Thanks for the response, as for the porridge, I'm not sure, I seemed to have built up a large supply on one of the campaign missions for an unknown reason (despite relatively poor production of the precursor, barley IIRC). The lack of an ability to cap production of certain items is a bit of a pain so maybe the mill happily burned through all of my barley because it could amd I didn't stop it in time.
I also tried to do a non-campaign play-through and managed to get a colony on Sandy Gulch up to ~1.1K population before the game became unplayable, noticed a few things with that:
Basic Income Paradise
I basically had 30%+ unemployment and if I kept playing I'm sure that number would eventually get pretty close to 100%. I'm not sure what the goal is, but it seems like long-term colonies make little sense, although this works fine in the campaign mode and it's a bit far from release anyway.
Energy
I really wish the batteries required no micromanagement, at scale it's just impossible to go through them every season. To avoid this I just tried to cap my energy usage at what I had in the previous winter and that sort of worked.
Mine Depletion
I had two iron mines, both got depleted. One I removed and built a tunnel over, the other I left alone. When I reloaded the game the blue energy producing resource appeared there visually, but there was no resource at the location.