed by a long period of campfire food until there's a food specialist around to make high-SP food for the community. Early building is also the time when your mind is super active (and probably playing protracted periods of time) - hence you'll feel that the low SP really hurts development. This is why I suggest that player action during this time should be rewarded (limit to a degree, if you want anti-grinding/obsession mechanics in place.)
And when I say making food, I mean not just selling it from his or her own shop, but actually offering the skill to other players' estates by actually making house calls and cooking food from storage there. This kind of gameplay requires a lot more community and social trust, however - something not everyone could or would do. This kind of "talent sharing" by house calls was one of the intents of the game mechanics, and for better or worse, the devs are making it happen.