The herds of lightning goats merge together when they're too close. My evidence is the following.
I used c_countprefabs("lightninggoatherd"), which showed two herds. I LongUpdate offscreen so that they populate to full herds. I choose one herd and kill all but one goat. When that sole goat gets close enough to the other herd, the total herd count is reduced to one, evident by the countprefab command. There is no need to LongUpdate to populate the herds, you can just spam c_gonext("lightninggoatherd") upon world creation in a world that has two herds to start and see that if they're close together, the herd locations dwindles to one herd. Attached is a video showing it.
Credits to Frodeur for bringing it to attention, whose had this happen in his several thousand days world.
Method 1) If a world upon creation shows it has two lightninggoatherds with c_countprefabs("lightninggoatherd"), spam c_gonext("lightninggoatherd") and see that if the goats are close enough and aren't fully populated herds, they merge into one herd. Method 2) In an actual IRL scenario, wait for the herds to populate to about full capacity if there are two herds (I LongUpdated to speed up the process). Kill all but one goat in one herd, see that there is still two herds until you chase the lone goat to the other goat herd. See that the total lightninggoatherd has reduced to one via countprefabs("lightninggoat").
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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