So I just installed Eagle River yesterday and I'm already making changes. The only significant change is that there is no connection to the 'Outside World', no portals, staging yards, etc. I solved that problem by adding a car float in Beaver Cove, next to the mill. The other things I've done is add felix_g's 'FG MovUnload Coal (10mph)' at the mill and 'FG MovLoad Coal (5mph)' at the coal tipple in Keane to simulate a coal-fired lumber mill. I also replaced the JR Multi Industry used to load and unload the commodity 'Woodchips' with msgsapper's 'Woodchips_Loader_Interactive_with_effects' at Camp B and Myrtle Creek, and 'Woodchips_Unloader_Interactive_with_effects' at the lumber mill in Beaver Cove. My next step is to replace the other JR Multi Industry used to load and unload the custom logs commodities included in Eagle River to msgsapper's 'SAP_BI3_Wood_and_Lumber', and use the last four empty queues for the two commodities already being used on Eagle River and the MLOGs on the Eagle River Skeleton log car found on Trainz Forge's website. I also ran into a problem that I encountered on Coal Country: The TRC Crossings would not work. I had to rename them, in numerical order, from Beaver Cove to Keane, to get them to work. I also replace some of the 'TRC Invisible Rail Crossing 90' with Scottish's 'DMT UK Self Build Restricted Traffic Zone', specifically at crossings where they are not at 90 degree angles to the track. I've also added 'PL CDK JR Diesel fuel point' and 'PL CDK JR Diesel sand delivery point' to the shops at Keane. I also added 'BI2 Steam Locomotive Short', and bendorsey's 'Fuel_Oil_Dock', next to the shop at Keane, as it has the commodity 'Fuel Oil', which is used by the logging mallets available from Trainz Forge. I also added some animated animals in downtown Beaver Cove. So far that's all the planned changes to Eagle River, there may be more in the future, but I don't want to change it to where it looks nothing like the original.