Terraria

Terraria

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Rodrigo Dec 5, 2016 @ 3:39am
Persistent NPC housing
Seriously... I don't understand why this isnt in the game as default. NPCs dies, eventually, they always do... the problem is that when they respawn they don't try to go back to the housing they were assigned before, this is such a pain when you move on to another base or have multiple bases and then NPC's die and respawn 10km's away or either get automatically assigned to the wrong room.

Some of my npc's have themed housing, even if they would spawn in the right overal area, they still get assigned to rooms they aren't supposed automatically. re-assigning everthing manually is sheer pain.

why this is not in the game by default?
Last edited by Rodrigo; Dec 5, 2016 @ 3:44am
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Showing 1-14 of 14 comments
Tephlin Dec 5, 2016 @ 3:56am 
You can assign them to rooms by yourself.
Saply Dec 5, 2016 @ 3:58am 
Originally posted by Teph "Fish" (Midterm Exams):
You can assign them to rooms by yourself.
Yes,using the Housing Menu that is literally right next to your arnor slots
Nova Solarius Dec 5, 2016 @ 3:58am 
Originally posted by Teph "Fish" (Midterm Exams):
You can assign them to rooms by yourself.
OP knows.
Saply Dec 5, 2016 @ 4:00am 
Originally posted by Nova Solarius:
Originally posted by Teph "Fish" (Midterm Exams):
You can assign them to rooms by yourself.
OP knows.
Ok,I must be stupid tonight
Tephlin Dec 5, 2016 @ 5:01am 
Originally posted by Nova Solarius:
Originally posted by Teph "Fish" (Midterm Exams):
You can assign them to rooms by yourself.
OP knows.
So what is their point or problem?
Last edited by Tephlin; Dec 5, 2016 @ 5:02am
Rodrigo Dec 5, 2016 @ 5:23am 
Originally posted by Teph "Fish" (Midterm Exams):
Originally posted by Nova Solarius:
OP knows.
So what is their point or problem?

Its quite clear, you just have to read...

Let me try to clarify, lets assime you build a few houses for npc in the starting area, but then decide to build a bigger base somwhere else, with specific rooms for all npcs, lets say the library for the wizard, the cantina/bar for the merchant, a living wood room for the dryad, a forge area for the engineer and the steampunker, a treasure vault for the tax colector npc

Invasion comes, npcs get get ripped. Then they start to respawn, first problem is that they spawn in the old town, near the starting area (I decided to keep the buildings there for the nostalgia), second, even if i remove the chairs to remove the valid housing, they will spawn in my new castle at random places.

Exemple: the nurse respawns and decide to get to the library, the painter decides to take the dryad living wood room, the painter to the forge, the guide goes to the treasury and so on..

what im suggesting is that once a npc die, their flag remain active to the room they were assigned, and then once they respawn, they get back to that same room, unless the room is changed and is not longer a valid housing for example.
Last edited by Rodrigo; Dec 5, 2016 @ 5:35am
Dschinghis Pan Dec 5, 2016 @ 5:46am 
Originally posted by Captein:
Seriously... I don't understand why this isnt in the game as default. NPCs dies, eventually, they always do... the problem is that when they respawn they don't try to go back to the housing they were assigned before, this is such a pain when you move on to another base or have multiple bases and then NPC's die and respawn 10km's away or either get automatically assigned to the wrong room.

Some of my npc's have themed housing, even if they would spawn in the right overal area, they still get assigned to rooms they aren't supposed automatically. re-assigning everthing manually is sheer pain.

why this is not in the game by default?
Becouse dead people don't have a room. The NPC is not respawning, instead a new NPC is spawning. And this new NPC is just that: a new NPC. That one takes a more or less random free housing, just as every new NPC does.

I can't say why this was designed this way, but this is the design we have.
Rodrigo Dec 5, 2016 @ 5:54am 
My suggestion is that the NPC flag would assign an NPC type to the room, so in case they die, the new one would try to take that room. Even by your logic, if an engineer die, the new one would seek to stay by the forge not the nursery, same goes to the nurse, except that she would go the the nursery instead.

Theres really no drawbacks to this system and it really spare us from a lot of unnecessary manual work, going off screen, and waiting.

unless you're telling me that everybody should just make similar bland square houses for npcs, since if they die they will go to random places anyways upon a 'respawn' and disregard all the creativity possibilities, in Terraria, of all games.
Last edited by Rodrigo; Dec 5, 2016 @ 5:55am
Dschinghis Pan Dec 5, 2016 @ 6:07am 
Originally posted by Captein:
My suggestion is that the NPC flag would assign an NPC type to the room, so in case they die, the new one would try to take that room. Even by your logic, if an engineer die, the new one would seek to stay by the forge not the nursery, same goes to the nurse, except that she would go the the nursery instead.

Theres really no drawbacks to this system and it really spare us from a lot of unnecessary manual work, going off screen, and waiting.

unless you're telling me that everybody should just make similar bland square houses for npcs, since if they die they will go to random places anyways upon a 'respawn' and disregard all the creativity possibilities, in Terraria, of all games.
I am not telling you anything, just analyzing what the game does with NPC.
As I doubt this will be changed in the code, you only option is to just keep the house safe. Don't spawn bosses nearby, keep your distant during invasions, maybe make unbreakable doors.
Tephlin Dec 5, 2016 @ 3:35pm 
Originally posted by Captein:
Originally posted by Teph "Fish" (Midterm Exams):
So what is their point or problem?

Its quite clear, you just have to read...

Let me try to clarify, lets assime you build a few houses for npc in the starting area, but then decide to build a bigger base somwhere else, with specific rooms for all npcs, lets say the library for the wizard, the cantina/bar for the merchant, a living wood room for the dryad, a forge area for the engineer and the steampunker, a treasure vault for the tax colector npc

Invasion comes, npcs get get ripped. Then they start to respawn, first problem is that they spawn in the old town, near the starting area (I decided to keep the buildings there for the nostalgia), second, even if i remove the chairs to remove the valid housing, they will spawn in my new castle at random places.

Exemple: the nurse respawns and decide to get to the library, the painter decides to take the dryad living wood room, the painter to the forge, the guide goes to the treasury and so on..

what im suggesting is that once a npc die, their flag remain active to the room they were assigned, and then once they respawn, they get back to that same room, unless the room is changed and is not longer a valid housing for example.
(Sorry, had to bump.)
I knew exactly what you meant. Why don't you just change their housing assigned to them manually?
Nova Solarius Dec 5, 2016 @ 3:37pm 
Originally posted by Teph "Fish" (Midterm Exams):
Originally posted by Captein:

Its quite clear, you just have to read...

Let me try to clarify, lets assime you build a few houses for npc in the starting area, but then decide to build a bigger base somwhere else, with specific rooms for all npcs, lets say the library for the wizard, the cantina/bar for the merchant, a living wood room for the dryad, a forge area for the engineer and the steampunker, a treasure vault for the tax colector npc

Invasion comes, npcs get get ripped. Then they start to respawn, first problem is that they spawn in the old town, near the starting area (I decided to keep the buildings there for the nostalgia), second, even if i remove the chairs to remove the valid housing, they will spawn in my new castle at random places.

Exemple: the nurse respawns and decide to get to the library, the painter decides to take the dryad living wood room, the painter to the forge, the guide goes to the treasury and so on..

what im suggesting is that once a npc die, their flag remain active to the room they were assigned, and then once they respawn, they get back to that same room, unless the room is changed and is not longer a valid housing for example.
(Sorry, had to bump.)
I knew exactly what you meant. Why don't you just change their housing assigned to them manually?
Annoying if your houses are scattered all over the world.
AblazingGrace Dec 5, 2016 @ 3:44pm 
I'd make this a thread in the suggestions section on the forums. Seems like a nice idea imo.
Having specific NPC's spawn for specifc rooms. Heck, it would be nice to just have all the NPC flags available from the get go, with the ones that aren't in the world greyed out or something.
Originally posted by Teph "Fish" (Midterm Exams):
I knew exactly what you meant. Why don't you just change their housing assigned to them manually?
You still would have to assign them manually; the point is just to simplify the spawning end of things. Y'know, I can think of plenty of adventure map ideas if this were implemented.
Rodrigo Dec 6, 2016 @ 3:53am 
Originally posted by Extremist:
I'd make this a thread in the suggestions section on the forums. Seems like a nice idea imo.
Having specific NPC's spawn for specifc rooms. Heck, it would be nice to just have all the NPC flags available from the get go, with the ones that aren't in the world greyed out or something.
Originally posted by Teph "Fish" (Midterm Exams):
I knew exactly what you meant. Why don't you just change their housing assigned to them manually?
You still would have to assign them manually; the point is just to simplify the spawning end of things. Y'know, I can think of plenty of adventure map ideas if this were implemented.

This.

Of all npcs I can think of two, being the most "thematic" ones, the witch doctor and the angler.

I moved the angler close to my base and made a lake there for fishing, frost moon came and npcs got their guts ripped, including the angler. He respawned back close to the ocean, and cyborg got his cabin... close to the lake...

It would be merely to simplifly the npc management, as you'd have to assing their room or house once, and forget about.

Also, once i had a carefully crafted NPC village, with specific houses to everyone, invasions came and then i gave up this idea, always having to re-assign them all to the correct homes, go far away, wait, go back... boring work.
Last edited by Rodrigo; Dec 6, 2016 @ 3:54am
Tephlin Dec 6, 2016 @ 3:55am 
Come to think of it now, this ain't a bad idea.
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Date Posted: Dec 5, 2016 @ 3:39am
Posts: 14