Yes the NewLimits I included are the one that kralyerg has made.
I didin't kept my attention so i apologize for asking.
Is not compatible with megamod for 1.0.7 right?
Yes it should work... in theory, I have not tested as I haven't downloaded latest megamod.
But if you place my mod above megamod in the load order it should work.
And you need latest beta version of Banished: 1.0.7. 170320.
Also, apparently the Village Production set needs to be on top of other DS mods, else we get that empty menu bubble...
Yes, sorry about that, I added another menu to my toolbar. I will update all the other mods in due course.
From now on, always place my latest mod above all my others.
Runs really nice, just a few very minor things and comments -
* townhall - graphic glitch (turns black on rotation) (iirc you mentioned that)
* fisherman's catch - missing icon in inventory (townhall)
* hemp - lovely crop, pretty heavy on polys though (but should be only a problem if one builds plenty on a map) 
* crafted goods - jetty general merchant does not seem to get them into port?
* gear-equipped gatherers, hunters etc. are really hard to find in a forest LOL
* all the gear has really different numbers (rate of production), any reason?
e.g. fishing gear I quickly have 1000, hunting gear less, baskets much less... with baskets needing to be replaced, shouldn`t that be the same for all?
* canvas coats seem to be pretty cheap (high output)
* Waterpump - personally I don't find the output too low...
I guess the building upgrades announced in some of the tooltips are not yet there?
Oh, and we have a new mill and new grain (acorn)... but no baker? 
Nice feedback, thanks

* townhall -- has now been fixed on my end. I just want to finish the hospital to include and then re-release DSSV: Services.
* fisherman's catch -- good find

for some reason I had disabled the sprites in the SpriteSheet with // in front of the code.... silly me.
* hemp -- yes a bit too high poly, I will make lower in the next update.
* crafted goods (and any new flag) and jetty merchants -- Yes I had forgotten to add the new traders and flag to the traders. I promise Jetty & Bridge will be updated again soon.
* gear-equipped gatherers, hunters etc. are really hard to find in a forest LOL -- I know

what can we do? should we give them a campfire? probably not a good option as it will just add more smoke.
* regarding all the specialized gear (Fishing Gear, Hunting Gear & Gathering Baskets) I am still in a bit of a pickle about how to include them properly in resource chains.
Production rates currently:
depending on who is making the gear, will alter the quantity made in a year.
Small Workshop - work required is 21, at a work time of 5.0
Village Workshop - work required is 8, at a work time of 4.0
Village Blacksmith - work required is 5, at a work time of 4.0
-- to make 7-8 Fishing or Hunting Gear, 1 log + 1 iron is required - valued at 3 , profit of .71 each unEducated & profit of 1 each Educated
-- to make 4-5 Gathering Baskets, 1 log is required - valued at 3 , profit of 2.5 each unEducated & profit of 2.6 each Educated
balancing does need to happen.
- Currently Fishing & Hunting Gear, both do not have a use except for construction of the small buildings: Hunt with Hunting Gear and Waterside Fishing. Because both of these are producing natural resources, I haven't been able to get the code to accept a production cost. That is why I'm in a pickle about how to use them. In the next Jetty & Bridge I have included them in a way to catch the new fish, from specialized fishing spots, that will require a supply of fishing gear. This has always been an issue that I've been struggling to resolve for months.
* canvas coats -- 1 canvas will make 1-2 Canvas Coats at the tailor or the weaving guild will make 1-2 Canvas Coats from 4 Hemp.
I do find most tailored goods making too high a profit in vanilla, but still I based my numbers upon being slightly better than that.
for example, while an uneducated person is loosing value making hide coats, educated they are making 5 profit each. Wool coats uneducated will make 5 profit and educated will make 10.
the village tailor will make 7 uneducated profit and 11 educated - looking at the numbers, if I double the input to 2 canvas, and change the production to 1-3 coats, it will be maybe a better -1 loss uneducated rate and a profit of 9.67 educated.
The weaving guild can have it's input doubled also, with output 1-3, the profits will be the same as the tailor, though the weaving guild works slower as it is skipping making the canvas and instead weaving the hemp straight into the coats.
* water pump i might make a cheap upgrade option to increase output just in-case.
Another good spot... some of my stringtable texts were getting ahead of what I had done

The baker has been started, it will be coming soon, plus some butchers and better options for the fish.
The Acorn is like a survival food... the gathering spot is really only generating them, not collecting them. That is why it can use gathering baskets as a production cost. It could be exploited, but the trade value is 0, so useless to sell like that, it would need to be processed further into flour or gruel.
a side about all the other comments

I don't mind a thread hijack.
And, I like that you put your salt in barrels
@embx61 .