use the debug to add the building that has conflicts. saves time of waiting for materials to build it.same thing if the issue is a crop. orchard,or livestock. there are buttons to add items,this can help if testing markets or storage. another button adds all availa ble items to the inventory or both the TH and TP. you can scroll down thru the lists to find double tags of items.the top of the list will show any blank tags by leaving spaces. this info can tell you if a mod is conflicting and if it didn't load. you could have odd items doubled or missing.can also tell uyou you have something added that you didn't expect.
by doing the seed tests to find what foods grow better with the nordic climate on mild, i realied i don't have onion seeds. can only grow them with a RK greenhouse.if i had waited for the merchants,it might be 5 maps or so before i caught that.
when the 1.07 1st came out, i had issues with salt. using the debug to quick build mines and several bakeries,i narrowed it down to the bakery plus mod. the quick build tests are handy to find issues or fix them with mod orders.makes it a lot faster. what would take hours to build and test can be done in minutes. i ran the same kind of tests with the RK,PINE,and NAT DIV mods to check what was being gathered with the different options.how long would it take to build 5 foresters and different gathering huts? then build a different gathering hut in a forest that wasn't working correctly?
i bow once again to the master modder who gave us the MOD MANAGER. that has saved hours and hours. before we had to load and exit and reload and click 25 times just to move 1 mod.now it can be done in seconds.