By removing the automation they are making farming more appealing to the people who actually care about farming. Replanting by hand is no more or less tedious than any other action in the game and the fact that you find it tedious is evidence that you are actually the type of person for whom farming means nothing. So in reality, the game is currently (once again) more tailored to those who actually care about farming as a feature in the game. So I agree with you that the people who care less about farming should be the ones who have to mod it.
Joel has mentioned a number of times that this game isn't a farming game and that he, himself, doesn't play it to farm. I never expected for farming to recover any of its old depth for its own sake. Even if he didn't change it for the reason of making farming more immersive and more action oriented instead of just an automated food dispenser, I'm glad it happened and we recovered a bit of what has been lost over the years. Too bad it is "instead of" food spoilage- but I'll take wins when they come and I'm glad farming with more active participation is back.
Now....what about water and fertilizer....?
And I submit you are wrong. I am at least one exception to your absurd rule
I do care about farming. I do farm. I do not see anything necessarily wrong with A19's setup.
I do go out and dig dirt, collect wood, harvest rotten flesh, and nitrate needed to create a farm including the incorporation into a base, and; as I have previously stated, spend weeks looting and searching for seeds sometimes.
I put the work in to get the food out the other side.
@hiemfire and
@Khalagar have said this and I absolutely second it - nerf the crop gains, not the vanishing seeds. That is a cheap way of fixing one partially non existent issue, and avoiding spoilage as a mechanic.
I find the contradiction you came out with rather amusing. This isn't a farming game but Joel has somehow found the time to instigate a convoluted and annoying system of 'realistic' farming? Lol? What's the point of perks and skills if we can't reap the benefits (if you pardon the pun). What about other investment categories such as those of Sexy Rex, Miner 69'er, and Lother Lode, aftrr which we end up with obscene resource stores. Isn't THAT OP?
Wood, stone, and dirt aren't easy to accumulate early game. Once you perk into it you have enough to build 6 block thick fortresses, isn't that ALSO OP?
Thats rhetorical. I don't think it is, because people have spent precious skill points to spec into something that should negate this travesty of a system.
I would like to call out to all people who genuinely do farm, no trolls who just wan't to upset people and data for the sake of being arses, but those who really care about farming, who think this change (above modding) is either an interesting, or fun mechanic. And go into depth with the positives and negatives ofthe change, what the goal is implementing it, and to what end this is achieved.
And if possible for you, or they, to show us posts of people posting genuine complaints about farming being so OP that something has to be done, and not offhand and passive comments that farmimg is OP in the context of something larger.
I'm not saying they don't exist, just that I would like to see them. And I don't appreciate being implied in a No True Scotsman type of fallacious depiction as being 'not a real farmer or someone who doesn't care about farming.'
One final note, I think Joel is capable of speaking for himself, and I do believe I addressed him with the question. I would rather wait for him to answer it, who knows, he may change his mind
Thanks.