Distributions.lua, Line 1001, under Outfit_Fisherman
Should be either FishingTackle or FishingTackle2.
Distributions.lua, Line 1077, under Outfit_Golfer
Should be GolfBall.
Distributions.lua, Line 1126, under Outfit_Inmate
Distributions.lua, Line 1139, under Outfit_InmateKhaki
Should be IcePick.
Distributions.lua, Line 1485, under Outfit_Student
Distributions.lua, Line 1594, under Outfit_Varsity
Should be Radio.CDplayer.
ProceduralDistributions.lua, Line 15778, under RandomFiller
Should be LightBulb.
Distributions.lua, Lines 59 to 62
ProceduralDistributions.lua, Lines 1408 to 1411
This is about "Mov_brokenglass_1_0", "Mov_brokenglass_1_1", "Mov_brokenglass_1_2", "Mov_brokenglass_1_3". These 4 items do not exist. Dunno what should be in place. Perhaps something like Moveables.brokenglass_1_1?
ProceduralDistributions.lua, Line 8270
Should be RubberBand.
That is the base multiplier. Start and peak multiplier will multiply on top of this initial multiplier. The formula for day one is ( Population Setting x Population Multiplier x Population Start Multiplier ) whereas the one for peak day is ( Population Setting x Population Multiplier x Population Peak Multiplier ).
Unless they added something new with 41.73, then I don't remember there being such an option. What the 'peak day' settings does is define how long (in days) it takes until the the day where the peak multiplier takes full effect.