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Author Topic: [40D11] I See Dead People  (Read 1136 times)

Corona688

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[40D11] I See Dead People
« on: June 20, 2009, 10:48:09 am »

Log of Deduk Sikelkadol, Miner

There's a dead dwarf in my quarters.  He won't go away.



He's been there since we retook this gigantic, dirty hulk of a fortress two years ago but he's not like the other 50-odd stinking corpses.  He just won't go away.

Nobody's forbidden from touching him but that hardly matters when nobody thinks he exists.  He doesn't even rot, and nobody sees him, buries him, or even dumps him in the graveyard.  He just lies there and stares, stares with those eyes.  Occasionally he emits flies.

He tells me he used to be the most talented clothier of this place.  How nice.
« Last Edit: June 20, 2009, 10:53:38 am by Corona688 »
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Lehmusjoki

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Re: [40D11] I See Dead People
« Reply #1 on: June 20, 2009, 12:15:43 pm »

Haha, the Sixth Sense reference made my day :D

Yea, but, can't help you. I'm sorry.
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Footkerchief

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Re: [40D11] I See Dead People
« Reply #2 on: June 20, 2009, 04:42:37 pm »

It's more reclaim oddities.

Search for "reclaim rot" turned up these other reports of corpses not rotting:
http://www.bay12games.com/forum/index.php?topic=36840.0
http://www.bay12games.com/forum/index.php?topic=9712.0 (Toady got a save from this one)
http://www.bay12games.com/forum/index.php?topic=24313.0 (Toady asked for another save here but didn't appear to get it)

If you have a save demonstrating the problem, it might be helpful if you uploaded it to the Dwarf Fortress File Depot.

The corpses not getting moved is likely a separate reclaim-related issue -- anything that's tasked for a job at the moment of abandoning doesn't get properly un-tasked.  I believe moving the object via pushing it around with water or digging a channel under it will get it untasked.
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Corona688

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Re: [40D11] I See Dead People
« Reply #3 on: June 20, 2009, 06:41:38 pm »

The corpses not getting moved is likely a separate reclaim-related issue -- anything that's tasked for a job at the moment of abandoning doesn't get properly un-tasked.  I believe moving the object via pushing it around with water or digging a channel under it will get it untasked.
It does indeed, they're sitting around not-rotting in the graveyard now.  I'll upload if I can but my ISP's upstream rates really stink.  In any case I can blame it on the mercury in the dwarves' water supply  ::)
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Corona688

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Re: [40D11] I See Dead People
« Reply #4 on: June 20, 2009, 08:25:10 pm »

ACTUALLY!  They may be related after all!  Not long after being forcibly moved, both eternal corpses finally began to decompose.
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Footkerchief

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Re: [40D11] I See Dead People
« Reply #5 on: June 21, 2009, 03:08:33 pm »

Huh, that's interesting.  I wonder if it's a direct consequence of being tasked or if being moved just reset some kind of decay timer or something... in any case, good job experimenting.
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Fist_Of_Armok

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Re: [40D11] I See Dead People
« Reply #6 on: June 25, 2009, 08:13:30 pm »

Same thing happened with me and a mule.

Going to dig out from underneath him and see if that fixes it.

Oh, and by the way, he came dead in a cage from an Elf caravan. So much for kindness to animals.
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jryan

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Re: [40D11] I See Dead People
« Reply #7 on: July 16, 2009, 08:44:56 am »

What graphic set is that?  Looks nifty!
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Corona688

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Re: [40D11] I See Dead People
« Reply #8 on: July 16, 2009, 09:35:17 am »

I'm using the Guybrush tileset, heavily modified -- I added the Belal set's walls, some de-enhancements to stop chair shapes from appearing in raised bridges(this pic was taken before that went in, hence the full-out chairy chair and tabley table), and a custom gem shape.
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jryan

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Re: [40D11] I See Dead People
« Reply #9 on: July 19, 2009, 10:14:40 pm »

Don't suppose you could pack that up and post it so I can try it out?
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