View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0002377 | Dwarf Fortress | Dwarf Mode -- Items | public | 2010-06-19 10:33 | 2011-02-22 09:46 |
Reporter | gruftschreck | Assigned To | |||
Priority | normal | Severity | minor | Reproducibility | always |
Status | new | Resolution | open | ||
Product Version | 0.31.06 | ||||
Summary | 0002377: Corpse pieces that are non-processable for ethical reasons don't disappear | ||||
Description | As no report on this seems to be filed yet, here I go: I've got a corpse outside not rotting from my first year (the fort lasts now for 7 years) and from all creatures I killed afterwards (also the most are left outside, since I've disabled refuse hauling from outside), so I assume corpses simply won't rot. So I'm filing a bug report. | ||||
Steps To Reproduce | kill anything wait a few years corpses won't rot | ||||
Additional Information | attaching the possible quick fix tag the world was generated with .06 | ||||
Tags | Intentional/Expected? | ||||
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Could you submit a save? That would be the best way to find out whats going on. |
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with rot I mean vanish from existance, they transform to skeletons fast enaugh, though they will never rot completely. |
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If you check Toady's note at 0000022:0003429, it's only the "non-processable corpse pieces" that are supposed to disappear. Goblin skeletons etc. are theoretically processable, but the dwarves' ethics prevent it, which means that some corpse pieces that are practically non-processable are failing to disappear. At least, I think that's what's going on. Are they goblin/kobold skeletons or what? |
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For me, it ale numerous kobbold corpses as well as ettin/giant megabeasts. I would guess goblins would have been same if they survived worldgen. Issue here seems to be rotting: Skeletons stay intact and will not decompose to processable bones and skulls as they did originally. This means that they will not disappear but instead stay forever as "partial skeleton". If body part like head or one-bone limb that rots to single bone/skull was hacked off it is usable just fine. Nonsentients and nonpets work with this because while skeleton also stays intact forever it can also be butchered to bones and skull. On negative side here, it has increaced workload of butchers many times because they are busy breaking up skeletons to their components. It seems that unrotable links added to enable skeletal undead prevent mundane corpses from decomposition too. |
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zwei, 0001180 may shed some light on the problem you're describing. |
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That is about the fact that dwarves do not butcher sapients (which is okay and working and intended i guess). Problem here is that skeletons do not automatically decay to bones & skulls (which would be processable and able to decay to nothingness). |
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Just a note, I think that skeletons DO automatically decay to bones & skulls... but it just takes WAY too long. About 11 years into my fort, a goblin hand or something that was chopped off decayed into a stack of 2 <goblin name> bone. So I assume it's just an issue with tendons or cartilage or whatever keeps skeletons together rotting WAY too slowly. |
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I concur, I had werewolves in my fortress. On average it took about 4 years for one to decompose. By that I mean, in the 4 1/2 years of my fortress I had one arm decompose and that was it. All of the rest of the skeletons including the main body of the first are still intact. |
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Foot, I don't think ethics is the question here. I think the real bug here is that skeletons (all, in my experience) do not decompose into individual components, even after many game years (10+ enough?). |
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This is probably in a way related to 3350, too, as I assume it is cartilage and sinew that are keeping the skeletons together; and cartilage never rots. However there is a game design issue as well, since if cartilage would rot then it would make butchering skeletons into bones quite pointless, as by the time the corpse rotted into a skeleton there would be nothing left but bones, since there does not appear to be a way to specify rot rate to a material. I suppose someone could test this out by adding [ROTS] to cartilage in material_template_default.txt. |
Date Modified | Username | Field | Change |
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2010-06-19 10:33 | gruftschreck | New Issue | |
2010-06-19 10:33 | gruftschreck | Tag Attached: Probable Quick Fix | |
2010-06-19 10:34 | gruftschreck | Tag Attached: Intentional? | |
2010-06-19 10:35 | smjjames | Note Added: 0008678 | |
2010-06-19 10:35 | gruftschreck | Note Added: 0008679 | |
2010-06-19 10:49 |
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Tag Detached: Intentional? | |
2010-06-19 10:49 |
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Tag Detached: Probable Quick Fix | |
2010-06-19 10:53 |
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Status | new => resolved |
2010-06-19 10:53 |
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Resolution | open => no change required |
2010-06-19 10:53 |
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Assigned To | => user6 |
2010-06-19 11:22 |
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Assigned To | user6 => |
2010-06-19 11:22 |
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Status | resolved => new |
2010-06-19 11:25 |
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Summary | corpses don't rod => Corpse pieces that are non-processable for ethical reasons don't disappear |
2010-06-19 11:27 |
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Note Added: 0008685 | |
2010-06-19 11:27 |
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Tag Attached: Intentional? | |
2010-06-19 11:27 |
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Relationship added | related to 0000022 |
2010-07-12 12:03 |
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Tag Renamed | Intentional? => Intentional/Expected? |
2010-07-20 14:25 | zwei | Note Added: 0010744 | |
2010-07-20 15:24 |
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Relationship added | related to 0001180 |
2010-07-20 15:26 |
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Note Added: 0010751 | |
2010-07-21 12:41 | zwei | Note Added: 0010788 | |
2010-08-30 04:00 | Syndic | Note Added: 0012256 | |
2010-08-30 06:25 | Chthon | Note Added: 0012258 | |
2010-08-30 12:11 | kwieland | Note Added: 0012266 | |
2011-02-06 15:12 |
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Resolution | no change required => open |
2011-02-21 21:42 |
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Relationship added | related to 0003515 |
2011-02-22 09:20 | Kumquat | Note Added: 0015397 | |
2011-02-22 09:46 |
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Relationship added | related to 0003350 |