EvilPolygons
Survivor
By the same token, it's why I asked if wetness would return in a new form since it was a system that worked well and I was quite used to, but now it doesn't exist at all -- it was jarring. Had I been visiting the forums every week like I used to (in a busy time of my life rn), I would have asked about it months ago when it was first mentioned to be removed. I'll adjust to it being gone, just like I've adjusted to every other thing TFP has ripped out for not being in line with whatever the game design choices are (jars, cans, LBD, etc). You said it's gone and not returning, so I have no expectation for it in vanilla, and can still hope a modder finds a way to recreate it in an immersive way. Nothing wrong with that at all.
Concerning wetness, I made a suggestion to the modder who added temperature effects back into v2.0. He isn't particularly interested in rebuilding all the logic that TFP ripped out in the 2.0 update. But I was thinking perhaps wetness could come back as a simple buff that gets applied if you fall in water or get rained on. The buff by itself wouldn't really do anything, but if you get soaked while in the snow biome, then it would apply negative effects (like extra cold damage or whatever). Conversely, being wet in the desert biome might actually help you stave off the biome hazards for a little while until the buff wears off (ie, you dry off). In the burnt forest, it might prevent you from catching fire, and in the Wasteland it would probably be radioactive.
It's pretty lightweight compared to the old wetness system, but I think it would work pretty darn well with his (or other) survival mods.