I fully concede the "entity" nomenclature being confusing, but I can't really give an alternative that isn't similarly confusing.
"Object" has a specific meaning in programming parlance
"Identity" could well be confused for "name" in regard to named creatures/trees and the like and lacks the generality of the class intended.
"Feature" has a specific meaning in game context as well..
You get the idea. I admit that the choice was poor, but I really don't have a suitably concise word to use.
In defence of the choice, there *are* multitile creatures in the game. (Wagons ftw.) As such you would need the same code for handling creatures as you would need for buildings anyway, and imposing a distinction at presentation introduces unnecessary complexity. Basically, buildings are just entities that never move, as far as the presentation system is concerned.
Again, toady can do it however the hell he wants.
He's entitled to that. However, I'm entitled to disagree with that choice, but I am not entitled to tell him what to do. As long as that line is never crossed, there will never be a problem. This thread asked an opinion, and that's all I am offering.
The problem with leaving the presentation information in the current raw structure is fairly easy to comprehend:
Let's look at the rate of new creature addition per minor release toady has been doing-- toady uses new entity perks as a reward for generous donations, so it is safe to assume that the rate of these inclusions will be rapacious, and will continue to be so for the foreseeable future. From the standpoint of a tileset maker, the more entities you include in your graphics pack, the more entity entries you have to manually change and maintain in your pack. The more raw files you have to touch increases the chances of several major problems happening when updating a graphics pack for a new release:
Risk of inadvertantly creating a duplicated entry
Risk of mangling the entity heirarchy with a typo
Risk of number of files that could potentially have errors introduced to them by maintenance
Number of files can increase in proportion to the number of categories toady breaks them into
Significantly more complicated laundry list to check off when doing the maintenance.
A graphics pack has to be very carefully merged with any other mods (say, Masterwork) manually.
Putting the presentation data into its own little raw gives the following perks:
A duplicated presentation entry won't make you embark with fleshballs, or have dwarves drinking foeted ooze.
The risk of breaking the game engine becomes essentially zero, making the game-changing consequences of using a graphics pack less severe. You will just get goofy graphics.
Maintaining a graphics pack becomes considerably easier.
The presentation code can run in what is essentially a vacuum from the game code, since they don't even use the same files.
It allows toady to make large changes to the other game raw files, and if the tokens don't change, then a graphics pac has a good chance of simply working as-is. (As opposed to having to manually parse and edit each and every raw file)
It is very easy to see what new entities have been added on a new release just by running a diff on the presentation raw against its predecessor vanilla flavored file. (If the files are identical, then the pack will work as-is! Otherwise, the diff with clearly show what new members to add, and they all go in one neat little box.)
Gameplay mods update different files from graphics mods, making the risks of causing chaos from mixing and matching them much lower.
Basically, it just avoids a byzantine cockup in the making from happening as the game gets ever more complicated and feature enriched, and saves lots of headache in the modder section.