I'm pretty damn leery of the farming stuff, admittedly I've already used farming more to supplement hunting, foraging, and/or scavenging. So long as farming en masse still returns SOMETHING if you neglect crops, it's not a complete fuckfest at least. However, if regular watering can get you a bit more crops than the old system, then it's a measure of tedium I can tolerate. But that would be a
benefit, so I'm not going to get my hopes up too hard for that.
However, the freezing stuff has now become actually tolerable now, and there's finally
a pull request in the works to make it so that you don't HAVE to hve a full butchering setup just to get some shot at all available types of materials a critter has to give.
However, there is one thing that has me excited AS FUCK. More than the NPC camp feature.
It's this good shit right here. To regular players this isn't something they'd give a shit about. But someone who also mods the game, like me? This, when fully fleshed out, will allow you to tell vanilla mutations to be incompatible with mutations of the same type introduced in mods. Without needing to add a full override for the vanilla mutation just for the sake of dropping your mod mutations into the "cancels" field.
Since
self copy-from doesn't work for mutations that means the above PR effectively halves the list of reasons why you'd need to fiddle with vanilla mutation. Which is good, because full overrides are bad for a modder's sanity.
Expect me to FINALLY revive the long-abandoned "dragon mutation tree" idea I had ages ago when I was just getting into modding CDDA, and work it into some endgame content for Arcana.