(unpokes self) I’ll have several important things to do this week. IRL stuff.
Also my vehicle controller mod needs fixing, so that’s next in the queue.
If you care enough, do the easy part of the work yourself. Create the entries for mutations in the json, copypaste the code for the easy ones (heavy sunburn in player.cpp, vampire fangs in melee.cpp, no regular food in player.cpp - all easy stuff).
Also come up with as much of a coherent idea as you can. Think what should be edible (humans yes, but cows? zombies also bleed red), what happens when hungry, what vampiric traits you want etc.
Then when I have enough free time to waste (possibly by next weekend), I’ll write and test the a-bit-harder stuff, like drinking blood from corpses, eating off the ground, drinking blood when you hit with your fangs in combat (only if the target has proper blood, not goo) and other vampire stuff.
To add a mutation, you only need to add its entry in data/json/mutations.json. The category for the mutation doesn’t even need to exist, if you added a mutation with category MUTCAT_VAMPIRE, it should still work. Then you check for the mutation in relevant source files using g->u.has_trait(TRAIT_NAME_HERE).
For example SUNBURN is in src/player.cpp (and only there, except for mutations.json).
It’s not the writing part that I’m trying to avoid. It’s the compiling part. My computer is a toaster, so if I change a single letter in a header file, I need to wait more than an hour before I can test it.