Thanks for pointing that out! I thought I read all of the talks, but I guess I never read Talk #6!
I want to discuss Toady's stance on tools, in particular the stuff mentioned in the following:
Dwarf mode has useful abstractions, because you don't want to have a lot of clutter and crap and micromanagement and all kinds of horrible things that come out of that. Some of it wouldn't be bad, but a lot of the problems that arise then, like if you had people using tools for every job ... It would be cool in a sense if you could produce those things quickly enough and if there weren't stacking problems introduced and pathing problems in general. If you needed to have all the nails and hammers and boards and things to make a chair then even if the stacking weren't a problem then you'd still need that dwarf to go get that crap and it might take a month for them to collect all the different little pieces from all over the place. You have to sacrifice at that point the more epic sweeping nature of dwarf mode because you'd want to slow down the days to allow a dwarf to build a chair before winter comes. It's a tricky question for dwarf mode and I think a lot of abstractions will ultimately stay in dwarf mode, but in adventure mode there's no reason not to go completely nuts with it.
Hmmmm... yeah reading that gives me the impression that Toady isn't too stoked about putting a lot of tools and stuff like nails and other supplies into dwarf mode though he's definitely all for that stuff being in adventure mode.
I think the micromanagement and clutter issues he hints at in the beginning
might not be an issue with the planned improvements to hauling as well as some sort of improvements to the AI of dwarves as to where their priorities lie. But I think Toady has a better grasp of this than I, and in any case, I don't think we can really know until improved hauling and (hopefully) better dwarf AI happens. After that happens, I think we'll all have a better idea of what kinds of things might have to remain abstracted out.
Personally, I'm entirely with you, aepurniet. I also think a game that models the wear and tear on each sock should require appropriate tools for craftspeople, and have appropriate wear and tear for those, too. Perhaps not every nitty-gritty tool should be in (i.e. a single hammer for a blacksmith could represent the 10's of different kinds of hammers a real blacksmith typically uses), but the basic representative tools of a given profession or craft should be in. The tools of a job is as much a part of a job, if not more so, than the workshop or whatever you do the job in. I mean, what is a workshop if not a place to conveniently store one's tools and provide a place to use said tools? In a way, I'd much prefer tools be required for a task rather than a workshop.
And if this game is going to try to model the management of an economy and the rise and fall of civilizations (those, to me, are a big part of the "epic sweeping nature" of DF), then tool use, and just as importantly, tool wear should not be ignored. In many respects, the ability of people of a civilization to make and maintain tools determined the health of an economy and prosperity of a civilization. In DF, I think it should be no different. Take farming for instance: without the blacksmith to replace and maintain the metal bits of plows and make horse-shoes for plow horses, the population boom of the High Middle Ages in England would not have been able to happen, as these tools allowed for more land to be worked in a shorter amount of time by farmers, which allowed for a lot more food to be produced, which in turn allowed for a much higher population to be supported. In fact, many lands with harder soils would have been impossible to farm without such tools and their maintenance, and the ability to farm these marginally arable lands contributed significantly to the rise in power of the English during the High Middle Ages. Basically, I think that tools are too huge a deal to ignore, that they are well within the scope of Dwarf Mode, and that they should be represented somehow.
In a way, though, versions of the kind of interdependency mentioned in the previous example already exist in DF in their own way... I hope I'm making sense... it all basically boils down to opinion and what kind of flavor of DF I would like to have.
Meh... I should go to bed now. It's late here.