Overall, teaching a game in a random gen world is pretty error-prone. Its fighting against windmills (any time a system changed, the tutorial needs to be updated, and tested for side-effects...) The better approach is to leave this all to a handmade scenario. Some very small island-map (on an otherwise water covered planet to have a boundary). Here the triggers and required plants/rocks/spawns can be assured to be available. The tutorial path can be planned better. Its purpose is to teach the mechanics after all, have low frustration and show pretty graphics. The new player should have a good experience when first visiting the game. The big "real" game can cause a lot of frustrations for a beginner. The actual game can then jump right into the story-line later, showing the starting area (resources) to a more experienced player.