So, I was looking through the source earlier, and I was wondering if anyone had any thoughts or objections regarding adding a !is_sheltered flag to the random NPC spawn logic to make random NPCs only spawn outside. (I’m also wondering there are additional complications in the spawn code that I missed due to the way that NPCs seem to move when they’re outside the reality bubble.)
I know that NPCs are very much a work in progress, that tons of stuff is planned, and that the bottleneck is people to work on development. My motivation here is that I would be happy playing with random NPCs on in their current psychotic loot-piñata state, except that there really isn’t a good way to keep them from showing up inside your base and stealing your stuff. I completely get that in a post-apocalyptic scenario a lot of the tension comes from other people trying to take resources that you need to survive; My objection is that no matter how well you seal off the windows and build steel doors and trap your hallways, a random NPC will still probably show up inside your base/basement without having to traverse all of the barriers you put up, meaning that fortifying your base is largely pointless if you’re using static Z’s and have hordes off. (And hordes have their own problems right now.) The only fixes that I’ve heard either involve putting everything in crates, or blocking off all lines of sight to your storage areas, both of which make it really hard to have a usable workshop space.
As I understand it, if random NPCs only spawned outside, they’d still wander over and try to take your stuff if they saw it. It’s just that if you had metal doors and a trap hallway, they would probably ignore your base, or get themselves killed if they tried to get in.
Thoughts?