NPCs & Enemies New NPC - The Garbage Man

This is my first suggestions, so what do ya think?

  • Nice!

  • Okay, but needs some work.

  • Poorly done, needs a lot of work.

  • Terrible, awfully designed and needs a complete rework.


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sharkman0101

Spazmatism
Wall of Text has awoken!

Have you ever accidentally trashed an item you didn't want to trash, or trashed an item but realized you needed it later and now you can't get it back? Paranoid about an item being lost in the dark corner of your screen underground? Well, now introducing, The Garbage Man!

(Sadly, I'm not good at spriting, so I am incapable of providing a sprite for you all to see. If you wish to make a sprite for this NPC, feel free to do so. Just make sure it relates to, you know, a garbage man. If you want me to use it in this post, then I will be more than happy to give credit where it is due.)

So what does this NPC do?
The Garbage Man will be a pre-hardmode NPC that can help you recover past items that you trashed. He will have 3 menu options when you talk to him, namely "Recover Items", "Leftover Items", and "Filter".

When you click on the "Recover Items" option, an interface will be brought up with 20 slots. All those slots are reserved for items that will be trashed. When something is trashed(if the item gets deleted because you put another item over an item already in the trash can), it will be moved into one of the slots. The slots will be individual stacks of items, copying what was trashed by you. So if you trash 20 stone blocks, 10 dirt blocks, an Iron Axe, and then 10 more stone blocks, then those 4 slots will be reserved for those individual items. If all 20 slots get filled up, then the first item slot(in this case, the 20 stone blocks) will be replaced by the next item you trash, and then the second(so the 10 dirt blocks) and so forth, going to item 20 you trashed then looping back to item 1. Leaving the world will not cause this to reset, it is linked to YOUR character. If there is an empty slot from when you recovered an item, then the items will bump up and make room for the next item you trash to take slot 1. If an item of a certain rarity is filtered out, then items in that rarity will not be accounted for when trashed and will not be able to be recovered while trashed with it's rarity being filtered out. Be careful!

When you click on the "Leftover Items" option, this will bring up an interface with 400 slots. Yes, 400. This is because there is a limit of 400 seperate items on the ground at any given time(exceeding that number causes the first spawned item to despawn, then the next and so on), so there may be some multiple pages you can scroll through if needed. Normally, this option doesn't do anything when he first moves in. This will only fill up once the world is exited and is reserved for all the items that are leftover on the ground from when you exit a world. When you exit a world, the items and their stack numbers that were on the ground upon exiting the world will be placed into his inventory and stored for when you open the world again. When this option is chosen, the said items will appear and you can choose which ones to recover(with a price, of course.) His inventory is static during this time and can only be affected when you buy the leftover items from him. If any item is leftover in the "Leftover Items" inventory when you leave the world, those items will be permanently deleted and then will be overtaken by the items that were spawned on the ground for that session. So if he has 10 Stone Blocks, a Meowmere, and 15 Dirt Blocks in his inventory and you leave the world with an Iron Axe and 15 Wood currently on the ground, his inventory would be wiped and replaced with the Iron Axe and 15 Wood for when you next boot up the world. This cycle repeats indefinently UNLESS there are no items on the ground when exiting the world, then his inventory will stay as it was because there is nothing to replace it with. This option is not universal for characters unlike the "Recover Items" feature, it is attached to the world. Yes, I realize that this could be excessive on the code, but it's a suggestion! Besides, what use would this have if it only had 20 slots and you still couldn't recover a rare item like the RoD because it was one of the first?

When you click on the "Filter" option, you can choose what items would appear in his inventory for "Recover Items." This would bring up a small interface with all the rarities listed. You can select which rarity of items, from Grey to Purple, to appear in his trash section. When a rarity is filtered out, it would have a distinct X over it to show that it won't be accounted for in his recovery services. So if you have the Grey and White rarities Xed out in the "Filter" section and trash an Old Shoe, 10 Stone Blocks, and a Terra Blade, only the Terra Blade will be brought into his inventory and safely stored if you wish to recover it(until it is overtaken by another item when enough items are trashed.) If you undo the filter and turn on Grey and White rarities, those items will still be lost however, so use this option carefully. This option could help people manage what items they wish to account for in his service and can help prevent it from clogging up with useless items that the player doesn't need. As such, the Grey option is Xed out by default, but can be turned back on if one wishes (for some reason).



How can I get my items back from him?
Simple! Just hover over the item in your interface, click it, and drag it back into your bag, and presto! You have your whatever you trashed or lost ground item back.
BUT! This isn't free. The guy has to profit somehow, eh?(Well moreso just a fee for the player so they can't do this willy nilly.) When you hover over an item, an attached price text be shown next to the interface. This will be slightly less than the sell price of the item(s), so it can be convienient but can't be abused. The formula can be something like this:

(price of item, or combined price of stack) x 0.8 for items that have value (so if you have a sword valued at 1 gold, it would cost 80 silver to recover it, including the reforge price!)

(amount of stacked item) x 10 copper for items that have no value (dirt and whatnot, so a 50 stack of dirt would be 5 silver)

How does he move in?
Nothing special, only needs a Trash Can currently placed in the world and at least 4 NPCs already housed.

How does he defend himself?
I was thinking that he could use the strongest weapon in the trash, but then everyone would give him a Meowmere and use him as more DPS for bosses and events. So maybe he could use something like a Debris Gun, that shoots various trash items that explode into 4 upward shrapnel pieces for even more damage? It could do 20 damage for the base projectile and 10 for the shrapnel, increasing in power by 75% when hardmode is entered. I'm not sure as of now, suggestions for this would be greatly appreciated!

Why do I need him?
Well, yes, the favorite option does exist. It does help reduce the chance of losing items in the trash drastically if used right, but this is another backup option to prevent small mistakes or in some cases, looming disasters. It can also aid in recovering items you would otherwise be clueless off because they were offscreen or you didn't notice them. It would be very convienient, and help save some people a lot of time, and even help save some people grinding for that rare item. I've always had a point in the game where I trashed an item I thought I don't need, only then realizing that it was for an important recipe and I lost it in the trash can, and it always frustrated me. I know this has happened to a lot of you, so that is why you need him!

Quotes (to show his personality, not gonna put too many)
Anytime
"My college plan didn't quite work out. So here I am digging in trash. Better than what you're doing, heh heh."
"Need to recover some trash? Alright, let me dig through all the dirt to find what you need."
"Let me guess, you trashed your favorite weapon again?"
Night
"Sorry bud, I accidentally dropped my flashlight in the trash, so you're gonna have to look yourself."
"Bleck! What's that smell? Is it the zombies or is it the trash?"
If Travelling Merchant is present
"If you're looking for trash, go to (name of Travelling Merchant)".

Im not gonna put any names since none come to mind. Sorry! Maybe something like a generic name like Thomas or a reference to a garbage man in other media, I don't know. Suggestions for names are welcome.

And that is it for now! Feedback and critisism will be greatly appreciated, and questions are welcome!

5-25-18 : Changed requirements to move in. Instead of needing 5 items trashed and 4 NPCs, it now needs a Trash Can in the world placed and 4 NPCs.
7-31-18 : Added 2 new options that people have suggested in the comments. Also added a way for him to defend himself. Thank you for the feedback!
 
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I like it, but he takes up a valuable NPC slot to anyone who doesnt want to build more houses. I suggest changing it to something that you would do deliberately, almost only for that purpose. Maybe he would come if a trash can is currently placed.
 
I like it, but he takes up a valuable NPC slot to anyone who doesnt want to build more houses. I suggest changing it to something that you would do deliberately, almost only for that purpose. Maybe he would come if a trash can is currently placed.
I was thinking about making the Trash Can related to him, but I ultimately decided to let it stay as an ordinary storage item. I guess it could be a requirement for him to move in, because I do have problems with the wrong NPC moving in sometimes. (I'm glaring at you, Painter.)
 
Name ideas:
Kyan
Billy
Bob
Arnold
 
So if you trash 20 stone blocks, 10 dirt blocks, an Iron Axe, and then 10 more stone blocks, then those 4 slots will be reserved for those individual items.
As the example states, the Garbage Man's inventory would get clogged with lots of low value stacks: a little bit of dirt then some stone then a bit of ice from when you dug too far, then some more dirt... not very useful!

I think the Garbage Man would be more useful if he only retained items that had a sale price or a rarity higher than White. That would stop him from being used as portable storage and prevent his inventory from clogging up.
 
I think, in addition to the stuff deleted in the trash slot, he should collect everything dropped on the ground at the time the world exits. This would arguably be his greatest use for people who are paranoid about some rare drop in a dark corner of the screen.

And filtering out white/grey rarity looks like a good idea, though ironically gemstones are white rarity, so maybe they ought to be bumped up a bit, yeah?
 
I think, in addition to the stuff deleted in the trash slot, he should collect everything dropped on the ground at the time the world exits. This would arguably be his greatest use for people who are paranoid about some rare drop in a dark corner of the screen.
And if there are more unique items than spaces in the inventory slots, the most valuable items are kept (based on either sales price, rarity or both).
 
One of the names should be Sid, referencing Toy Story 3, when we see that Sid has become a garbage man.

Also, since there is some concern about having to make another NPC house, alternatively he could appear once a day between certain hours, similar to the way the Traveling Merchant appears randomly, but on a more predictable basis.
 
I've updated the suggestion with 2 new options available: "Leftover Items" and "Filter" . Hopefully this increase his versatility so that he can become a very useful NPC. Also, a way for him to defend himself, yay! However, I'm not too keen on it, so suggestions for that are welcome.

Feedback is always appreciated! I'm always happy to improve suggestions for the better so that the community can agree on it and enjoy it.

I would have implemented these earlier, but I've sorta forgotten about the thread until now. Also, alerts didn't work on this, so I've never really noticed.
 
When you click on the "Recover Items" option, an interface will be brought up with 20 slots. All those slots are reserved for items that will be trashed.

I have one thing to say, extra inventory space abuse. This effectively gives everybody +20 storage slots if they are up to paying the price. Maybe make it like 3? So it can only be used if you accidently deleted an item.

When you click on the "Leftover Items" option, this will bring up an interface with 400 slots. Yes, 400. This is because there is a limit of 400 seperate items on the ground at any given time(exceeding that number causes the first spawned item to despawn, then the next and so on), so there may be some multiple pages you can scroll through if needed. Normally, this option doesn't do anything when he first moves in. This will only fill up once the world is exited and is reserved for all the items that are leftover on the ground from when you exit a world. When you exit a world, the items and their stack numbers that were on the ground upon exiting the world will be placed into his inventory and stored for when you open the world again. When this option is chosen, the said items will appear and you can choose which ones to recover(with a price, of course.) His inventory is static during this time and can only be affected when you buy the leftover items from him. If any item is leftover in the "Leftover Items" inventory when you leave the world, those items will be permanently deleted and then will be overtaken by the items that were spawned on the ground for that session. So if he has 10 Stone Blocks, a Meowmere, and 15 Dirt Blocks in his inventory and you leave the world with an Iron Axe and 15 Wood currently on the ground, his inventory would be wiped and replaced with the Iron Axe and 15 Wood for when you next boot up the world. This cycle repeats indefinently UNLESS there are no items on the ground when exiting the world, then his inventory will stay as it was because there is nothing to replace it with. This option is not universal for characters unlike the "Recover Items" feature, it is attached to the world. Yes, I realize that this could be excessive on the code, but it's a suggestion! Besides, what use would this have if it only had 20 slots and you still couldn't recover a rare item like the RoD because it was one of the first?

I really don’t like this part.. this is way overpowered and game breaking.. you can effectively get any item easily by grinding, and instead of looking for it, you could go and buy it from him. I enjoy looking for the rewards of my grinding.
 
I have one thing to say, extra inventory space abuse. This effectively gives everybody +20 storage slots if they are up to paying the price. Maybe make it like 3? So it can only be used if you accidently deleted an item.
As if you couldn't extend space far enough? Think of it as like a backup chest for your trashed items, it's not like a chest is overpowered. It is not an extra inventory, that would be like saying your chest full of weapons would be abusable and should only hold 3 items. I made it hold 20 items just so it can catch most the things that someone does trash and so it's space wouldn't be too big or too small to even matter. The price tag is there for a reason, so it encourages people to be more careful with what they trash.


I really don’t like this part.. this is way overpowered and game breaking.. you can effectively get any item easily by grinding, and instead of looking for it, you could go and buy it from him. I enjoy looking for the rewards of my grinding.
But not everyone enjoys looking for those lost items in the corner. Some people are too paranoid to leave a world because they may have lost loot farming for something. It wouldn't be overpowered, because those items were already in the world in the first place. It's not giving someone more loot, it's giving them an oppurtunity to get the item without having to scavenge for it and give up losing the item. And that is why there is an attached price, so it can't be abused how you think it can. However, if you do think that it can be excesive, then I'd be happy enough to increase the price a bit if due action is required, but it's not looking that way.
 
That first option would essentially be additional space on par with a piggy bank or safe, so long as you use your trash can carefully.
The second one would be abused to gather fallen stars – just exit the world right before dawn and then buy all the stars from the garbage man.
All in all, I feel like this would be better as a mod than as an addition to the main game – its main purpose isn't that big (just be careful what you trash, and always look if your enemies dropped anything), and it could be abused in a way that could imbalance certain parts of the game. If you want to install such a mod, that's up to you, but I don't think it would really make the game better for most people.
 
That first option would essentially be additional space on par with a piggy bank or safe, so long as you use your trash can carefully.
It isn't exactly more space, it's moreso a fail safe for when you accidentally trash something or you trashed something you ended up needing later. That is why there is a fee attached to the item, so it can't actually be abused for more space.

The second one would be abused to gather fallen stars – just exit the world right before dawn and then buy all the stars from the garbage man.
I hadn't thought about that! Thanks for that reminder, maybe a way to balance it could be that said item should have been at least some distance near the player, such as maybe less than 200 blocks away to be flagged so that it can't be abused to get fallen stars from across the map. (And so that it's range won't be too small to even matter.)

All in all, I feel like this would be better as a mod than as an addition to the main game – its main purpose isn't that big (just be careful what you trash, and always look if your enemies dropped anything), and it could be abused in a way that could imbalance certain parts of the game. If you want to install such a mod, that's up to you, but I don't think it would really make the game better for most people.
I can understand your thinking, some would find this more useful than others; some would see it as a godsend while others would find it to be another quirky NPC that they could careless for. Again, it wouldn't be too big of an imbalance because the player would have to cough up some coins in order to retain the items that they have lost. Your feedback is greatly appreciated! :)
 
because the player would have to cough up some coins
Which are ridiculously easy to get. Between all the enemies I'm likely to encounter on an average mining trip, I'll have more than enough money to afford routing some of the valuables I found through the GM to free up inventory space.

maybe less than 200 blocks away
I don't know about you, but I tend to mirror back to my base after a trip, meaning that anything "lost in the dark corner of my screen underground" would be more than 200 tiles away anyways, so this would, in most cases, make this feature essentially useless. (On that note, if you're the kind of person that exits a world without returning to your spawnpoint before, I have no respect for you and you should get on my level :P .)
This seems to be the kind of idea that is tremendously hard to balance, as it has to potential to be underpowered for its prime purpose while creating some kind of overpowered exploit, and trying to fix both things at the same time is just about impossible. If we make it so it only gathers items that are below the world's surface, players in need of stars will remove everything above surface level and then another layer of tiles to create the ultimate star farm. I'm just not sure if it's workable at all.

Again, I feel like this entire thing would be overcompensating for a problem that only arises from players' carelessness, in which case, quite frankly, it's your own fault if you lose something valuable. And that carelessness doesn't really warrant such a hassle IMO.
 
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