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Terraria NPC housing and happiness: every resident, every requirement

Terraria12 min readVerified on patch 1.4.5.8 (PC)

There are 26 town residents in Terraria, and every one of them has a trigger that makes them show up, a shop that opens once they are housed, and a set of preferences that quietly changes what they charge you. The wiki lists those preferences. Almost nothing else explains how to use them. This guide covers all three: who moves in and when, what each one sells, and how to lay out a town so you pay the minimum.

Terraria NPC crowding radius and happiness penalty table

Why your NPC will not move in

This is the single most common Terraria support question, so start here. A room has to satisfy all of these at once:

  1. A static light source — a torch, candle or hanging lamp
  2. A door, and each NPC needs their own
  3. Enough space for the furniture to fit — 6 tiles tall and 10 wide overall, with roughly 4 by 8 tiles of usable interior
  4. Solid background walls on all sides, fully enclosed
  5. A table or work bench and a chair
  6. Platform floors must not cover more than half the floor area

Two more rules that cause the rest of the failures:

Version caveat: requirements shift between updates, and sources disagree on some of them. The Painter, for example, is widely listed as needing three other residents in older references and eight in current ones. Treat every number on this page as the 1.4.5 baseline and check in game — the housing query in the top-left of the screen tells you whether a room qualifies before you wait for anyone to move in.

All 26 residents

Filter by how you unlock them. The Old Man, the Traveling Merchant and the Skeleton Merchant are encountered characters rather than housed residents, and town pets and slimes are separate again.

ResidentMove-in triggerWhat they are for
GuidePresent from the start; takes the first valid houseCrafting recipes, and the Wall of Flesh summoning ritual
MerchantCarry more than 50 Silver and a valid houseBasics: tools, ammo, potions
NurseMaximum life above 100 and a valid houseHeals to full, removes debuffs
DemolitionistCarry explosives in your inventoryGrenades and bombs; freeze bombs at night after early bosses
Dye TraderHold a dye item, own a Dye Vat, and have 4 residentsDye Vat and dyes
AnglerFind him on the Ocean shore and talk to himDaily fishing quests and rewards
GolferFind him in the Underground DesertGolf clubs, and better ones once you score
Traveling MerchantAppears after you have several residentsRotating stock from every shop
PrincessRescued from the UnderworldSells the DPS Stresser; liked by every other NPC
DryadDefeat the Eye of Cthulhu, any evil boss, or SkeletronPurity service, sells seeds
Witch DoctorDefeat Queen BeeImbuing Station, Blowgun, Jungle gear
ClothierDefeat SkeletronCostumes, hats and dyes
PainterHave other residents and a valid housePaint, dyes and coatings
ZoologistAvailable once you start filling the BestiaryCritters, and the Universal Pylon at 100% Bestiary
TavernkeepDefeat an evil boss, then find him unconscious undergroundAle, the Eternia Crystal, Old One's Army gear
CyborgLate-game boss progressionPowered armour and guns
SteampunkerLate-game boss progressionPowered armour and wire
MechanicAfter Skeletron, rescue her from the DungeonWire, mechanical parts
Goblin TinkererAfter a Goblin Army, rescue him from the CavernTinker's Workshop, Rocket Boots, reforging
WizardAfter the Wall of Flesh, rescue him from the CavernCrystal Ball, Ice Rod, fountains
StylistFree her from a Spider NestHair dye and removers
PirateAfter a Pirate InvasionPirate weapons and explosives
TruffleHouse him in the Mushroom biome after HardmodeStrange items and the truffle worm
Tax CollectorHardmode, purify a Tortured Soul in the UnderworldCollects taxes from other residents

How happiness actually works

Terraria does not show you a happiness score. Every resident carries a set of multipliers applied the moment you open their shop, and the shop shows a small icon with the exact number. Move an NPC, move yourself, or change who lives nearby, close the window and reopen it — the price updates immediately. That makes it a system you can test in ten seconds rather than plan for an hour.

Three things feed into it: biome, neighbours, and situation. The multipliers multiply together and round to the nearest 1%.

FactorYou payThey pay you
Loved biome or loved neighbour88%114%
Liked biome or liked neighbour94%106%
Disliked106%94%
Hated112%89%
Solitude bonus (2 or fewer within 25 tiles, 3 or fewer between 25–120)95%105%
Crowded penalty (each extra NPC within 25 tiles)105%95%
No home, over 120 tiles from home, or living in the Dungeon, Corruption or Crimson150% (fixed)67% (fixed)

The bounds are the whole point: the best case is 75% of normal price and the worst is 150%. That is a two-times swing on everything you buy. Selling to a happy resident earns up to 133% of normal value; an unhappy one pays as little as 67%.

The cheapest possible price for most residents is 75%, and you cannot go below it. Several residents have theoretical minimums below that — the Party Girl can theoretically reach 68% — but once you hit the 75% cap, extra favourable conditions stop mattering. Chasing a perfect town past the cap is wasted effort.

The three mistakes that cost you money

1. Biome preference reads where YOU are standing

Not where the NPC lives. You can move the Merchant into the Forest, which he likes, and still pay the Disliked multiplier if you are standing in the Snow when you open his shop. In practice you shop from inside the town, so it rarely bites — but it does bite when you talk to a wandering NPC, and it is the reason prices sometimes seem to change for no reason.

2. Crowding is counted per head, not per house

The neighbour radius is 25 tiles, measured Euclidean from each NPC's home tile — the block they stand on at night, directly under the middle of their flag. Every qualifying neighbour applies its own multiplier, so two loved neighbours is 0.88 twice, not 0.88 once.

3. "No home" overrides everything

An NPC with no valid home, more than 120 tiles from their house, or living in the Dungeon, Corruption or Crimson is pinned at 150% no matter how good the rest of their situation is. Neighbours do not override it. If prices suddenly jumped, something moved — fix the house first, then optimise the layout.

Two quirks worth using: the Princess is liked by every NPC and has no biome preference of her own, which makes her the universal roommate — house her next to whoever needs help. And town pets count towards crowding exactly like residents, so a town full of cats can push you over the limit without a single extra villager moving in.

The town layout that keeps prices low

Build pods of two or three NPCs, and space each pod more than 120 tiles from the next. Not one big apartment block — that is the worst possible layout, because it maximises both the crowding penalty and the loss of the solitude bonus simultaneously.

A practical order of operations:

  1. Get every resident you want housed first. Nothing else matters until nobody is on the 150% penalty.
  2. Group residents by their preferred biome. A resident who likes the Forest should live in a Forest pod, not a Forest house in the middle of a Stone town.
  3. Place the Princess deliberately — she is the one resident whose presence improves everyone nearby.
  4. Measure from home tile to home tile, not house to house. The flag sits in the middle of the house, but the anchor is the block underneath it.
  5. Reopen a shop after every move and read the percentage. It updates instantly, so you can test a layout in seconds instead of rebuilding it blind.
Ask them. Every resident will tell you what is bothering them if you ask about their happiness. It is the fastest diagnostic in the game and it points straight at the multiplier you are missing.

What changed about Pylons in 1.4.5

A lot of Pylon advice online is out of date. In 1.4.5.0 the minimum happiness requirement for selling a Pylon was removed entirely. You no longer need a min-maxed town to unlock fast travel — any vendor sells the Pylon for the biome they live in, as long as at least one other housed NPC is nearby.

What still applies:

Next step: once your town is housed and your residents are in, the accessory reference table is where the money actually goes — most of what you buy is a material drop, and the Goblin Tinkerer's reforging costs scale with the item's value.

Questions

Why won't my Terraria NPC move in?
The room is almost certainly wrong. It needs a solid background wall, a static light source, a chair and a table, a door, and enough space for the furniture to actually fit — and two NPCs can never share one house. Use the in-game housing check, which tells you specifically when a room has nowhere to stand.
What is the minimum house size in Terraria?
The room needs to be at least 6 tiles tall and 10 tiles wide overall, with roughly 4 by 8 tiles of usable interior space. If platforms are used as flooring they must not cover more than half the floor area.
How much does NPC happiness change prices?
Happiness is a multiplier, not a score. The best case is 75% of normal purchase price and the worst is 150%, so a well-planned town roughly halves what you pay compared with a crowded one. It also changes what NPCs pay you, from 67% up to 133%.
Does the biome my NPC lives in matter?
Yes, but the biome is read from where you are standing when you open the shop, not from where the NPC lives. You can move an NPC into a biome they love and still pay a penalty by standing somewhere they dislike.
Do I need a happy town to buy Pylons?
Not since version 1.4.5. The minimum happiness requirement for selling a Pylon was removed. Any vendor sells the Pylon for the biome they live in as long as at least two other housed NPCs are nearby.
Do town pets count towards crowding?
Yes. Cats, dogs and bunnies are included in the neighbour count, so a town full of pets can push you over the crowding limit without a single extra villager moving in.