Hi,
I wanted to say that you're doing a great thing. I'm myself software developer so I know how much time and heart goes into writing pretty much anything, so I really appreciate what you are doing here. I've really enjoyed your mod, especially since this game modding scene is rather young and the game itself is starved of quality content mods.
During my playthrough, I've pretty much only engaged with fishing and farming aspect, I've not yet started any animal husbandry. I've noticed some things that may be bugs or otherwise balance issues. I'm running the newest version of the mod
Cannery is missing maintenance cost and requires only 1 worker

Cannery itself doesn't have any maintenance requirement. Meat packing plant does, so I think it might be an oversight. Also worker worker and power requirements are really low. The same with Meat packing plant, they also require only 1 worker and in case of Meat packing plant, only 1 KW of power. I'm not sure if it's intended that they are this cheap to run, since vanilla counterparts usually clock about 5-8 workers and at least 100 KW of power.
Raw Fish and Fish Can seem to be missing translation strings in English

It's really trivial, but since I noticed it, why not put it here? ;)
Fishing dock Catch Rate
These 3 fishing docks has been built in Sandbox mode at the same time and ran for 1 full month in-game (60 seconds) without bait. Despite having different catch rates, all aside from Mackerel have the same numbers. I assume that since Mackerel has 2 in display - it's 1 full integer above the rest, so it's probably some rounding problem.
Also I wanted to ask about green display values. All production values in the game are normalized to full 60 seconds. I'd expect that catch rate should be around 1 or 2 fishes per minute, but I'm getting 60 or 90 here per minute, which is, well, a lot :D. More on it in next chapter
Fishing dock is hella op ATM
Going by rates mentioned above, I've noticed that it's really easy to just feed your entire population by fish alone. I think that I had a single additional farm till I've hit, idk - 1k population? And I could easily feed everyone from 1 tier I fishing dock, 1 farm and 1 cannery. From what I noticed demand for Fish is linear and is about 0.5/100 pop. Let's do some math.
Tier 1 Fishing dock
1 Cannery for Anchovies - 4 Fish cans
2 Canneries for Sardines - 8 Fish cans
Total - 12 fish cans - Can feed 2400 pop
Tier 2 Fishing dock
3 Canneries for Cod and 2 Canneries for Mackerel - 140 raw fish and 92 fish scales
2 Shredders for 92 biomass
5 Canneries to process max 150 raw fish - 15 fish cans
Total - 15 fish cans - Can feed 3000 pop + 92 free biomass - pretty much 2 free boilers of steam
Tier 3 Fishing dock - here things get a little ridiculous
15 Canneries for Swordfish - 480 Raw Fish, 480 Fish Scales, 240 Fish Oil
7 Canneries for Tuna - 280 Raw Fish, 168 Fish Scales, 84 Fish Oil
14 Shredders - (13.5 needed) - 648 free biomass
36 Canneries to transform fish oil into pesticide
~25 Canneries to produce 75 fish cans
Total - 75 fish cans that can feed 15000 pop + 648 free biomas (14 boilers worth) and 216 pesticide (right now sufficient to service 7 farms).
It's just so much that I cannot believe that current rates aren't a mistake, but a catch rate of 1 or 2 fish a minute seems really low in opposition as well.
Pesticide AND Greenhouses
Since I'm doing fishing, I've enabled pesticide consumption in my greenhouses and I've noticed that burn rate of it is pretty staggering. I'm running 3 initial canneries with T3 Fishing dock and matching number of canneries producing Pesticide from Fish Oil. Now, I am producing way more food that I need and only enough pesticide to feed 1 farm.
If I'd want to satisfy all 4 of my farms, I'd need to produce A LOT of Fish Cans. Waaaay more than I could hope to use in this stage of the game. 1 Pesticide is consumed every day. That's 30 per minute, which roughly translates to ~10 cans of fish food - enough to feed 2000 pop.
I'm not entirely clear how Pests damage crop yields - I'd really apprieciate explanation or, if it's possible, some kind of tooltip in Greenhouse UI.
Another thing I noticed, that Pesticide is missing consumption section in Codex. I'm not sure if it's because of some limitation or what, but game also seems to be confused about total quantity of pesticide - I definitely don't have 6k of it in stock. I'm running this save with Recipes++ as well, so there might be some kind of conflict.


Greenhouse save issue
This one is tricky. Custom settings in Greenhouse added by this mod and Recipes++ don't seem to save properly for me. After loading save, all of my accumulated pesticide in the greenhouse is gone, pest level is 0 and all settings are on default - at least on my save.
I've tried to do a solid reproduction in sandbox mode, but I came empty. It seems to work just fine there. I've fixed it on my side by rebuilding said greenhouses - then it worked quite well, but it seems to be back. I'm not sure if adding another mod to the save broke it again.
I don't want to send anyone on wild goose chase, so it's just a curiosity for now. If I have solid reproduction I'll get in touch - for now workaround is know.
Ufff, that's it. I wanted to thank you again for you work, because I'm having a blast! <3