VICK'S SUMMARY
goal here was to build a large city and use some of the decoration pieces that didn't get finished in TOWN's map.
mod adjustments:now at 117 mods,added multiple starts,CC orchards,KID's bakery with greenhouses,CC mable quarry,soapiry,and KID's storage carts.NMT above CC to solve water issues.
conflicts: multiple starts cancels the thatch on map start.have other concerns with this mod so it should be removed.
wierdness:bannies go homeless near the pumpkin greenhouse,teens get kicked out by parents and live in the boardinghouse,
another gets lost and goes gomless.he eventually finds his way back to his house.
nomads: 7 in yr 4,12 yr 10,21 yr 16,27 in yr 22.25 yr 27,19 in yr 30.
this map had food problems.i think there are several reasons for that though.recently the multiple start mod was added.it brings some different option to the start but was suppose to set as medium conditions.my hope was a different option start but keep the thatch and pine mods working at start. at start those mods should overlay the map with various items.1 thatch and both different foods.sadly the thatch is not working that way.no thatch grows without a thatch hut.a minor inconvenience by itself.however,the map also has a "homeless" issue. several times teens get kicked out forcing them into boardinghouses.walking by a pumpkin greenhouse causes homeless.when houses are being built and framing starts the family goes homeless.the builders themself went homeless when no building projects were scheduled at the end.blueberries are overproducing though that may not be related to this mod.the odd randomness of food production may also be related to this mod.i can understand fields producing less or dying once cold hits.but it should be consistant across several fields of the same crop.
there are a couple stories with blueberries lately producing more than the 1.06 version.different players using different mods even.it is possible that i didn't catch this before.seems i did check an old save and found the blueberry fields were overproducing before.in the forest,the pine mod compensates since it brings so many other items.going through my mod order,the only mod that might be affecting it is the NMT set above CC.i have issues with moving that mod.that was moved above CC to solve water issues.the NMT tower only produced over 200 in this map. i acutally thought it should be over 400.i could swap the NMT and fodder and use those wells. combined the fodder well,an EB canal resevoir,and the NMT tower produce 1000 between them.the fodder well is almost 350 itself.i suppose the forget orchard mod could affect blueberry but it would be odd that i didn't catch it. the forget orchard mod i have used for a long time.
now and then the duckhunters do catch fish.5 fish with 600-900+ ducks is not a problem.feather output is 14 each year.
KID's greenhouses are producing decent. a 7x7 greenhouse is 46 squares,half a 10x10 field.since they grow all year,it makes sence they would give 4-500 food.the pumpkin is low but it is also much smaller.6x4=24 squares. half the size of the 7x7,so they might be lower than they should be. since they are labeled as famrers,are these greenhouses affected by the cold climate? the watermelons in a 7x7 greenhouse do seem to be producing less than hoped. i think another test or 2 will tell more and give a better idea of which crops work in these greenhouses.RED's greenhouses prodcue more per size but also require water and fertilizer.both sets have their uses.i debate taking my 3rd greenhouse set out,so i could move KID's set in the mod order.the CC tropical greenhouse uses excess bonemeal.we don't have a composter to fix this.
storage system. this is an ongoing situation i am still trying to figure out.i tried using 1.06 barns to make things easier.the hope was the nordic barns would not store so many items.bonemeal,clay,coal,and salt are still scattered all over.this is both 1.06 barns and markets.most likely related to the 1.07 compatability mod.the item specific market carts from CC store multiple items as well. in fact the log cart stored coal and stopped moving logs.i do not think moving mods or loading old market mods will solve this.i really don't want to offer much advice on fixing this until i investigate and try some more things.
there are gains. since the industrial market plaza won't store new flag items,using CC cellars nearby helps.going forward mods need to store less of the new items and more of the original basic items.food,tools,clothing,herbs,and firewood are needed everywhere.fertilizer,coal,salt,etc are not.this should give the bannies a market that stores what they need without the vendor storing everything else.my advice would be not to even add a textile tag to storage of central markets.