When you butcher a corpse you get items.
Since there is no temperature info for these items they will be set to enviroment temperature.
As a result your freshly killed deer can give frozen meat as if the corpse had frozen instantly.
I am fixing this right now by making corpses temperature tracked like foods are.
The small bug will be fixed. But as I wait for the code to compile on this slow computer I thought that the corpse temperature (and the related work) could be used for other things too.
Should frozen corpses not reanimate?
Also should frozen corpses be un pulpable? Would be a nasty suprise when spring comes and zombies melt.
Should frozen corpse renaimate into something else?
Make corpses rot. it is annoying to butcher a good looking corpse only to get rotten meat.
Also this topic writing window is a great rubber duck. I had a problem on getting corpses to work with the temperature system due to how completely different corpse item is from food items (there is only one corpse item that gets all of its attributes set when it is created). Then I got a great idea for a hack workaround. It is also easily modifiable so we can later add more hacks expand this workaround to make other strange items temperature tracked with minimal work and no fear of breaking things.
A fire axe is 50/50 bash and cut damage, so it should still work for smashing most, if not all, frozen corpses (which makes sense). My issue is more with things like a combat knife being able to butcher a frozen solid jabberwocky corpse.
How about this:
Normal corpse bashing: Deal damage based on weapon damage (all styles equal)
Frozen corpse bashing: Deal damage based on weapon damage. bash > slash > stab. Overall reduced damage. If the weapon is too weak the corpse won’t get pulped at all.
The pulping doesn’t seem to currently consider the weapon at all after a quick look at the pulping code.
Frozen corpse can’t be butchered fully. Only partial butchery with longer duration and worse results.
Essentially you smash up the creature to the point where it would just be a sack of meat and bone chips. Essentially the biomechanics would no longer be able to support the mass since you’ve turned most of the structure into something that more resembles juice pulp than a human being.
But we can butcher pulped bodies, just as normal ones. And get bones and stuff.
Chainsaw has almost zero bashing damage and you saying i will not be able to prevent frozen Zed’s reanimation with chainsaw? My point is that if we want to prevent reanimation, than its better to just dismember them if tou have right tools. It takes only 30 seconds. Maybe we should default to dismember if we have tools, and if not…well, smash’em?
Frozen corpses are a step up from the weird territory they occupy at the moment. Corpses rotting would be great, since we should be able to tell without cutting it up, as would treating corpses like a potential food item in other ways. It would be cool if someday we could make rats on sticks from (gutted) rat corpses, or cook corpses of differing sizes to be eaten. Roast chicken, anyone? Though I know that would be pretty hard to set up as corpses are a pseudo-item linked to the creature, and therefore incompatible with the current recipe system.
Maybe a grill rack we could craft out of pipes for warming up large objects? That way we can warm up a frozen carcass quickly for butchering, and it might set a precedent for being able to roast stuff later.
Uh, anyway, I still think this is a step in the right direction.
The game currently processes the rotting of corpses only when they come to view. So they arre not updated while you stay near them.
The corpse rot is not visible anywhere (not even debug) and is only used to despawn them (10 days of rot).
Pull request atm waiting will make them update same as foods. The rot status will be visible and used for the butchery results.