Upgrade and tool evidence matrix
| System | Visible fields or state | Captured example | Not proved |
|---|---|---|---|
| Hand | Hold · Speed · Grasp | Three names in the upgrade book | Individual effects, prices, caps or optimal order |
| Bag Upgrade | Capacity panel | 50 → 100, level 2/5, $2.50 and R$9 skip in one modal | That the edited run actually ended at 100 |
| Dynamite | Locked section visible | Shown in the upgrade book | Unlock requirement, effect, price or levels |
| Pitchfork | Cooldown · Hold · Sweep | Three fields visible in one player state | Stable values, caps or efficiency |
| Vacuum | Name in beginner narration | No live interface captured | Current UI, unlock, effect or stable price |
One captured Bag Upgrade example
The separate Bag Upgrade panel says it lets the player carry more hay before walking back to sell. One captured modal shows 50 → 100, LEVEL 2/5, $2.50 and a R$9 skip. These are one player’s dated panel values, not a universal starting table.
A separate beginner capture places the Bag upgrade counter inside the shed. Treat that as a captured route cue because map layout can change.
A creator’s early route, not an optimum
Radex Tips narrates an early route of unlocking Hold, then buying at least two Grasp and two Speed levels. The video does not include controlled comparison runs, a versioned stat definition or proof that this order is best. Use it as one creator’s route to inspect, never as an official build.
| Claim | Evidence level | How to use it safely |
|---|---|---|
| Hold first, then two Grasp and two Speed | Creator narration | Compare with the live effect descriptions before buying |
| Bag capacity reduces return trips | Visible Bag panel wording | Use the separate Bag control when its live capacity is limiting you |
| One universal best order | No supporting test | Do not assume one exists |
How to test an upgrade in your server
Record the live description
Open the exact upgrade panel and note the affected display, current value, next value and cost. Names alone do not establish an effect.
Run one short baseline loop
Use the same small hay patch and sell route. Record what the game visibly reports, such as held amount, elapsed effort or the sell popup.
Change one level
Buy only one upgrade so another change does not hide the result.
Repeat the same loop
Compare the affected display and outcome. This is an editorial test method; it does not predetermine which stat will change.
Dynamite, Pitchfork and Vacuum
Dynamite and Pitchfork interfaces are visible in the full-run capture. Pitchfork exposes fields labeled Cooldown, Hold and Sweep in that player state. Vacuum is named in current beginner narration, but its live interface and values were not captured. The narrated $69.99 example is too version-sensitive to use as a current price.
Area, power, cooldown and efficiency comparisons remain unknown. Use the displayed live effect rather than ranking the tools from their names.
Troubleshooting evidence gaps
| What you see | What this research can say | Next check |
|---|---|---|
| Dynamite shows Locked | A locked state is captured; the requirement is not | Read the live lock message or prerequisite |
| Your Bag numbers differ | The published 50 → 100 modal is one dated example | Use your current panel values |
| Vacuum is missing | Current evidence contains narration, not a captured UI | Do not infer an unlock path from this page |
| Hold, Grasp or Speed has an unexpected effect | The current capture proves the names only | Use the live description and one-change test |
Evidence: Hand/Dynamite/Pitchfork and Bag panels in RBiXxLfZh60-C03/C04; creator route, Bag location and Vacuum narration in AbPrJpNVra4-C02/C03/C05. Exact effects and optimal order remain unverified.