Now that Im off a phone I can probably attend to this a little better.
1) Your point about being able to 'disable candy' is superfluous. The discussion, as I understand it, is about there being spires everywhere. And there are. Every single city-block sized area has one.
1a) The idea that because some players would disable aquifers, or that you can disable hell itself has nothing to do with the idea that addamantine is everywhere. Its far from the rarest stone in the game. And any arguement that 'players would circumvent it or refuse to play anywhere without addy' is kind of pointless, since we are talking about customization.
And since when has 'players circumventing the game mechanics' ever been the impetus to do/not do something?
2) Your primary response is 'LOOK AT ALL THE CUSTOMS YOU CAN DO'. Thats not addressing that we cant alter the frequency/density of addy.
3) We also have no way of either directly oir indirectly altering the amount of admantine per spire. To the best of my knowledge, all spires have a 2x2 hollow tube running up the middle, and the minable adamantine is that which prevent LoS into hell itself. I asked if anybody knows if its possible to affect how much minable addy there is in general.
At best, this argues for another worldgen setting for HFS density. I'm not averse to another worldgen option, but that's not a good argument for anything else, especially not trying to change what is supposed to be a basic aspect of the game many players enjoy just fine the way it is now.
But this still fails the most basic question, why would anyone want this at all? At best, all it does is randomly deny players the chance to have an end game, when they already can simply choose to postpone the endgame indefinitely, and only tackle it at the time of their own choosing (or if they get too greedy).
4) The point about it being an unnatural occurance and thus not governable is somewhat moot, because while volcanoes and et al do exist, DF isn t a realit simulator. Its a simulation of a high fantasy world, and within it a fortress. You cant use the idea that its and unnatural occurence to justify not being able to change it because so far as we know it is a natural occurence. There is no evidence within lore that they were sealed away or that some god came by and made them. As far as we know it was always there and the world was placed on top. Adjusting the frequency of the spires shouldnt be out of the question once we establish that it isnt some magical thing. Its metal. And below it is rock.
This completely misses the point of the argument I made.
Water does not really exist for game reasons, it exists for simulation reasons. It's just there, or not there, based upon simulations of natural topography. Volcanoes are the same.
Magma seas exist mainly for gamey reasons - they are much shallower than they should be and it's possible for dwarves to easily mine down to them because players enjoy being able to have ready access to magma. There is no good simulationist sense in them.
Dwarves stay awake and go without food and drink for months at a time not because this simulates any aspect of dwarven life, but because there's no other way to simulate the massively accelerated timescale that fortress mode operates upon... which is also not a simulation, but a gamey deviation from simulation to make a game that is supposed to last a game decade or more fit within a reasonable timescale.
It's one of those basic skills in understanding games to recognize when there are necessary breaks from reality to accommodate a game, no matter how simulationist it may generally strive to be.
The same applies to HFS. What, exactly, is being simulated? This isn't some sort of hypothetical 'what if' scenario, we're not simulating a hypothetical ecosystem based upon magical energy sources by placing HFS down there, it exists
purely for the purpose of creating an end game scenario.
Arguing simluationism for a mechanic that does not exist for simulationist reasons is like arguing that passenger planes would be able to fly a lot faster if they got rid of all the cargo space and passenger seats. It's completely ignoring the purpose of the thing to achieve some irrelevant side-goal.
5) Perhaps the best point youve made is that its the climax of the game, and a bait to the players. It being 'far away' or difficult to find/get doesnt make it impossible to edit. How many fortresses actually bother piercing the third cavern? In the base game, zero of the ai forts do. Theres a whoel wasted cavern added for exclusive player benefit, and all of it is customizable. You can choose the plants and animals. You may not be able to do so for the hellspawn, but we arent asking to.
Funny how my "best point" was also "my primary argument" and happens to get buried down here near the end...
If the argument started as "why doesn't anybody but the player use all this candy lying around in the third cavern" and you then complain that nobody but the player goes to the third cavern, haven't you already answered the main argument this whole thread was trying to ride upon, outside of presuming that v0.28.x was somehow "the definitive Dwarf Fortress, nevermind the versions that came on either side of it."
There is, again, not even a valid simulationist reason for asking for this change.
There is not a valid game reason to ask for this change.
There is no valid reason for this change.
6) The best arguement I can see for not being able to is that it would be a time-consuming task to code it.
That's a statement limited to your own personal biases.
I still have yet to see a single valid reason why Toady should bother.
Once again, claiming "simulationism" is not a good reason because it is not a valid measure of a gamey feature.