We have 1 spare food, and the external action is next. I'm voting carts so we can get food from further afield.
(3) Creator: Animal Traps - Kashyyk, Bales, TCk
(0) Creator - Bow & Arrow -
(2) Creator: Butcher's Complex - Powder Miner, TricMagic
(1) Creator - Wheels and Carts - Nirur
(3) Mirai : Nirur, VSkies, TricMagic
(5) New Hearth : ZBridges, IronyOwl, Powder Miner, Bales, TCk
As for the Hand Mill, I definitely would prefer avoiding a "we find (x)" approach in normal proposals. It's too strong a handwave, especially in a setting where you're ultimately cavemen dropped from space and the intent is more developing from the ground up than leapfrogging haphazardly - or at least they should be able to walk before they run and faceplant into disaster. Electricity and energy is a very tasty fruit for a civ at any point in their lifespan, hands down no questions asked, so it's a tempting thing to build off of immediately, but sometimes the fruit's just out of reach. The most convincing argument I made for myself when debating it was that it comes down to maintenance and the need to replace worn parts before, for example, the (re)discovery of metallurgy. Finding a motor that works would be a(nother) miracle - finding as many as necessary to ensure the hand mill has a tangible impact on the colony for as long as necessary is a little much (and why I didn't include a 3D printer in the starting choices like I'd initially written down eheheh).
Okay, if you don't want to take the story there, that's fine.
For argument's sake though, if we had a motor, I'd expect that a motor would be easy enough to reverse engineer and replace with spaceship scrap and power. An electromagnet's a piece of iron wrapped in copper wire. The only thing needed to turn one into a basic motor is affixing another piece of iron on a radial mount, and they'll try to spin against each other when powered.
I didn't have big early ideas for it, other than a mill and later a powered loom, to save precious early-civ calories.