I'd like to recant my previous comment against farms. After using them for about ~15 hours in game, I actually like them much more. I'm big enough to admit when I was wrong.
The math for new farms is in the player's favor enough that they are definitely still worth using. Level 1 LOTL yields ~1.5 per seed and level 3 yields ~3.5. If you have no points in living off the land, they are quite bad, but uh... That makes sense, if you don't know what you're doing, why would you expect to succeed infinitely on farming?
There are also a lot of interesting choices created for the player with the new system. Every time you harvest you end up with a blank slate of empty farm plots and need to decide how much you want to plant of each crop. Never once in 1000 hours of play time in alpha 19 did I rearrange my farm in a world. I estimated how much I'd consume, then math out how many to plant + a few extra to be safe. After doing that work once early in the alpha, every other game was just set and forget; 10 corn, 10 potatoes, 15 coffee, etc. Every single game reliably the same, it was efficient and easy, but boring and repetitive. Replanting does take time, but it's very little time, and it's time spent at your safe base so you aren't under pressure or anything but you are making more game choices about what crops to plant and how many of them.
In alpha 20, sometimes I high roll on seed returns and I have to decide if I invest in extra farms and/or seeds or if I just take the profit now and be happy and full. Heck, even low rolling is weirdly fun - do I give up nearly all my crops to keep the farm going or am I hungry enough now that I need to eat this, plant a smaller farm, and hope my luck turns around next time. Based on that choice my decisions elsewhere change, maybe I need to spend more dukes on food and stop to check more vending machines. Maybe I don't go mining today because I can't afford the extra calories yet so I need to make what minerals I have last a little bit longer. Difficult player choice in a survival game forcing you to adapt to the current game state is interesting and engaging, Choice is fun, even if they are tough choices, go figure.
I still maintain that farmBundle_03 needs a rework, 1 super corn seed and to a lesser extent 1 hops seed both feel bad. Hops is used in a lot of things now with grain alcohol being replaced by beer, and super corn can be important for duct tape heavy builds (like an archer spamming explosive arrows or perception bomb builds). 1 seed leaves a straight coin flip of being able to get things off the ground, and that feels bad when other rewards of the same tier at traders include an entire set of military armor or steel armor, or 500 concrete blocks, etc. Having played with the new farms for a while, I feel like the best change for this would be to make the bundle give 4 farms, 2 super corn seeds, and 2 hops seeds. It's not a huge change and doesn't require entire systems to change, but it lowers the chance of failing your farm to 1 in 32 vs 1 in 2 which is massive considering how small the buff to the bundle would be. 2 seeds is still going to be a very slow start to get two niche crop farms off the ground and expanding, and it still requires that you find the recipe for said seeds if you aren't speccing into higher LOTL levels.
Aside from that tiny niggle, 10/10 update all around, even the farm changes grew on me. Sorry
@Gazz for whining so much, but I listened, gave them a fair chance, and you and the other devs were right. Player choice is fun, and choices shouldn't be easy in a survival game.
To others still down on the new farms: give them a chance. You might end up liking them more, and if you don't, you've still got all the other options. You can roll the dice trying to loot food. Roll the dice trying to hunt animals. Roll the dice to see if food is in stock in a vending machine or trader. Or roll the dice that your farm harvest is good this time. Whichever option feels more fun to you and matches your playstyle. The only thing we lost was a boring and consistent source of infinite food/duct tape, but we gained a more interesting system with a better average potential for those who invest in the skill, but also the chances to create interesting points of friction forcing us to make more choices.