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Terraria Ideal Npc Set Up

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This is a Guide page.
This means the page will walk you through a specific task, strategy, or enemy/boss fight.


Status: Subject to revision (This Guide does not meet sure quality standards and may exist heavily outdated.)

The NPC happiness mechanic poses a complex puzzle to avert paying excessively high prices. Many NPCs who like each others' company prefer different biomes, and some NPCs like another but are disliked or hated in render. Additionally, purchasing pylons in order to fix a network is impossible without putting thought into NPC happiness.

In that location are several unlike ways to accost the situation, this guide is intended to discuss them. The final section gives a unmarried general solution for all NPCs, merely before that information technology is worth discussing more flexible strategies.

Basic constraints [ ]

The exact rules are listed on NPCs § Factors affecting happiness, but the issues can be summarized (all of these factors combine):

  • NPCs become a 12% or six% bonus for being in a loved or liked biome, or a penalty for existence in a hated or disliked ane.
  • They go a like bonus or punishment for being housed almost some other NPC they dearest, similar, dislike, or hate.
    • "Near" in this context means that their housing flags are within 25 tiles (50 feet) of each other.
  • They get an "overcrowding" penalization for having more than iii "nearby" NPC, no matter the relationship. The penalty is 5% for each additional "nearby" NPC, i.eastward., for the fourth, the 5th, etc. "nearby" NPC.
  • Conversely, they get a five% "solitude" bonus for not having more than two NPCs nearby, and having no more than than three other NPCs (that is, the two "roommates" practice not count) within 120 tiles.
    • Notation that this much larger range may sometimes correspond over a full screen's width.

The above factors affect a variety of transactions with NPCs:

  • Vendor prices for selling their items will be lower if they are happy, higher if they are unhappy.
  • Conversely, vendor prices for ownership the actor's items will be higher if they are happy, lower if they are unhappy.
  • This does affect the Nurse'due south fees for healing and the Goblin Tinkerer'due south reforging costs.
  • This also affects the Angler's quest rewards – if happy or unhappy, he will requite rewards as if the histrion had completed more or fewer quests, respectively.
  • This even affects the Tax Collector's revenue stream – if happy, he will not simply collect more money in a given time, but assemble a college maximum amount, and the reverse if he is unhappy.

And two other factors come into play, simply for these happiness is irrelevant – all that matters is the NPC'due south presence:

  • NPCs also suppress enemy spawning nearby. In Normal mode, three NPCs "on screen" are needed to completely suppress the spawning of enemies, which is commonly desirable for a boondocks.
  • To remain functional, a pylon needs to take ii NPCs housed within 169×124-tile rectangle centered on the pylon.

Depending on game progress, there are also upwards to three town pets available. These count as NPCs for pylons and enemy suppression, but not for crowding/solitude calculations; while information technology is sometimes claimed that they can touch the happiness of nearby NPCs, this is not the case either positively or negatively, rendering them useful primarily for keeping a town eligible for pylons and enemy suppression when other NPCs are not available (for instance, keeping a domestic dog and cat in the same duplex as the Nurse and Arms Dealer would prevent yous from accidentally disabling their pylon if you often relocate the 2 of them for boss fights), or for extending a town's enemy suppression zone farther without crowding its inhabitants.

Coincidental strategy [ ]

Some more general points to consider:

  • Empty houses are not considered – even if a given space could business firm an NPC, if it does not, then information technology has no result on NPC happiness.
  • Not all NPCs are created equal:
    • The Goblin Tinkerer is widely considered the largest money sink in the unabridged game, so any discounts you can get from him will add up.
    • Similarly, the Tax Collector is an ongoing revenue stream, so you lot'll want to keep him happy.
    • The Nurse'southward prices do non necessarily affair much, in the sense that you lot're usually in no position to bargain when you lot demand her services. Notwithstanding, if you are likely to employ her often, you should probably try to keep her happy. While a Potion of Return tin can let y'all drop by wherever she is, this will non be desirable during some boss fights, then if you are bringing her to the fight, you might want to bring a roommate along to go on her happy.
    • If yous rarely purchase from a given NPC or their wares are cheap (like the Painter'due south), you lot volition not take to care much near their happiness – and with a piffling accelerate warning, you can motion them into a better surround when you practise need to brand a big purchase.
    • You desire at least i vendor to be as happy as possible when buying your items, and probably at least 1 for each of your major bases.
    • The Guide's happiness has no event at all and tin be disregarded entirely.

Examining the rules, it seems that a reasonable strategy is every bit follows:

  • Pick locations for your pylons (and peradventure some non-pylon bases), and loosely cluster 2 or three "duplex" NPC homes at each of them, each duplex separated by over 25 tiles.
  • The "duplex" part ways that each of these homes would also include a "guest room", a second housing-suitable space. This does non need to be filled up front end, but it lets you bring in a liked or loved roommate on short notice, and also serves as ready housing for new arrivals until you pick a new spot for them.
  • This allows you to give all the NPCs some space, while making sure the pylon stays live.
  • The third NPC, or a boondocks pet, comes in handy in case you need to pull an NPC elsewhere on brusque discover.

This general organization tin evolve as new NPCs arrive, with the guest rooms doubling every bit ready housing for newcomers. You can also pair off your more than valuable NPCs as desired without disturbing their neighbors, while leaving the less pop ones on pylon duty or exile.

Calculated strategy [ ]

An "optimal solution" for pairing off all the NPCs is listed below, maximizing average happiness across all NPCs. This includes all NPCs including Hardmode (except for the Princess), and represents a single setup meant to be left unchanged. By nature, such an optimization cannot take full business relationship of issues such as easy access or pylon placement, and this ane is fairly simple – focused on average happiness, no priority for the "important" NPCs mentioned above, and it assumes all NPCs are paired or lonely.

It is assumed that for each NPC A, there are at maximum 2 other NPCs within 25 tiles and there are at maximum three other NPCs betwixt 25 and 120 tiles away. The final values include the five% bonus granted for this "solitary" setup.

NPC A NPC B Biome Price modifier for NPC A
Zoologist Zoologist Golfer Golfer Forest Forest 84%
Golfer Golfer Zoologist Zoologist Forest Wood 84%
Merchant Merchant n/a Forest Forest 89%
Nurse Nurse Arms Dealer Artillery Dealer Desert Desert 84%
Arms Dealer Arms Dealer Nurse Nurse Desert Desert 79%
Tavernkeep Tavernkeep Demolitionist Demolitionist Underground Underground /
Cavern Cave /
The Underworld The Underworld
84%
Demolitionist Demolitionist Tavernkeep Tavernkeep Underground Underground /
Cavern Cavern /
The Underworld The Underworld
79%
Tax Collector Taxation Collector Clothier Clothier Underground Hugger-mugger /
Cavern Cavern /
The Underworld The Underworld
95%
Clothier Clothier Tax Collector Revenue enhancement Collector Underground Clandestine /
Cavern Cave /
The Underworld The Underworld
84%
Party Girl Party Girl Wizard Sorcerer The Hallow The Hallow 79%
Wizard Sorcerer Party Girl Party Girl The Hallow The Hallow 89%
Mechanic Mechanic Goblin Tinkerer Goblin Tinkerer Snow biome Snow biome 79%
Goblin Tinkerer Goblin Tinkerer Mechanic Mechanic Snow biome Snowfall biome 84%
Steampunker Steampunker Cyborg Cyborg Snow biome Snow biome 84%
Cyborg Cyborg Steampunker Steampunker Snow biome Snowfall biome 84%
Santa Claus Santa Claus n/a Snow biome Snowfall biome 84%
Dryad Damsel Witch Doctor Witch Physician Jungle Jungle 84%
Witch Doctor Witch Doctor Dryad Dryad Jungle Jungle 84%
Painter Painter northward/a Jungle Jungle 89%
Angler Angler Pirate Pirate Ocean Ocean 89%
Pirate Pirate Angler Angler Ocean Ocean 79%
Dye Trader Dye Trader Stylist Stylist Ocean Ocean 95%
Stylist Stylist Dye Trader Dye Trader Ocean Ocean 79%
Guide Guide Truffle Truffle Glowing Mushroom biome Glowing Mushroom biome 95%
Truffle Truffle Guide Guide Glowing Mushroom biome Glowing Mushroom biome 79%
Uncomplicated NPC Setup
Biome 1st set of neighborsane 2d set of neighborsone
Forest Golfer Zoologist Merchant northward/a
Snowfall Biome Steampunker Cyborg Mechanic Goblin Tinkerer
Desert Arms Dealer Nurse north/a n/a
Hush-hush / Cavern / The Underworld Tax Collector Clothier Demolitionist Tavernkeep
Ocean Angler Pirate Stylist Dye Trader
Jungle Dryad Witch Doc Painter n/a
The Hallow Wizard Political party Girl north/a n/a
Glowing Mushroom biome Truffle Guide northward/a north/a

Town pets can be placed anywhere. Placing them at the locations with only two NPCs tin can aid go along pylons powered in the event that i of the NPCs is somewhere else or missing.

The Princess should exist placed in the Forest2, Desert, Jungle2, The Hallow, or Glowing Mushroom biome to avert over crowding in the other locations.

1. In that location must exist a 25 tile gap separating the 2 Neighbor groups.

2. The Princess would have to be placed almost the Merchant or Painter.

The in a higher place setup can be improved by putting nearby NPCs in different biomes.

1. Put the Nurse in a nearby hallow to the Artillery Dealer. If there is none, make i using seeds or a clentaminator. Merely make sure it can't spread to the desert and override it.

ii. Put the Mechanic in an water ice cave biome, and then put the Goblin Tinkerer in a regular cavern nearby.

3. Do the same with the Revenue enhancement Collector and the Clothier, with the Taxation Collector in the ice caverns and the Clothier in the regular caverns.

4. Create a nearby snowfall biome to a desert or vice versa and put the Steampunker in the Desert and the Cyborg in the Snow.

5. Put the Truffle in the Glowing Mushroom Biome with a nearby Woods for the Guide.

Newer Strategy [ ]

In 1.4.3.3, the "overcrowding"/"solitude" limit was changed to more/less than 3 neighbours. A strategy which exploits this to increase average happiness can be institute below. Identical assumptions are made to the older strategy, but we consider groups of one, ii, three, and four, rather than simply 1 or 2.

We assume every set of neighbours (particularly those that share a biome) are at to the lowest degree 120 blocks away from each other.

NPC Setup
Biome(s) Neighbors (and happiness per biome)
Forest Merchant(0.89)
Forest Zoologist(0.84) Golfer(0.84)
Hallow or Underground / Cavern / The Underworld Tavernkeep(0.79, 0.84) Demolitionist(0.84, 0.79)
Hallow Party Girl(0.79) Magician(0.89)
Desert Nurse(0.84) Dye Trader(0.84) Arms Dealer(0.79)
Jungle Dryad(0.84) Painter(0.79) Witch Medico(0.84)
Ocean Stylist(0.84) Angler(0.89) Pirate(0.83)
Snow Goblin Tinkerer(0.84) Mechanic(0.79) Santa Claus(0.84)
Snow Steampunker(0.84) Revenue enhancement Collector(0.89) Cyborg(0.84)
Glowing Mushroom biome Guide(0.89) Clothier(0.84) Truffle(0.83)

Terraria Ideal Npc Set Up,

Source: https://terraria.fandom.com/wiki/Guide:NPC_Happiness

Posted by: curtisfiry1988.blogspot.com

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