Sure it makes DF a bit more realistic. But does it improve the game in any other way? Does it make it more fun?
Yes and yes. I've been trying to explain this with the list of things that such a change makes possible, but I'll explain again in the bit a little down the way.
Such a change would touch just about every aspect of the game, potentially causing bugs in every aspect of the game. It would also take up a huge portion of Toady's time, which could be spent on better things. Maybe introduce this in v2.0
First, there is no v2.0. There probably will not even be a v1.0, as it will just stretch on to infinity with versions 0.282.3582.14e as Toady keeps finding more things to cram into the game. But that's beside the point.
This argument means about the same thing to this particular suggestion as it means to
every suggestion. Any suggestion takes up Toady's time if he impliments it, and any change can cause bugs.
This is made even more silly by the fact that, as you say, this will impact quite a bit, meaning that the more things that he changes before making this switch, the MORE work it will be to make sure everything is properly aligned. It is, in fact, the sooner the better, as it took a total reworking of the entire material system (meaning every single type of material and object had to be reworked) just to get eveyrthing on this metric system equivalency I've been talking about.
This change, meanwhile enables quite a bit more to be done by players and modders and by regular players alike, making this obviously "worth it".
On Eternal Suggestion Voting.
Dwarves may make them shorter theoretically, but when we are dealing with stone caves, a little extra ceiling room for buttressing may be a good idea.
Dwarves are not the only ones who matter, anyway. Gotta account for human and other structures.
Well, this is based upon human building standards, not dwarves, anyway... It's just being made a 10' cube since round numbers are easiest to work with.
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B. As soon as workshops are fully in the raws, there are better solutions. Make a cow produce 20 units of leather, a pig 8 units of leather. A leather glove might take one unit of leather, while a leather chest armor takes six. For items that need less than "one unit", make multiples like mugs already do. One block of stone gets crafted into 12 stone earrings, etc.
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Make a new task in a workshop that turns "one coal" into "20 coal bricks". Then each forge task can use some number of coal bricks.
OK, so then, if we want to make items out of units less than one log, we then have to make an entirely seperate kind of wood material, so that when a dwarf chops down a tree, it makes one log, but we can then split it into the 20 different wood items we need to have a little bit more leeway in how much material is used in a single given reaction, like making a barrel or other furniture, wheras I'd need some entirely seperate system for reducing wood to coal based on mass instead of volume, since woods have different densities. That's not even counting stone, where it probably won't be raw-moddable how uncut stone will be used in constructions, anyway.
Again, the game is already made out to be able to measure objects in the units I am describing. It just has to switch the way it presents the game to allow you to use items by the pound, as it were, and to be able to stack objects properly, which is something Toady has listed as something he will work on, anyway.
This doesn't even go into the potential applications of this change, which I tried to describe earlier. Take, for example, the matter of tree sizes. The trees that only take up one tile (not counting a psuedo-root structure in the tile below) have been a known problem in this game for a while. It's quite hard for Toady's elven tree cities to take place when your city would be built upon trees the size of shrubs, after all. This gives the chance to have a real mechanic whereby you can measure tree mass and size as it grows per annum, AND have it matter if/when your dwarves chop them down - especially useful when we are talking about dwarven tree farming when THAT gets up and running.
It gives us a chance to deal in more precise ways with metal wastage, or even how much ore can be extracted from a vein - currently, you either generate an ore stone, or vaporize a rock. Now, you can have percentile success rates, generating varying degrees of smeltable ore or waste. Likewise, the lumber cutting process can make higher-skilled woodcutters preserve more of the wood from the tree they have felled, making higher skill rankings in such skills actually matter. Likewise, the mullock can be semi-faithfully tracked instead of simply vaporizing all cleared stone that isn't made into a "stone" object.
It gives us a chance to deal more realistically with
food consumption rates based on creature size.
It lets us be able to user-define the actual size of most of our new products.
It can let us rework the fluid system to be both more accurate and take up less of our precious FPS.
Most importantly, it helps remedy a major hole in a game that otherwise respects notions of verisimilitude without really upsetting anything major. I don't see how you can see only negatives in this, as I see only positives in exchange for something that Toady is probably going to have to give up and do eventually, so he might as well start thinking about doing it now. After all, if he waits until "v2.0", there are more interlocking pieces that can break. It's better to do it now, when so many things have yet to be implimented, and when those things, thanks to an internally consistant means of measurement, can probably be implimented with more ease than they otherwise would be.