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Author Topic: elf/dwarf/human tallow?  (Read 1950 times)

milo christiansen

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Re: elf/dwarf/human tallow?
« Reply #15 on: November 14, 2015, 03:46:08 pm »

You want "REQUIRED".
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Daris

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Re: elf/dwarf/human tallow?
« Reply #16 on: November 14, 2015, 04:27:21 pm »

"Acceptable" is identical to "required" if you have autobutcher on.
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milo christiansen

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Re: elf/dwarf/human tallow?
« Reply #17 on: November 14, 2015, 04:45:46 pm »

Yes, I know, but he asked if there was anything with higher priority.


Really all REQUIRED would do is make war more likely with those that refuse cannibalism...
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Rubble 8 - The most powerful modding suite in existence!
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Dozebôm Lolumzalìs

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Re: elf/dwarf/human tallow?
« Reply #18 on: November 14, 2015, 09:43:45 pm »

So even with REQUIRED, they still freak out at bones?
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escondida

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Re: elf/dwarf/human tallow?
« Reply #19 on: November 15, 2015, 08:37:58 am »

Refuse stockpiles can be a bit wonky. It's not terribly uncommon to see entire skeletons dropped into stockpiles that ostensibly only accept, say, loose bones or horn. That may be what's causing the problem.
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Daris

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Re: elf/dwarf/human tallow?
« Reply #20 on: November 15, 2015, 11:03:14 am »

The problem is that butchered bone from a sentient corpse produces an unhappy thought in a dwarf that sees it.  If you have a stockpile full of goblin bones, the bone carver gets an unhappy thought for each stack of bone every time she walks out of sight range and then back into range, which is going to happen frequently.  This also applies to the stack in the workshop whenever she walks away between jobs, which again happens frequently.  I don't even know how you propose to separate "whole skeletons" from "loose bone."

Anyone who does not believe this there is a problem with butchered sentient bone is welcome to test it themselves.  It isn't difficult, and then speculation is not necessary.
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PatrikLundell

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Re: elf/dwarf/human tallow?
« Reply #21 on: November 15, 2015, 01:31:15 pm »

A minor modification of the above: each sapient seen (regardless of the number of parts it is in) will refresh the unhappiness generated by that body, but it doesn't matter how many times it has been seen within a window (probably a season, given that's what the message says) so seeing it once per season for a year yields the same amount of unhappiness as seeing it 300 times during that same year spread over all seasons.
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Sutremaine

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Re: elf/dwarf/human tallow?
« Reply #22 on: November 15, 2015, 02:12:36 pm »

Strictly speaking, it's not a holdover. The game sees fat materials defined for those creatures(which, if memory serves, autocreates tallow materials),
I don't think it does, at least not in the sense of a material automatically creating its reaction products. What those creatures do have is the 'standard materials' token in their raws.

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