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A very early taxidermy system prototype - #88197

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12347654:feature/taxidermy
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A very early taxidermy system prototype#88197
12347654 wants to merge 1 commit into
CleverRaven:masterfrom
12347654:feature/taxidermy

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@12347654

@12347654 12347654 commented Aug 3, 2026

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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.
2026-08-03_05-22-07
2026-08-03_05-09-37
2026-08-03_07-13-35

@github-actions github-actions Bot added <Enhancement / Feature> New features, or enhancements on existing [C++] Changes (can be) made in C++. Previously named `Code` [JSON] Changes (can be) made in JSON labels Aug 3, 2026
@RenechCDDA

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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.

@12347654

12347654 commented Aug 3, 2026

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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.
To make this possible, we need people more experienced than me; I'm not qualified to handle this.

@RenechCDDA

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You'll basically want to modify the is_enabled lambda... don't worry about it right now. You've got some minor things to fix with clang (the static definitions want static const itype_id itype_blah("blah") and so forth) before this can be mergeable anyway.

I can push some code for it tomorrow or later if needed.

@12347654

12347654 commented Aug 3, 2026

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You'll basically want to modify the is_enabled lambda... don't worry about it right now. You've got some minor things to fix with clang (the static definitions want static const itype_id itype_blah("blah") and so forth) before this can be mergeable anyway.

I can push some code for it tomorrow or later if needed.

THANK YOU!

@ScantyPlague0

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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?

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3 participants