Godley
Skeletron Prime
we probably are all familiar to trying to get an npc to spawn but failing utterly, so i thought up this;
this system add up all the factors of a npc house, that is, the location(is it in the jungle or by the ocean?), the solid walls(wood or gold bricks?) the background walls and the furniture(wood chair or gold bath?).
each npc will have things they likes, and things they don't like (e.g the pirate likes golden furnitures and the house being near the ocean, but doesn't like dirt background walls)
npcs can swap houses if both likes the other's house better, however, they can't abandon their house to move into an unoccupied house that they like better.
the more satisfied an npc is, the cheaper he/she will sell his/her items for, and vice versa.
also,an unoccupied house will always take the most suited npc (e.g a house near the ocean will always take the pirate if he had not already occupy a house)
and that's it!
this system add up all the factors of a npc house, that is, the location(is it in the jungle or by the ocean?), the solid walls(wood or gold bricks?) the background walls and the furniture(wood chair or gold bath?).
each npc will have things they likes, and things they don't like (e.g the pirate likes golden furnitures and the house being near the ocean, but doesn't like dirt background walls)
npcs can swap houses if both likes the other's house better, however, they can't abandon their house to move into an unoccupied house that they like better.
the more satisfied an npc is, the cheaper he/she will sell his/her items for, and vice versa.
also,an unoccupied house will always take the most suited npc (e.g a house near the ocean will always take the pirate if he had not already occupy a house)
and that's it!