Corpses not disappearing when burying
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Only responding to the primary idea, if corpses remained on the ground then a person could click on the bury button a second time and get an error for this corpse is already being buried. It should be coded so that if a burial project already exists, when you click on the button you will start working on the existing project instead of creating a new one.
If a burial project is 0%, it doesn't really mean anything since the corpse is only put into a grave after the grave has been dug, and when digging is 0%, it logically hasn't started yet. Maybe the corpse is just moved on the "burial ground".
Arlequin's suggestion of a description when entering the location would avoid clogging of the objects list. And that might be easier to implement. But where to draw the limits? Even one corpse can make a smell. If the uncleanliness of a location would depend on both the age of the corpses and their amount, then you could have like five fresh corpses that wouldn't make much of a mess, but one heavily decomposed corpse would stink notably. And how about ten or twenty corpses then?
If a burial project is 0%, it doesn't really mean anything since the corpse is only put into a grave after the grave has been dug, and when digging is 0%, it logically hasn't started yet. Maybe the corpse is just moved on the "burial ground".
Arlequin's suggestion of a description when entering the location would avoid clogging of the objects list. And that might be easier to implement. But where to draw the limits? Even one corpse can make a smell. If the uncleanliness of a location would depend on both the age of the corpses and their amount, then you could have like five fresh corpses that wouldn't make much of a mess, but one heavily decomposed corpse would stink notably. And how about ten or twenty corpses then?
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