> Ethics determines valid item corpses for butchering [ANIMAL PRODUCTS] is seperate to allow butchery for product materials, checking with ethics
> BP anatomical features (horn ivory) cannot be taken whilst the creature is in a active state even from a corpse, skin is overriden with [ANIMAL PRODUCTS] to be usable
> [ANIMAL PRODUCTS] affects civilisations & active ID states allow you to embark with ethically controversial materials, but not let you make them yourself because the ID is still alive, the ethics are in function properly.
> Poplulation type in the df.world-data.xml only covers non-intelligent beings, as entities are instead fed creature raws.
> Kobolds as i've mentioned in FoTF before seem to be taking up (toady suggested this was a bug) human entity professions in abandoned hamlets, despite never having those job roles defined by their own entity.
> All the hostile extra population of reclaim sites adopt a hostile faction because they live on the site as auxillary population, also likely why they are jumbled up too as the site determines where they belong. The hostile behaviour is meant to belong to megabeast squatters or old-code invaders/marauders.
> All animals wish to visit and mingle like intelligent vistors in public areas if they are not (wild) or historic, and even replicate talking behaviour. Meandering animals like puppies and cats will crowd around doors to get to these places, animals in a combined meeting/pasture never make attempts to wander off the pasture and stand adjacent to dwarves and other visitors 'talking'. Image enclosed - The outpost liason is talking to a pig and the puppies and cat in the animal locked pens next door are eager to leave to join them :
https://puu.sh/s4eVH/c0dd2db8c9.png> Animals have intelligent intended emotional states and personality facets (implying they have a non interfacable mind, DF therapist might be useful for investigation) - Image enclosed of troggs fleeing, also featured on my bug report save -
https://puu.sh/s4dTJ/7f6c0def46.png
> Animals respect and follow the ethic engagement rules of the site they live on, dwarven (wild) animals only brawl with (which is dispelled by lying down either accidentally charging or disarming the legs) whereas animals on a different entity controlled site fight lethally and kill neutrals
> Teeth are weapons that animals will not use in brawls and instead use the 'Fistfight' behaviour in DF.unit with their BP equivalent hands (paws/feet etc), snakes are a exception because it is their only attack, but because teeth can't be 'unsheathed' the victim animal does not update its status.
> Species such as trolls wild and domestic animals, update their stance of aggression vs timidness of the dwarven entity when they leave the map to join the population statistic, providing strong evidence of emotional facets.
> Additional evidence is that normal animals with no exeptional flags to set the apart will act universally with facets different between each (some are brave and some are timid), wheras [LARGE PREDATOR] on non intelligent creatures will cause them to randomly 'engage' units.
> Creatures with no input from historical entities like hunters or named/rampaging creatures attacking them (Cavern layer 2 - 3) because the civs dont have access to those layers will have no political standing and be completely passive to the player if not a unintelligent [LARGE_PREDATOR] who starts fights randomly. Meaning blind cave ogres with [LARGE_PREDATOR] having no previous contact other than player forts will not respond to your presence at all (this has nothing to do with being blind)
> 'Huntable' animals (from the (O)rder and (F)orbid screen) are animals that your hunter job will target, being non-intelligent, pets fall into this category and its important to understand for the butchery bugs in general, all huntable classess of creature are butcherable regardless of ID state.
> Pets can only be slaughtered while alive, the item corpse is allowed, the faction is also allowed by the ethic but the triviality of the lingering ID of the pet not being dead (because animals share BP flags too, via DF.unit) means that it can't be butchered when it does die, but it can be slaughtered while its alive normally regardless of lingering in a seemingly normal fashion.
> Corpse animation (zombies) turns units back into 'Huntable' animals when they lose their intelligence, meaning that their bodies are butcherable (but the lingering corpse id unless it was a huntable animal to start with, etc a pet, will still hold possession of the products.)