Progress update- Reactions code report

uh, I'm coding. end of report.
okay, jk but not really. I just have nothing visual to show atm. If you've seen my last post you'll know I'm working on the Reactions system, which will allow me to add cool facial expressions as well as lots of other benefits.
Last time I showed my outline of it, this week I've been coding it. And it's going fucking great. All of my work up until this point building foundations for this engine is holding up. Every time I think "now how tf am I going to implement this part?" there's already a system in the engine ready for it. Even though I've designed a complex set of interconnected mechanics for Reactions, coding it has been genuinely simple... but tedious.
The engine I've designed is not the fastest thing to code in. For a new mechanic I have to implement a bunch of stuff at once- new data/structures in CastleDB, data interpretation code to bring it into my engine, objects/classes for each new piece of data, new components and systems for actually using it in the ECS, and meaningful outputs and controls in the debugger. 
And, well, that's okay. The engine's strength isn't in fast prototyping or implementation. It's in stability, flexibility, and scalability. This engine hugely overshadows the abilities of anything I've made before because it's just solid. So I'm methodically laying the bricks of the Reactions system right now. And I've had zero issues other than boredom.

Um, so, yep! That's all I have to report for this week. I got a suggestion to add more pictures to these posts, which I think is a really good idea. 
... maybe next time tho >.>;
Thank you, everyone. Your support, encouragement, and excitement help me remember how much I'm excited for the end results of all of this work. It's been a long-ass road, and though we're getting steadily closer to the first playable release, there's plenty more to do before a full-on "1.0" release is in sight. But I absolutely love making games like this, even when I'm tearing my hair out over it. The fact that my silly interest in making over-engineered games has gotten such intense and dedicated support from y'all is just awesome. 
<3