I'm currently writing an async rust application. I think the biggest thing to avoid coding yourself into a corner with async rust is to prefer transferring ownership over using references when possible. Channels are a great way of doing this, and likewise communicating with sync code
Fantastic game and very actively developed. If you play the latest experimental version it can get a bit chaotic with the rate of change in the game. It’s quite different than what I played six months ago. Being able to play a cave man who works his way through the Iron Age or a modern mad max customizing his death mobile to a lab grown mutant busting out of a science lab adds a ton of variety. I’m not a fan of every change, but it trends towards realism and simulation and overall keeps getting better.
Now I'm going to lose another few days to it, everytime I have to ween myself off it, then I get sucked into it all over again for some crazy adventure.