
I personally suggest investigating the cause, and checking the syntax since the graveyard stockpile ("corpses") shares a common name with the refuse stockpile ("corpses"). Well reporting back on the !!science!! as a successful link between dead_dwarf=true & the graveyard (natural dead_dwarf=false bodies in worldsite tombs are sorted into refuse rather than graveyard, meaning that the graveyard generates dead_dwarf=true for corpses sorted into it to protect them) I have discussed some of the speculative connections between dead_dwarf=true & the graveyard stockpile (renamed in 0.31.17) in a new post the forum thread i mentioned within my previous note. And without having dead_dwarf=true turned off, the names will carry onto the objects after processing, hence you might get products like "dwarf 1 bone bolts " rather than the lowercase normal "dwarf bone bolts " This means that BP objects like bones & skulls are personally named (the creatures are given numerically accumilating names in arena mode) when actually the materials are lowercase 'dwarf fat' etc. > In fortress mode, if the ethics are enabled this would also move all the products of a sapient to be usable within your meat/refuse stockpiles etc like a normal creature. Removing the setting using GM-Editor off the corpse first prior to butchery however will allow the products to be used. What version were you playing on Chaosvolt? As it may be a important milestone in the development of this bug.Ĭan confirm that in 43.05 this bug persists within arena mode (and fortress/adventure mode), if you butcher a sentient (manually in adventure mode or via (k)->(a)) the corpse on death & the butchered product objects will have the setting dead_dwarf=true enabled and also be unusable. If you have any more tests &/or speculation please share them within this forum thread as to keep the discussion concise on the topic where the subject matter is already being talked about. If its a problem in relation to BP, then it would affect all of the body (which it does in all products) since all body components (muscles = meat etc) are realistically converted from the BP to provide natural scaling. When the dead_dwarf true is cleared off the object (a skull) & the object is processed in a bone carver, it returns to a natural state of a 'troll' totem and is usable with no reference to name. > Firstmost i gave a troll a legitimate named identity with gm-editor, then via using a bugged interface queued them to be slaughtered, the proceeds of the livestock troll's skeleton (dictated in relation to BP) were named after the troll directly but the organic material was not. Im thankful you pointed this out chaosvolt, prior to your own test i was running my own and indeed the personally identifiable features are still present, via raw editing & gm-editor, i raw changed myself to a goblin civ and ran a game & embarked with some domestic trolls. In the case of outsiders, it might be viable for them to ignore ethics entirely and commit cannibalism wantonly.Ġ.42.01, adventure mode, butcher, cannibalism, ethics, meat It seems like it really should dependent on the ethics of the adventurer's parent civilization. In addition, modding in additional adventure-mode reactions reveals that body materials made from sentient creatures are flat-out unusable in said reactions.

Dwarf fortress butcher skeleton mod#
If you go so far as to mod in the option to play dark-fortress native goblins, or change a playable entity's ethics to consider cannibalism acceptable, it will have no effect. Main | My View | View Issues | Change Log | RoadmapĠ009171: Butcher returns of sentient creatures are unusable, regardless of adventurer's ethicsīutchering sentient creatures currently works, but the resulting meat is inedible. Anonymous | Login | Signup for a new account
