Quick Answer
Build simple valid housing early, then split NPCs into useful biome clusters once you understand happiness and travel needs. Pylons are not just decorations; they become the travel network that saves hours of walking.
Housing checklist
| Check | Why it matters |
|---|---|
| Valid room | NPCs will not move in without proper walls, light, door/platform access, table, and chair |
| Space | Tiny stacked boxes work early, but later clusters need practical access |
| Safety | NPC towns should not sit inside constant enemy pressure |
| Biome | Pylon access depends on biome and NPC happiness rules |
| Travel value | Build towns where you actually need to return |
Pylon cluster plan
- Forest: early central base and general shopping.
- Desert: fast travel for sand, fossils, and desert progression.
- Snow: useful mid-route town and biome access.
- Jungle: Queen Bee, herbs, spores, and later progression.
- Ocean: fishing, angler, beach access, and map edge travel.
- Cavern: underground mining, shimmer routes when relevant, and boss prep loops.
Common mistakes
- Building one giant NPC hotel and wondering why pylons do not work.
- Forgetting that valid housing and happiness are separate checks.
- Placing towns where enemies constantly interrupt shopping.
- Building pylons before deciding which routes you use often.