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However, I just tested again, and it looks like the new liquid preferences are persisting in some cases. This wasn't an issue initially, and may be due to changes in the base game's code for handling the water ritual. Investigating this further, but for the moment, please be aware that there's a chance some liquid preferences won't revert to water upon uninstall (although it shouldn't break your save or anything).
Is it safe to remove mid-game?
I've played through 1.0 with this mod and didn't encounter any issues, and the endgame content doesn't really necessitate any updates to it. But if anyone does find anything, let me know.
Debug messages notwithstanding, I've found the mod to be working fine with 1.0, although I haven't tested it with the endgame content yet. If anyone does have issues, please post here and I will do my best to fix ASAP.
I believe that should be "Survival", not "Wayfaring", because in skills.xml, the class is "Survival":
<skill Name="Wayfaring" Class="Survival"
The NPC is really there mostly to be a soure of algae. New liquids for early game creatures (blood, sap, slime) are easy to find, but pure algae can only be sourced from merchants (Lake Hinnom is algal water). A few common-enough early creatures use it (e.g. glowfish), and in testing I found legendaries and procgen mayors to be common enough to be concerned this was a problem. You can usually source a few drams from the Stiltgrounds, but that's a long way to go to befriend a fish right outside Joppa, so I added the NPC whose inventory should always have some. I know this is extraneous to the core purpose of the mod, but I did at least try and keep them out of the way - you're quite unlikely to encounter them without specifically looking.