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Editing Corpse

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{{Quality|Exceptional}}
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{{Quality|Unrated}}
 
{{av}}
 
{{av}}
 
[[File:corpse_sprite_preview.png|right]]A '''corpse''' is the [[death|dead]] body of a [[creature]];  the corpses of vermin are called '''remains'''. The [[labor]] for [[hauling]] corpses is either [[refuse hauling]] or [[burial]], depending on the corpse type.
 
[[File:corpse_sprite_preview.png|right]]A '''corpse''' is the [[death|dead]] body of a [[creature]];  the corpses of vermin are called '''remains'''. The [[labor]] for [[hauling]] corpses is either [[refuse hauling]] or [[burial]], depending on the corpse type.
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Graphically, when a creature dies, the sprite will be rotated or flipped vertically, as well as having significantly less color to it. Sprites of creatures that walk upright will appear as lying down, or rotated 90° clockwise. Creatures such as fish will appear as being flipped vertically. Large creature sprites that take up the space of multiple tiles at once will be shrunk down to fit within one tile. Unlike their adult variants, the corpses of child and baby creatures will never appear bloodied.
 
Graphically, when a creature dies, the sprite will be rotated or flipped vertically, as well as having significantly less color to it. Sprites of creatures that walk upright will appear as lying down, or rotated 90° clockwise. Creatures such as fish will appear as being flipped vertically. Large creature sprites that take up the space of multiple tiles at once will be shrunk down to fit within one tile. Unlike their adult variants, the corpses of child and baby creatures will never appear bloodied.
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==Use==
  
Note that some creatures do not have their own dedicated corpse sprites, such as procedurally-generated creatures like [[megabeast]]s, [[experiment]]s and [[demon]]s. Instead, any pixels that are outside the tile they died on will disappear. This same phenomenon also applies to [[werebeast]]s.
 
 
==Use==
 
 
Letting corpses naturally rot is the only way to get usable bones from creatures that dwarves refuse to butcher (such as [[goblin]]s, [[elves]], and other [[DF2012:Learns|sentient]] creatures), according to their ethics (unless you modded the ethics). Cutting a live goblin up using serrated blade traps or throwing them down extreme heights (such that they explode) will generate usable goblin bones and skulls. Already-dead corpses can be reanimated with the help of a [[necromancer]], or naturally if you are in any type of evil embark, and then dissected. Remains of vermin, however, simply progress from "(vermin) remains" to "rotten (vermin) remains" before simply vanishing.
 
Letting corpses naturally rot is the only way to get usable bones from creatures that dwarves refuse to butcher (such as [[goblin]]s, [[elves]], and other [[DF2012:Learns|sentient]] creatures), according to their ethics (unless you modded the ethics). Cutting a live goblin up using serrated blade traps or throwing them down extreme heights (such that they explode) will generate usable goblin bones and skulls. Already-dead corpses can be reanimated with the help of a [[necromancer]], or naturally if you are in any type of evil embark, and then dissected. Remains of vermin, however, simply progress from "(vermin) remains" to "rotten (vermin) remains" before simply vanishing.
  
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==Negative effects==
 
==Negative effects==
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Rotting corpses will produce [[miasma]] in subterranean areas, but not above ground.
 
Rotting corpses will produce [[miasma]] in subterranean areas, but not above ground.
  
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==Reanimation==
 
==Reanimation==
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Corpses can be [[Undead|raised from the dead]] – this will occur in some [[Surroundings#Evil|evil]] biomes, if the creature is killed inside an evil biome.  On an embark location between an evil and a non-evil biome, corpses killed on the non-evil side will not rise.  Corpses may also be raised by a [[necromancer]] into a slave, or resurrect themselves as [[mummy|mummies]] and themselves gain the power to raise corpses, though mummies will normally only be encountered in [[tomb]]s in adventure mode.  Mangled corpses with pulped heads or upper bodies will never become undead.  Severed body parts will be able to rise if they have either a [GRASP] tag (hands and possibly other body parts) or if they still have a head attached, so it may be advisable to kill risen corpses with blunt weaponry to avoid swarms of body parts and to permanently pulp them to death.  Corpses and severed body parts will not rise again if they have been [[butcher]]ed, their skin [[tanner|tanned]] and their hair [[spinner|spun into thread]], or if they have been exposed to [[magma]].  The zombies themselves will also be destroyed by magma.
 
Corpses can be [[Undead|raised from the dead]] – this will occur in some [[Surroundings#Evil|evil]] biomes, if the creature is killed inside an evil biome.  On an embark location between an evil and a non-evil biome, corpses killed on the non-evil side will not rise.  Corpses may also be raised by a [[necromancer]] into a slave, or resurrect themselves as [[mummy|mummies]] and themselves gain the power to raise corpses, though mummies will normally only be encountered in [[tomb]]s in adventure mode.  Mangled corpses with pulped heads or upper bodies will never become undead.  Severed body parts will be able to rise if they have either a [GRASP] tag (hands and possibly other body parts) or if they still have a head attached, so it may be advisable to kill risen corpses with blunt weaponry to avoid swarms of body parts and to permanently pulp them to death.  Corpses and severed body parts will not rise again if they have been [[butcher]]ed, their skin [[tanner|tanned]] and their hair [[spinner|spun into thread]], or if they have been exposed to [[magma]].  The zombies themselves will also be destroyed by magma.
  
 
{{category|Body parts}}
 
{{category|Body parts}}
 
[[ru:Corpse]]
 
[[ru:Corpse]]

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