With this goal in mind, I dedicated a few days to trying to find some way to see if it's possible, and it simply isn't. Taking up the premise that 1) NPCs that love/like each other should be able to live within 25 blocks of their respected attractors while 2) those that hate/dislike each other remain 25 blocks distant and 3) no NPC has more than 3 others within 120 blocks (excluding NPCs subject to rule 1) it must be possible to actually build to accommodate these mechanics, else why introduce them in the first place. To that end, I'd vote for ditching overcrowding entirely but as that's not an option, even though it's only the vertical distance that messes me up, I vote to decrease both on behalf of anyone that the horizontal factor may have adversely affected. which is exactly what the generic overcrowding mechanic does which brings us back to the original point of this thread. The dryad might prefer a building made of wood with no background wall (or a certain number of potted trees if the valid dwelling check can't be modified), the goblin tinkerer is happiest underground, and the demolitionist thinks double-thick stonework walls, ceilings, and floors are best.Īlso, anything associated with a specific building requirement (as opposed to decorations or moving NPC flags) should be a bonus rather than a penalty so that players with existing worlds don't have to chose between tearing down or abandoning buildings they may have put a lot of effort into creating to avoid suffering a penalty due to an update. Maybe each NPC has a random favourite colour and animal/insect/plant and gets a happiness bonus if their dwelling is decorated accordingly. For example, perhaps no-one except the arms dealer is happy living in the same building as the demolitionist regardless of how big it is, the tavernkeep prefers to be on the ground floor, and the princess would like two floors at the top of a building to herself. If there's going to be living condition happiness rules I'd be more interested in seeing each NPC having individual housing requirements. ![]() The preferred/disliked neighbours and biomes seems like an interesting new (to me) play mechanic to deal with but I agree that overcrowding mechanic doesn't seem to serve any purpose except to limit our creativity for how we'd like to build NPC housing by 1) penalizing skyrise apartment living, 2) require more running around to access NPCs, and 3) forcing those of us who prefer keeping the surface world as natural as possible to clear larger swaths of land. I just started playing Terraria again after I don't know how many years to discover all of my NPCs with their expansive, luxuriously decorated, full-floor apartments which I provided them free-of-charge are complaining about overcrowding. Only the ones on the very top and bottom aren't "crowded", and I feel this is excessive. UPDATE: Here are the screenshots of my hypothetical scenario (Quickly mocked up, since this is not my actual base)Įven if you make the houses wider, or more dressed up, or out of better materials. I will try and include screenshots tomorrow. So, my suggestion is to make the search rectangular: 25 blocks sideways, and 15 blocks up and down. YOU AREN'T HAPPY WITH 2 ENTIRE FLOORS OF A BUILDING? The radius would go through 4 floors up, and down, and still find 4 npcs, causing "crowding". So, imagine I gave each NPC an entire floor of a hotel. One floor of a building is around 10 feet. To put this in a real world perspective: 25 blocks = 50 feet. But vertically, it is a nightmare to work with. ![]() ![]() Thats right: I am purely complaining about how close NPCs can be to each other up and down.Īfter confirming the radius on the wiki (3+ others within 25 blocks), and trying it out in game, horizontally this mechanic makes sense already. ![]() Now to preface this, I am NOT complaining about the following: Loving the update so far, but there is a trend in everyone I have spoken to (3 people off forum): The distance for NPC crowding is too wide, especially since there is a penalty.
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