A very early taxidermy system prototype - #88197
Conversation
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Okay that's... different. I'm not sure how I feel about this, but I think it does need some basic safeguards. All NPCs and any monsters with the HUMAN species should be exempt. |
All bodies in the game have the same ID and do not have tags like NPCs and monsters do. |
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You'll basically want to modify the I can push some code for it tomorrow or later if needed. |
THANK YOU! |
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Isn’t the “no stuffing humans” thing already covered by this being a type of butchering? Might still want to put in some sort of logic to stop using it on NPCs though since handling their sprites would be weird. Also, how does this handle creatures that can have multiple different sprites? |
Summary
Features "Added the option to turn corpses into taxidermy specimens in the butchering menu"
Purpose of change
The game lacks visual elements for decorating the base and doesn't have any “trophies.”
Describe the solution
Added the ability to turn any corpses into specimens (items that are the same volume as the corpse and have the same visual tile as the living version, but are 90 percent lighter in weight)
Describe alternatives you've considered
At first, I wanted to make them like furniture, but I couldn't pull it off
Testing
I entered the game a few times, spawned a few creatures, killed them, went to the butchering menu, and pressed the right button. I waited 14 hours and received a decorative version of the Hulk.
Additional context
So far, they don’t serve much gameplay purpose beyond aesthetic and, perhaps, narrative value. They have no barter value, and creating them requires no special ingredients other than time.



I’m also not sure if it’s even possible to fail the process of creating a taxidermy specimen, given my limited testing.
Additionally, the items all have the same names and do not appear on any loot list.
There are also no restrictions on what kind of corpse can be used. If it can be butchered, it can be turned into a taxidermy specimen.