Laluzi
Skeletron
So what I'm about to suggest might be a bit niche, but I don't think I'm the only person that wishes we could fill our towns with more NPCs than currently exist. I might be the only person to fill towns with awkward-looking mannequins, but if I am, it'd be because the result isn't really convincing. And I kind of want to change that.
Living Mannequins (and Living Womannequins) would be crafted from their respective Mannequins at some esoteric crafting station - perhaps a crystal ball? The crafting recipe isn't important, but I envision them as requiring a Mannequin/Womannequin and some sort of magical component, like 10 Souls of Light or 10 Pixie Dust.
A Living Mannequin has two states, on and off. When off, it appears as any other mannequin, possibly with some slight visual differentiation. As with all mannequins, left-clicking it with a clothing item in hand will add clothes to the model. However, in addition to being able to put objects on the mannequin, it has an appearance function much like the one brought up by a dresser if right-clicked on its lower part, which allows trait selection - skintone, hair, eyes, et cetera. This doesn't change the appearance of the deactivated mannequin at all, but if it's right-clicked on its upper half, the mannequin will switch to its active state.
When active, the mannequin 'switches' to a living character, wearing the clothes placed on the mannequin and the appearance keyed to it. (To be more technical, the mannequin spawns a human character in front of it.) If the mannequin is activated without the player having set its appearance, it activates with the default chargen - if it has empty clothing slots, it likewise uses a default outfit.
Functionally, the mannequin object doesn't disappear or move. The space the mannequin existed in remains occupied, and removing it despawns the character/pops off the clothing as it normally would. I'm not certain if it's possible for the spawned character to be clicked on and considered the same item - if it is, the mannequin object turns completely invisible, and if not, it becomes mostly translucent or changes to some other appearance, like an empty plinth. In this state, the character's appearance can't be changed - to alter it, one needs to deactivate the mannequin, which despawns the character and returns the mannequin object to its normal appearance.
Activated living mannequins aren't real NPCs. They don't require housing and can't be interacted with. They'll roam a close range around the mannequin object (10, 15 blocks?) and stand there at night. They can't attack enemies, don't count towards monster spawn conditions, don't attract aggro, and can't be damaged by any means. However, they can engage other characters and interact with their surroundings like real NPCs.
As far as I can tell, the building blocks for creating this kind of function are all in the game - the biggest concern I see is the memory requirements for saving skin/hair sliders for a potentially high number of items. There would probably have to be a limit to how many of these objects can be placed in a world.
Thoughts?
Living Mannequins (and Living Womannequins) would be crafted from their respective Mannequins at some esoteric crafting station - perhaps a crystal ball? The crafting recipe isn't important, but I envision them as requiring a Mannequin/Womannequin and some sort of magical component, like 10 Souls of Light or 10 Pixie Dust.
A Living Mannequin has two states, on and off. When off, it appears as any other mannequin, possibly with some slight visual differentiation. As with all mannequins, left-clicking it with a clothing item in hand will add clothes to the model. However, in addition to being able to put objects on the mannequin, it has an appearance function much like the one brought up by a dresser if right-clicked on its lower part, which allows trait selection - skintone, hair, eyes, et cetera. This doesn't change the appearance of the deactivated mannequin at all, but if it's right-clicked on its upper half, the mannequin will switch to its active state.
When active, the mannequin 'switches' to a living character, wearing the clothes placed on the mannequin and the appearance keyed to it. (To be more technical, the mannequin spawns a human character in front of it.) If the mannequin is activated without the player having set its appearance, it activates with the default chargen - if it has empty clothing slots, it likewise uses a default outfit.
Functionally, the mannequin object doesn't disappear or move. The space the mannequin existed in remains occupied, and removing it despawns the character/pops off the clothing as it normally would. I'm not certain if it's possible for the spawned character to be clicked on and considered the same item - if it is, the mannequin object turns completely invisible, and if not, it becomes mostly translucent or changes to some other appearance, like an empty plinth. In this state, the character's appearance can't be changed - to alter it, one needs to deactivate the mannequin, which despawns the character and returns the mannequin object to its normal appearance.
Activated living mannequins aren't real NPCs. They don't require housing and can't be interacted with. They'll roam a close range around the mannequin object (10, 15 blocks?) and stand there at night. They can't attack enemies, don't count towards monster spawn conditions, don't attract aggro, and can't be damaged by any means. However, they can engage other characters and interact with their surroundings like real NPCs.
As far as I can tell, the building blocks for creating this kind of function are all in the game - the biggest concern I see is the memory requirements for saving skin/hair sliders for a potentially high number of items. There would probably have to be a limit to how many of these objects can be placed in a world.
Thoughts?
Last edited: