Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
http://steamcommunity.com/profiles/76561198092249820/screenshot/423691123798987548
Whenever I create an artificial biome for him, it tends to have a fairly wide area for the house and whatnot.
also it has to be pitch black/night
what you can do is in paltforms
2 below the house
the house
and 2 above
The only other requirements beyond a vacant surface layer mushroom biome house are that the world is in hardmode and the usual NPC requirements to move in (currently day, no events/invasions/etc active). If truffle is the only NPC to move in he'll most likely move in the 1st day that there's no event etc if the house matches his requirements, if there's other NPCs waiting to move in they might do so 1st though (including possibly taking his potential house).
The snow biome below isn't an issue - I have 2 snow, 1 jungle and 2 mushroom biome houses all within half a screen on one of my worlds and the inhabitants all get the extra store items (or in truffles case, gets to actually live there) so the individual houses all count as the appropriate biome - the biomes seem to simply overlap with no interference. Handy for getting amarok/yelets and frozen/jungle biome keys when fighting invasions near the house too.