Let’s present an example with NPCs you can get early in the game: The Guide, Golfer and Zoologist. Note that only Santa actually hates and Loves Biomes, so you can just ignore those two modifiers. Note that the Pet Cat, Dog and Bunny will not count towards these checks. Note that distance is counted in tiles and from the “NPC hometile” aka, where their flag is located rather than the real distance between NPCs. #TERRARIA FINDING TAVERN KEEPER UPDATE#(I hope this is still correct, they’ve changed these numbers so many times now for like each update since the release…) If there are more than 2 NPC within 25, for each extra No more than 2 NPC within 25, no more than 3 NPC between 25 and 120 away Then the positive and negatives are multiplicative, much like crit chance and so on. Here are some general items each NPC sells if you want an easy way to guess their current happiness (if you are okay at math).įor example, if you buy the Piggy Bank for 1 G, and it costs 94 S, then you know the price is currently 94%, so happiness must be 94 at the moment. Problem is… There is no way to check their current value except for choosing “Happiness” when talking to them, and even then they just give random messages based on their preferences. This value is also the discount on the items, so if you max an NPC to 75 then all items sold by that NPC have their cost reduced to 75% of the normal max price. When an NPC reaches 85 or lower they will sell Pylons. It can be decreased down to 75 (which is good) or increased to 133 (this is bad) It is directly related to the price of items bought and sold at that NPC.Įach NPC starts out with 100 Happiness. Happiness is a new “hidden” stat that applies to each NPC individually. And this is where the point of this guide comes into play. How? Simply have 3 NPCs living in suitable houses within 100 blocks of each other or such.Īnother thing added in 1.4 is the option to build a teleportation system with “Pylons” that function with 2 NPCs nearby and can only be bought from a NPC with hight Happiness. There is also a Cat, a Dog and a Bunny NPC Pet that can be bought from the Zoologist and can be assigned to a house, but lives together with NPCs.Īdded in 1.4 (Journey’s End) is the ability to form Towns which changes the background music and decreases enemy spawning nearby. With 25 NPCs in the game it’s understandable that you want to keep them all in one place. Placing Sunflowers can counter this however. -To not have a lot of Corruption or Crimson nearby.– At least 30 tiles of “inside” so in general a 6×10 tiles large house is fine.– Background walls: These needs to be placed to obscure the background or natural spawned walls.And it this block can’t be adjacent to the outlines of the house. – Solid floor: at least 1 tile of the floor needs to be a solid block rather than a platform.(note that you can’t just leave an opening.) -An opening such as: Doors or Platforms.-Tables such as : Workbench, Table, Dresser, Bathtub, Bookcase, Piano.-Sittable furniture such as: Chairs, Benches, Sofas, Beds.-A Light source such as: torches, lamps, lanterns, chandeliers, candelabras.To build a suitable house you need certain types of furniture and a living area: But there are some conditions for it to be considered by the game to be “Suitable”. It doesn’t need to be a house or look like a house. NPCs can “move in” to houses that you build. Did the new NPC system leave your megacity flats useless? Do you need someone to tell you how this system actually works? Maybe you just want someone to tell you where to place your NPCs so you don’t have to think about all of this?Ī guide about Happiness, Pylons, NPC placement etc
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |