've had a lot of fun using this mod, thanks for putting it together. You mentioned earlier you'd like seeing more ideas/feedback, so am chipping in with some random thoughts that I have had.
Fwiw, most of these thoughts are from a Survival play perspective, and thus are geared towards making the mod more useful from a gameplay perspective.
* The farm is an important early block to make, but it is such a large size it gets unwieldy. Also, once it gets going I find the farm block fills up so quickly it requires a lot of micromanagement. 16x16 farms would be more manageable, and would make it easier to set up separate farms for each crop. Aesthetically, optionally bordering the plots with wood or stone blocks (like the villager farms) would make them more pleasing.
* The distributor/warehouse mechanics are a bit challenging to figure out. I still haven't really got a working "flow", although I'm gathering you need to alternate distributors with warehouses. Initially I assumed a string of distributors would act like nodes in a pipe to get materials from one point to another, and found it confusing that it didn't seem to work.
* Here is crazy thought for an alternative to distributors. The vanilla hopper in the game pulls items out of one block and puts them into another. The 'hopper ducts' mod has a variant called a Grated Hopper that pulls blocks according to a filter. What if instead of distributor blocks, you had something like the Grated Hopper that you attach to the side of a Dooglamoo block that pulls items from nearby warehouses according to items you place in the hopper's filter slots.
* I worry that blocks seem to "lose" material. Particularly noticeable with quarries, the amount of stuff that you receive feels like a subset of the amount of blocks actually cleared. I've not measured or tested it, it's just kind of a "feel". With mines, I seem to end up with far less coal than I would expect from mining it myself. I've not done any actual tests or measurements, so I could be off, but I just don't get a confidence I'm getting all the material back.
* The office buildings are fun to build, and in Survival mode are kind of useful to establish a base. But it would be more handy to have blocks that make more functionally useful structures, such as archery towers, castle walls, storage rooms, nether portal plazas, houses with doors (for villager breeding), etc.
* Similarly, there are other mods that add decorative structures to the game - pirate ships, sunken ships, altars, wizard towers, barrows and the like. Being able to use Dooglamoo blocks to intentionally create these structures would add fun, and could enable creation of more interesting "non-modern" city designs.
* A very simple "cottage" house would make a nice addition, especially if it were a very simple block to craft (e.g. requiring just dirt and wood as ingredients) so that it could be used as a starter fort at the beginning of the game. Something like one of the village houses would be perfect.
* The carpenter, blacksmith, and baker blocks should have an option to enable them to create a building around themselves. The first time I tried this mod I assumed that was going to happen, and when they didn't I thought something was broken. I get that the purpose is to place them inside the office buildings, but I think they'd be more fun and versatile (and better fit the theme) if they had their own buildings.
* Ditto for quarries, fisheries, foresters, etc. although their "buildings" could be minor, like how mining shafts create a wooden frame and ladder. The forester could be a tiny woodman's shack, the fishery could be a wooden dock, the quarry could be a simple cobblestone ramp/stairway, etc.
* It would be nice to have some options for improving security for some of these. E.g. doors on 1st floors of office buildings, more lighting in mining tunnels, fences around garden and farm plots, etc.
* The *lack* of security for mining tunnels has a positive side - your mines become adventuring opportunities. But I think this could be done better, if the mines could create larger structures underground. For instance, instead of 2x1 corridors they could dig out tunnels more like Abandoned Mineshafts, with wooden beams and such. It could perhaps place chests down there with ores or excess materials that it excavates.
* A problem with mining tunnels is the central shaft includes a vertical drop next to the ladder. Invariably my kids slip and fall off the ladder to their deaths. They hate mining shafts as a result. Placing some wooden platforms on each level would solve this (I end up doing it manually, but it's a pain).
* The subway tunnels under roads are a very cool feature, but I'm a bit mystified how they are supposed to behave at intersections. It seems perhaps there should be some redstone components for switches or something? I end up tearing the rails out and redoing them in straighter paths. :-/
* Find the forestry block is extremely handy in the early game (maybe even game-breakingly so) but rapidly generates impossible-to-store amounts of wood and I end up needing to disassemble it. Don't know if that's intentional, but perhaps making the block manage 16x16 areas rather than 32x32 would help.
* I understand why the blocks consume food from a game balance perspective, but my kids pointed out this was weird - machines should consume coal rather than food. Something to think about I suppose?
* In theory, the carpenter should be able to supply the mining shafts effectively, yet in practice I just haven't been able to get the carpenter to work right. I find it constantly needs stacks of logs, yet the mining shafts remain needy for picks. I find its far simpler to just manually supply the mines with tools, but it's a lot of extra management I wish the carpenter would "just take care of" for me. Maybe there's a trick I haven't figured out... It feels like things would be better if I mineshafts could just make their own picks using the cobblestone they mine and the wood stacks I give them, and only ask for picks when they need iron ones (which gives me the opportunity to manually mine these "important" ores).
* The road blocks are lovely but they take a lot of micromanagement. It feels like they'd be handier if they created 16x32 stretches of road rather than 16x16. The logic of adding rails or railcarts to configure their building style is slick and could be extended - e.g. only add street lights if wood is added and omit otherwise; create a small walking tunnel instead of a subway tunnel if a ladder is given instead of train tracks; pave with half-slab stone bricks instead of half-slab cobble if the former is placed in it; build fences or walls on the sides if appropriate blocks are given; decorate with flowers if flowers are included;
* A tunneler block would be very handy. The road, quarry, and bulldozer can _kind of_ work for this, but a good tunneler would work well underground as well as punching through hillsides. It should leave a 3x3x32 tunnel, and would be able to shore up walls with bricks or other blocks, fill in the ceiling, place lights, and so on. Like the mining shaft it could demand food, coal, wood, and picks.
Sorry for the length of the braindump here... hope something sparks some inspiration. Thanks again for the mod, playing with it has been a fun diversion.
I had two questions, but the first one was sort of answered when you mentioned how to find abandon cities. My second question is, how well does this mod work with mods like Harvest Festival? I know it seems to do okay with mine colonies, but I'm not sure about Harvest Festival (Which seems to be similar city building mod with a focus on farming.).
Is there a way to enable modded building blocks such as the brownstone from Tinkers? Minefactory reloaded (1.10.2 version anyway) has some nice looking mud bricks also. Could possibly be done with a whitelist in the config to add block like tconstruct|brownstone.
I know that if I replace a ladder with AE2 pipes, the building still works. I have not tried it after building one by hand and then having the controller block run it already made.
PS: I love this mod. The only regret I have is that I didn't find it a lot sooner. I love MineCity with functional factories (using AE2 etc inside them).