In both XCF and Piratez, "live alien sale" and "retain interrogated aliens" are "yes" and "no", respectively. Upon excess of prisoners, the game forces a sale, not a kill. The forced sale did not leave corpses, just money. Attached are examples of Piratez and XCF.
OK, I read the code and here's an updated version (I did misremember a few things)
if (Options::canSellLiveAliens == true AND Options::retainCorpses == true)
{
show 3 buttons (kill, sell, transfer/cancel)
}
otherwise
{
show 2 buttons (remove, transfer/cancel)
}
kill button = always kills
sell button = always sells
remove button:
1. sells if Options::canSellLiveAliens == true AND Options::retainCorpses == FALSE
2. kills in all other cases
Yes I mean that, or more precisely situation when you have no prison space at all (or so it seems?), and the button says explicitly "Kill" (it's along sale and transfer buttons). However I think I can handle it mod-side... I just need to know when precisely this option appears, and when it doesn't - if you have normal prison overflow, it doesn't seem to be the case.
Kill button (with explicit label "Kill") only ever appears when "Retain corpses" and "Sell aliens" options are
both simultaneously turned on.
Since Piratez forces "Retain corpses" to be turned off... I don't see a way how the "Kill" button could appear in Piratez.
I'll need help... best a save where I can see it happening.