How about introducing some trash pieces that are along the same lines as
what is dropped now, but not useful?
E.g. chunks -> bloody bits
Fur -> scrap of fur
This would leave something behind and remove the impression that you just
vaporized a rabbit by kicking it.
Also add these in to butchering for the same reasons.
On Jun 10, 2013 1:50 PM, "Kyratzes Talvadore" <notifications@github.com>
wrote:

> In mondeath.cpp:
>
> > - }
> > +// for flesh/veggy creatures only
> > +    if (((z->hp >= -50 || z->hp >= 0 - 2 * z->type->hp)) &&
> > +        (z->made_of("flesh") || z->made_of("veggy") || z->made_of("hflesh")))
> > +    {
> > +        item tmp;
> > +        tmp.make_corpse(g->itypes["corpse"], z->type, g->turn);
> > +        g->m.add_item(z->posx, z->posy, tmp);
> > +    }
> > +    else // gibbed, no corpses but chunks, pelts, bones, sinews
> > +    {
> > +        int pieces, pelts, bones, sinews;
> > +        switch (z->type->size)
> > +        {
> > +            case MS_TINY:   pieces =  1; pelts =  0; bones = 0; sinews = 0; break;
> > +            case MS_SMALL:  pieces =  2; pelts =  1; bones = 2; sinews = 2; break;
>
> I think anything smaller than a zombie really shouldn't be leaving stuff
> behind at this kind of damage, the main point of corpses disappearing was
> to simulate things like shooting a squirrel with a .50 cal rifle leaving
> nothing behind but a red smear.
>
> —
> Reply to this email directly or view it on GitHub<https://github.com/CleverRaven/Cataclysm-DDA/pull/1527/files#r4618673>
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>