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So, Crystal-Crested Buzzards got you down?

Decided I'd take the time to sit down and finally write out a guide post going over the Buzzards since I keep seeing a lot of confusion about their actual behaviors and how they act.
With every major problem comes a few key factors, avoidance, combating said problem, and manipulating it!

Lets start with avoidance...
When it comes to Crystal Buzzards, an important thing to note is that whilst they're not entirely preventable, you ARE able to seek out their source and dwindle their numbers prematurely!
Much like Vampire Bats in Hamlet, if you actively seek out live buzzards before lunar hail starts and kill them, you'll have less to deal with. Additionally, if you're nearby their spawners when hail starts, you're given a chance to burn their bodies before they're possessed.
image.png.456d7a60e7f681808d1f3f66c568f205.png
Dividing and conquering is great with a team!

Something important to note is that the amount of Crystal Buzzards in your world are tied directly to how many Buzzards you have in your world gen. So the more Buzzards you normally have, the more possessed ones you'll end up with.

With that said, there's combating them.
Crystal Buzzards aren't actually all that strong when alone, my weapon of choice are Brightshade bombs. They'll take them out quick, and the AOE is nice.
Another fun tool... is electricity! They seem surprisingly weak to it, making them flee when hit!
image.png.363ff737b1c01bdf5a9d39dc5732cfca.png
(And of course, there's a few followers like Bernie who is entirely immune to their fire breath. Atta' boy.)

Either way, arguably the best way to tackle them is to lure them away from anything you'd want to keep alive, since they're attracted to death. And with them, comes... well, death.
My method of choice is luring them to an empty field and using weaker mobs to lure them down and become dividing them up.
Some important things to know about them and how they handle carcasses...
When you're being stalked by buzzards, anything that's not a small plant, or soulless creature will drop a corpse. (And bees, I guess?)

Each corpse has its own 'weight class' but to keep things simple it basically just means that the bigger the body, the more meat there is to eat. So bigger dead mobs take far more time to be chewed up than a simple dead spider.
This is something you can use to your advantage, if the opportunity shows itself! 
Notice how this Grumble Bee has only 2 Buzzards dining on it, whilst this Ewecus has 5? Use that to group them up and blow them up!
image.png.160ae85383faa343cfc1722a44434d34.pngimage.png.8bdc8ce1b312f388d280e1e84e15e353.png
(Do note that the more Buzzards chewing on something, the quicker its meat will deplenish. So whilst this attracts more to feast, they'll scarf it down quick.)

Now... with those points made, there's manipulating them.
Something to note is that they're actually entirely neutral! They'll mind their own so long as you don't hit first, or approach their food. So if you're not prepared to fight them, don't!
image.png.4d5b3db6b6af1b0e7a957f54bc3ef821.png
Notice how he's hissing at me for standing between him and his food? If you think about it... maybe we're the bad guys?
Anyways, the second the foods all gone, they've got no beef with you. They'll flee, even.
Otherwise... if you're feeling a murder-y mood, they're total killers. Not much stands up to them. Its kind of absurd, but if you want to have them kill something, all you need to do is call them down and kite them into other mobs and you're totally set.

With all of those points made... I'll throw in a few extra bits of trivia and wrap this guide up. I'll continue updating and refining it as I iron out all of the details and things I might've missed.
It was uh... 5AM when I wrote this.
Trivia!

Spoiler

Did you know? Alongside Buzzards, hounds and Vargs actively seek out and eat corpses!
CrunchyMunchies.gif.85cb622913f9127f87992b511ef3371b.gif
There's essentially 3 levels of 'meat', with a secret 4th one being reserved for Koalephants, because they're the only mob able to leave a skeleton behind when fully eaten.
As carcasses are eaten, their loot is progressively destroyed.
For mobs with multiple drops, at least ONE of each drop is guaranteed to survive, even if in absolutely poor conditions.

And on top of that... more 'meat' is considered by bigger mobs. So, when isolated, a Varg will chew through a corpse much faster than any lone hound or buzzard. Pretty neat!


Ah, and also, TLDR: Lure them away. Blow them up. Divide and conquer, kill them as they spawn in the desert.

Edited by -Variant
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9 hours ago, JazzyGames said:

Thanks for the info, much appreciated.  Do you know the respawn rate of the crystal buzzards, assuming a player is in the desert? Seems like I would kill them all and then a day later they'd be mostly back.

This is something I need to double check, but... from my current understanding, there realistically shouldn't be any respawn rate.
Now, I'm not sure if new Crystal Buzzards spawn in from normal buzzards respawning or not, but I'm inclined to believe they shouldn't?

I do know that in my last world with a bunch of friends, what felt like an endless horde did eventually die off and stopped harassing us. I'm currently under the impression that there can just be a lot of them unfortunately.
Something to note that I didn't cover much is that they do have real-time migration! As in they actually slowly travel the world to find the player. What's most likely happening here is that as you kill group A, group B finds an opening and travels in, rather than a new set spawning in. I'll update this once I know for certain!

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1 hour ago, -Variant said:

This is something I need to double check, but... from my current understanding, there realistically shouldn't be any respawn rate.
Now, I'm not sure if new Crystal Buzzards spawn in from normal buzzards respawning or not, but I'm inclined to believe they shouldn't?

I do know that in my last world with a bunch of friends, what felt like an endless horde did eventually die off and stopped harassing us. I'm currently under the impression that there can just be a lot of them unfortunately.
Something to note that I didn't cover much is that they do have real-time migration! As in they actually slowly travel the world to find the player. What's most likely happening here is that as you kill group A, group B finds an opening and travels in, rather than a new set spawning in. I'll update this once I know for certain!

This is how it works yeah, at least I'm pretty sure. At first I thought they respawned, but I think its just groups either arriving a bit after your current group, or in some cases just your biome having a buzzard (per player?) limit.

This was more noticeable when they were bugged and the world threw 30+ of them at you. The buzzards would have to wait their turn, so you'd always have to kill two big waves with a pause between.

I believe the game is actively maintaining two groups of mutated buzzards at once, one that travels all around the world and the other that keeps itself to desert biomes, and sometimes they certainly will stack and send out an armada.

I could be wrong tho

On 1/13/2026 at 7:39 PM, -Variant said:

This is something I need to double check, but... from my current understanding, there realistically shouldn't be any respawn rate.
Now, I'm not sure if new Crystal Buzzards spawn in from normal buzzards respawning or not, but I'm inclined to believe they shouldn't?

I do know that in my last world with a bunch of friends, what felt like an endless horde did eventually die off and stopped harassing us. I'm currently under the impression that there can just be a lot of them unfortunately.

From a quick look, Crystal-Crested Buzzards don't have a respawn mechanic, the game specifically grabs all the Buzzards that are alive in the desert (either existing if a player is nearby, or currently despawned, but stored by the spawners basically), and mutates them and adds them to the pool of Crystal-Crested Buzzards (and if players are near, they'll physically fall down, get mutated, and fly away to be added to the pool then.

The total number of Crystal-Crested Buzzards does have a predetermined variation based on the amount of buzzard spawners from world gen (which I'm not familiar with), as well as each spawner setting a random value of 1 or 2 for the amount of buzzards it can spawn.

 

One important detail here that I don't see being mentioned around is that during winter, the Buzzard spawners don't listen for the events of lunar hail (since they're technically gone), meaning during winter you can't get Crystal-Crested Buzzards.

Although, there is a specific edge case of lunar hail starting right before winter starts, in which case it will still go through and the Buzzards will mutate, but that bit of the code seems like an oversight (mainly because lunar hail doesn't instantly kill buzzards when it starts, it sets a slightly random point in the lunar hail progress to kill them, meaning they should probably be allowed to leave if winter starts before then), I'll make a report of it when I can even if it's a small thing.

 

On 1/13/2026 at 7:39 PM, -Variant said:

Something to note that I didn't cover much is that they do have real-time migration! As in they actually slowly travel the world to find the player. What's most likely happening here is that as you kill group A, group B finds an opening and travels in, rather than a new set spawning in. I'll update this once I know for certain!

The max population per node for Crystal-Crested Buzzards is 10, and when this cap is reached, buzzards in other nodes aren't allowed to migrate to it. Take this with a grain of salt as I haven't fully checked and parsed the whole code and functionality in detail, but I think what's happening is something like this:

  • You're in node A, currently maxed out with 10 buzzards.
  • There's up to 10 more other buzzards in neighboring node B, trying to move into node A and being unable to due to the cap, so they wait there.
  • There's potentially (I haven't checked up how many buzzards you can get in a world) even more buzzards in node C, neighbor of node B.
  • Whenever the population goes down in node A, a buzzard from node B will migrate to node A, and if applicable, from C to B.

 

Also, if there's no valid nodes to travel to because there are no players in valid nodes (say, if everyone's on a boat sailing around), they will simply migrate between random neighboring nodes.

 

Also for reference, the migration timer can range from a random value between 120-180 seconds, but the timer can tick down slower or faster based on the following factors:

  • If it's not night, the timer ticks down 0.66x slower.
  • Depending on moon phase:
    • New moon: 0.6x
    • Quarter: 0.75x
    • Half: 1x
    • Three quarter: 2x
    • Full moon: 4x
  • Both of the above are multiplicative with each other.

 

Lastly the migration timer for a node only ticks down if there's any Crystal-Crested Buzzards in it, but will also fully pause when a player is in it.

 

EDIT: forgot to address this:

On 1/13/2026 at 10:06 AM, -Variant said:

For mobs with multiple drops, at least ONE of each drop is guaranteed to survive, even if in absolutely poor conditions.

Keep in mind that loot only degrades (in both amount, as well as percentages for durability, spoilage, etc) when past the first meat level, otherwise it's completely unaffected.

Edited by hoxi
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Question about scaring buzzards away with electric damage, i.e with a Morning Star.

When I strike buzzards and they get shocked, they fly up to flee and then another swarm of buzzards descend to continue the unfinished business. Do these new buzzards keep their old HP after they receive damage, or are their HP reset?

8 hours ago, namhai said:

Do these new buzzards keep their old HP after they receive damage, or are their HP reset?

They reset. They were removed after flying into the sky, and the one that fell down afterwards was a newly spawned buzzard. Nothing would be keeped. 

This weakness actually offers no help in dealing with them.

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On 1/14/2026 at 7:29 PM, hoxi said:

Take this with a grain of salt as I haven't fully checked and parsed the whole code and functionality in detail, but I think what's happening is something like this:

  • You're in node A, currently maxed out with 10 buzzards.
  • There's up to 10 more other buzzards in neighboring node B, trying to move into node A and being unable to due to the cap, so they wait there.
  • There's potentially (I haven't checked up how many buzzards you can get in a world) even more buzzards in node C, neighbor of node B.
  • Whenever the population goes down in node A, a buzzard from node B will migrate to node A, and if applicable, from C to B.

It is exactly like that.  Basically, lunar hail starts when an internal counter reaches 100.  That counter then slowly decreases to 0.  When it drops to 27-32 (there's random variance per each lunar hail), all buzzard spawners (each can contain 1 or 2 buzzards) will have its alive buzzards (whether outside or inside) mutate into a crystal crested buzzard.  

As you mentioned, each region in the world can have a max of 10 buzzards.  And, as buzzard spawners are typically only found in deserts (Dragonfly & Oasis) and there's usually only two deserts per world, it's most likely there'll be two groups of Crystal Crested Buzzards per lunar hail.

There is also an optional world gen region called Mole Colony Rocks that can occasionally contain a room with buzzard spawners (thanks to @hoxi for the reminder).  In those worlds, you'd instead have three groups of Crystal Crested Buzzards per lunar hail. 

On the other hand, for super old retrofitted worlds with only one desert (and no buzzard spawners in a potential Mole Colony Rocks Region), you could end up with just one group of Crystal Crested Buzzards per lunar hail!

Each group of buzzards have a 120-180 second cooldown timer per region (see hoxi's post above for the tick rate modifiers) and they'll migrate to the next closest region containing a player when it reaches 0.  Once they reach that region, the cooldown timer for the new region has to reach 0 again before they can migrate once more.  They'll also skip migrating to the next region if that region is already capped at 10 Crystal Crested Buzzards.  

Of note, for each migration event, crystal crested buzzards can only migrate to a neighboring region that's connected by land.  This means if you have crystal crested buzzards circling you and you travel to a region that's not directly connected by land (telepoof, boats, wormholes, etc.), those buzzards won't circle you right away.  Instead, they will only reach you after multiple migrations. 

And, even if you're only traveling to a neighboring land connected node, the circling buzzards from the previous region still won't follow you right away, at least not until their migration timer from the previous region reaches zero.  But, if you stayed too long in the previous region (i.e. longer than their 120-180 seconds timer), the buzzards' timer may have already reached zero before you crossed into the new land connected neighboring region.  In that case, they will follow you right away.

As for despawning, Crystal Crested Buzzards are removed either when killed or when the rift closes.  They can't respawn until the next lunar hail begins and the counter decreases back to 27-32.

Here's an example using a migration map graphic of a freshly generated world after Crystal Crested Buzzards spawned.  The forums are still shrinking large resolution graphics, so the full 3400x3400 resolution image has also been uploaded to Imgur: https://i.imgur.com/v9NlMlm.jpeg (copy and paste the link into your browser).

mutatedmigrationmap.png.b3cca6e9b283e4d13b4f76d44bd24afb.png

In this world, there are 15 buzzard spawners spread across two desert regions: Lightning Buff Region (Oasis desert) & Badlands Region (Dragonfly desert), so you have two groups of Crystal Crested Buzzards per lunar hail.  

Currently, the Dragonfly buzzard group (denoted as C-C Buzzard Shadow in the map graphic; only 9 buzzards in this group for this world gen) is circling the player in the Make a pick Region (after having migrated once), while the Oasis buzzard group (denoted as Crystal-Crested Buzzard in the map graphic; 10 buzzards in this group) are in the Squeltch Region (after having migrated 3 times already & still 4 migrations away from the player's location in the Make a pick Region).

For those with a keen eye, you'll notice the spawn area is not included in the migration regions.  This means that the spawn area is a crystal crested buzzard free zone... no buzzards will ever circle you there!  Small caveat though is if a crystal crested buzzard has already landed in the region next to the spawn area, those can technically cross into the spawn area when they're attacking.

image.png.17c7fcd0cca432c8c5b31cf4dca01c8e.png

But, this may eventually get patched out, since the game code does have a comment about fixing the Spawn Area (Start Node).

image.png.cd5b69104676027ea6ec8831ab3126d1.png

Moreover, Crystal Crested Buzzards can only circle when a player is on land and in valid migration regions.  So, they'll never circle you if you're in the ocean even if you're in a valid migration region.  And for those wondering, docks count as land.  So, they can circle you and land if you're on a dock and in a valid migration region.

EDIT: Also notable, you'll notice that Bright Beaked Birds also share the same migration logic as Crystal Crested Buzzards, but they currently spawn fully maxed (10) for every region at the end of lunar hail (vs the 27-32 of Crystal Crested Buzzards), so migrations won't happen unless some are killed allowing neighboring birds to migrate.  The cooldown timers for Bright Beaked Birds are separate from those of Crystal Crested Buzzards.

EDIT 2: Thanks to @hoxi for reminding me about the RockyBuzzards room being able to have buzzard spawners.  This room belongs to the optional world gen region Mole Colony Rocks.  I've updated my text above to make a note of this.

EDIT 3: Thanks to @Cassielu for noticing an error in my map graphic.  I rechecked my script and there was an incorrect conditional that was assigning invalid rooms to some migration regions.  I've updated the graphic above. 

For comparison's sake, here's the original incorrect graphic (left) vs updated correct graphic (right):
mutatedmigrationmap.png.0090e77fede2221647b5cc615e812b19.png mutatedmigrationmap.png.b3cca6e9b283e4d13b4f76d44bd24afb.png

Edited by Instant-Noodles
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In my guide I initially thought you could get then stranded. It just takes awhile for them to find you again.

I'll have to try rushing to a desert to burn them, as it sounds like you have some time between the hail starting and the buzzards dying.

3 hours ago, Instant-Noodles said:

It is exactly like that.  Basically, lunar hail starts when an internal counter reaches 100.  That counter then slowly decreases to 0.  When it drops to 27-32 (there's random variance per each lunar hail), all buzzard spawners (each can contain 1 or 2 buzzards) will have its alive buzzards (whether outside or inside) mutate into a crystal crested buzzard.  

As you mentioned, each region in the world can have a max of 10 buzzards.  And as buzzard spawners are located in deserts (Dragonfly & Oasis), and there's typically only two deserts per world, there'll be two groups of crystal buzzards per lunar hail.  For super old retrofitted worlds with only one desert, this means that there'll only be one group of crystal crested buzzards per lunar hail.

Each group of buzzards have a 120-180 second cooldown timer per region (see hoxi's post above for the tick rate modifiers) and they'll migrate to the next closest region containing a player when it reaches 0.  Once they reach that region, the cooldown timer has to reach 0 again before they can migrate again.  They'll also skip migrating to the next region if that region is already capped at 10 crystal crested buzzards.  

Of note, for each migration event, crystal crested buzzards can only migrate to a neighboring region that's connected by land.  This means if you have crystal crested buzzards circling you and you travel to a region that's not directly connected by land (telepoof, boats, wormholes, etc.), those buzzards won't circle you right away.  Instead, they will only reach you after multiple migrations. 

And, even if you're only traveling to a neighboring land connected node, the circling buzzards from the previous region still won't follow you right away, at least not until their migration timer from the previous region reaches zero.  But, it's also possible that if you stayed too long in the previous region (longer than their 120-180 seconds timer), their timer may have already reached zero before you crossed into the new land connected neighboring region.  In that case, they will follow you right away.

As for despawning, crystal crested buzzards are removed either when killed or when the rift closes.  They can't respawn until the next lunar hail begins and the counter decreases back to 27-32.

Here's an example using a migration map graphic of a freshly generated world after crystal crested buzzards spawned.  The forums are still shrinking large resolution graphics, so the full 3400x3400 resolution image has also been uploaded to Imgur: https://i.imgur.com/BT87oe7.jpeg (copy and paste the link into your browser).

mutatedmigrationmap.png.0090e77fede2221647b5cc615e812b19.png

In this world, there are 15 buzzard spawners across two desert regions: Lightning Buff Region (Oasis desert) & Badlands Region (Dragonfly desert), so you have two groups of crystal crested buzzards.  

Currently, the Dragonfly buzzard group (denoted as C-C Buzzard Shadow in the map graphic; only 9 buzzards in this group for this world gen) is circling the player in the Make a pick Region (after having migrated once), while the Oasis buzzard group (denoted as Crystal-Crested Buzzard in the map graphic; 10 buzzards in this group) are in the Squeltch Region (after having migrated 3 times already & still 4 migrations away from the player's location in the Make a pick Region).

For those with a keen eye, you'll notice the spawn area is not included in the migration regions.  This means that the spawn area is a crystal crested buzzard free zone... no buzzards will ever circle you there!  Small caveat though is if a crystal crested buzzard has already landed in the region next to the spawn area, those can technically cross into the spawn area when they're attacking.

image.png.17c7fcd0cca432c8c5b31cf4dca01c8e.png

But, this may eventually get patched out, since the game code does have a comment about fixing the Spawn Area (Start Node).

image.png.cd5b69104676027ea6ec8831ab3126d1.png

Moreover, Crystal Crested Buzzards can only circle when a player is on land and in valid migration regions.  So, they'll never circle you if you're in the ocean even if you're in a valid migration region.  And for those wondering, docks count as land.  So, they can circle you and land if you're on a dock and in a valid migration region.

EDIT: Also notable, you'll notice that Bright Beaked Birds also share the same migration logic as Crystal Crested Buzzards, but they currently spawn fully maxed (10) for every region at the end of lunar hail (vs the 27-32 of Crystal Crested Buzzards), so migrations won't happen unless some are killed allowing neighboring birds to migrate.  The cooldown timers for Bright Beaked Birds are separate from those of Crystal Crested Buzzards.

If you want to burn buzzard corpses as they fall, do you have to just wait at the buzzard spawners until the internal hail counter drops to 27-32? Or do they just fall right away, if a player is nearby?

Also interesting: the picture shows they can get to lunar island, but not the mini lunar islands.

49 minutes ago, Dingle said:

If you want to burn buzzard corpses as they fall, do you have to just wait at the buzzard spawners until the internal hail counter drops to 27-32? Or do they just fall right away, if a player is nearby?

Buzzard corpses will spawn (i.e. fall down) immediately (when reaching 27-32), but only if the buzzard spawner is loaded (i.e. there's a player nearby).  Gestalts will then infect them within 5-11 seconds.

Otherwise, if the spawner is unloaded, buzzards are auto-converted into migrating crystal crested buzzards right away.  And they'll start migrating once their region timer hits 0.  Or if the unloaded spawner is in the same region as a player, they'll automatically start circling the player on the next game tick.

49 minutes ago, Dingle said:

Also interesting: the picture shows they can get to lunar island, but not the mini lunar islands.

The map graphic I attached is for all mutated creature migrations (i.e. for both Crystal Crested Buzzards and Blight Beaked Birds).

If you zoom into the Lunar Islands (via the Imgur uploaded full-res graphic), you'll notice that those migration zones can only migrate to each other and not to the mainland (as they're not connected by land to the mainland).  So, those migration regions are only used for Blight Beaked Birds since you won't have any buzzard spawners on the Lunar Islands and buzzard groups from deserts won't be able to migrate to the Lunar Islands.

image.png.78109a5cff0a7bbb05332b89c6a3ad40.png

And yes, neither Blight Beaked Birds nor Crystal Crested Buzzards can reach the "mini" Lunar Islands.  

---

EDIT:  Likewise, neither creature can reach any Static Layouts (such as Monkey Queen Island, Pearl's Island, or Retrofitted Lunar Islands for old worlds). However, as noted in my previous post, there is a code comment saying that this on Klei's to-do list to fix. Do note that the "mini" Lunar Islands aren't considered Static Layouts. 

4 hours ago, Instant-Noodles said:

image.png.cd5b69104676027ea6ec8831ab3126d1.png

 

Edited by Instant-Noodles
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5 minutes ago, Instant-Noodles said:

Buzzard corpses will spawn (i.e. fall down) immediately (when reaching 27-32), but only if the buzzard spawner is loaded (i.e. there's a player nearby).  Gestalts will then infect them within 5-11 seconds.

Otherwise, if the spawner is unloaded, buzzards are auto-converted into migrating crystal crested buzzards right away.  And they'll start migrating once their region timer hits 0.  Or if the unloaded spawner is in the same region as a player, they'll automatically start circling the player on the next game tick.

The map graphic I attached is for all mutated creature migrations (i.e. for both Crystal Crested Buzzards and Blight Beaked Birds).

If you zoom into the Lunar Islands (via the Imgur uploaded full-res graphic), you'll notice that those migration zones can only migrate to each other and not to the mainland (as they're not connected by land to the mainland).  So, those migration regions are only used for Blight Beaked Birds since you won't have any buzzard spawners on the Lunar Islands and buzzard groups from deserts won't be able to migrate to the Lunar Islands.

image.png.78109a5cff0a7bbb05332b89c6a3ad40.png

And yes, neither Blight Beaked Birds nor Crystal Crested Buzzards can reach the "mini" Lunar Islands.  

EDIT: Likewise, neither creature can reach any Static Layouts (such as Monkey Queen Island or Pearl's Island, or retrofitted Lunar Islands). However, as noted in my previous post, there is a code comment saying that this on Klei's to-do list to fix. Do note that the "mini" Lunar Islands aren't considered Static Layouts. 

 

I was pretty sad when I found out I couldn't have the buzzards murder the monkey island.

5 hours ago, Instant-Noodles said:

And as buzzard spawners are located in deserts (Dragonfly & Oasis), and there's typically only two deserts per world, there'll be two groups of crystal buzzards per lunar hail.

Hmm, pretty sure there's also a rocky biome that can have buzzards, I always forget if it's known with a specific name but the room for it is "RockyBuzzards", but I'm not sure if it's part of either of the two regions you mentioned or not, I'm not that familiar with world gen stuff in detail.

 

Also thank you, I was thinking of taking a screenshot of the map when using an in-game debug command to roughly show how the migration system sorta looks like, but your images and explanations are way more detailed than what I could've come up with lol

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10 hours ago, Instant-Noodles said:

Moreover, Crystal Crested Buzzards can only circle when a player is on land and in valid migration regions.  So, they'll never circle you if you're in the ocean even if you're in a valid migration region.  And for those wondering, docks count as land.  So, they can circle you and land if you're on a dock and in a valid migration region.

The actual valid migration regions in the ocean is much smaller than that indicated on this image. Only the blank room.

Build dock to avoid the Crystal Crested Buzzards is actually a quite feasible strategy.

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7 hours ago, hoxi said:

Hmm, pretty sure there's also a rocky biome that can have buzzards, I always forget if it's known with a specific name but the room for it is "RockyBuzzards", but I'm not sure if it's part of either of the two regions you mentioned or not, I'm not that familiar with world gen stuff in detail.

Thanks!  I forgot about RockyBuzzards.  It belongs to Mole Colony Rocks, which is an optional world gen region.  I've updated my post above to make a note of this.

 

1 hour ago, Cassielu said:

The actual valid migration regions in the ocean is much smaller than that indicated on this image. Only the blank room.

Good catch.  I went back over my script and noticed an incorrect conditional.  It was skipping rooms only if it matched all 3 invalid id types instead of just 1.  I've updated the graphic in my post above. 

For comparison, here is the original incorrect graphic (on the left) that included some invalid rooms and the correct updated graphic (on the right):

mutatedmigrationmap.png.0090e77fede2221647b5cc615e812b19.png mutatedmigrationmap.png.b3cca6e9b283e4d13b4f76d44bd24afb.png

1 hour ago, Cassielu said:

Build dock to avoid the Crystal Crested Buzzards is actually a quite feasible strategy.

Only if the docks extend beyond the valid migration region.

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