The way to go is to disable everything not in use. You are working at the north area? Disable all farms and stockpiles at the south, simple! (fallow farms and none filter stockpiles)
Also, just adding food to different areas will not help if after they grab the food they have to walk to the other side of the map just to sit on a chair. So add at least a few temporary chairs (and beds) to your camp for them to work better. Remove then later after the work is done if you don’t need those there anymore.
Sell everything!
Guys, if something is not going to be used, sell it. The only things I recommend not selling are stuff that is hard to get, like the fine items or resources like clay and stone (cause those require a lot of mining that ruins the map, it is better compressing to use less stockpile space).
Wood, plants, food, trash items that you crafted just to level up… All these things could be sold. No need to keep them. Wood is super easy to get, as it is food and plants. Most items can easily be crafted again too… We don’t need to have them in stock.
Now to the cleaning process.
Right at the start, going to a market stall, calling a trader and selling everything. Let’s start with the cheapest items, so we can sell more in a single batch.
Items worth 1 gold:
- 95 wheat! (Could also be compressed.)
- 99 silkweed!
- 202 wool!
- 29 flowers
- 140 logs. (Could be compressed into piles, but nah. Super easy to get wood, actually they were just harvesting even more trees while I was selling the items…)
- 91 saplings!
Items worth 2 or 3 gold:
- 209 eggs!
- 56 cobblestone fence (probably from someone training a mason?)
- 24 wooden door
- 49 berries
- 38 turnips
- 318 pelts!
Those were the cheapest items, and required 4 merchants to sell everything… (Cause they didn’t have enough gold to buy it all at once)
Now starting the items that are not so cheap.
- All the potions (not needed, although can be placed as decoration if wanted)
- All furniture and decoration (except fine and rare versions)
- Weapons
- 95 copper ingot! (plus other metal ingots) (each copper at 10 gold, merchant had 700, so the full merchant only got 70 ingot)
- 51 bolt of leather
- 13 winter outfit
- All low level food (only kept the cook crafts)
A total of more than 1500 items removed! Plus a lot of other items that were not counted.
One major change I made was reducing the farm animals area to the minimal size. There was so many poyos and sheep that hearthlings were there hauling their eggs and wool non-stop, in a never ending cycle. Those items are not even necessary! (not that many at least)
The same thing with trapper area. (too many pelts)
This also opens the possibility to someone to have farm animals as decoration too, like small chicken coops and such, without clustering the map with the result items from the shepherd.
I also removed the ladders to the mountain tops, there was nothing there yet, so it is just a waste of cpu (when the a.i. is calculating routes, it would waste time checking those areas because it was accessible. Less areas to check, faster a.i.)
FPS went from 0.1fps (1 frame every 10 seconds, yep) to a 5fps (low end notebook). Could even be better if we hadn’t a few bugs infiltrated in the save file.
After all that, (it took longer than I thought) I decided to add at least one build, and I chose the tavern from the templates with added chairs and tables, cause I noticed that hearthlings were having a hard time to find a place to sit. And also moved the cook workbenches there, they were out in the open.
I added a few trees where there were bald spots in the forest. There was a tree farm next to the first town, I removed most trees from there and placed them more spaced, like in an orchard.
Engineer and potter are now in town, but I had nothing for them to do. (Potter compacted the clay at least)
I changed the crops at the mini farms scattered around to slow growing types (corn, watermelon) to avoid the farmers going there all the time.
One more market placed, so it is easier to sell huge amounts of items.
Save file download: