Board Thread:Suggestions forum/@comment-26062560-20171106190707/@comment-4750818-20171112121936

I believe that such a system exists for NPC's that are naturally spawned, in fact, it's been around since. Quoting the changlog:

1) The spawn lists for good and evil mobs are treated as a single spawn list when spawning is carried out 2) The chance of picking a mob from the good spawn list vs the evil spawn list can be determined by the biome 3) Certain mobs (e.g. elves, trolls, and Gondor Soldiers) will cause the spawning caps to be reached faster 4) This means the amount of mobs spawned, and the ratio of good to evil mobs, can be different for each biome
 * Changed spawning mechanics:

But this doesn't apply inside generated structures, such as villages, as their NPC's spawn with the village. For example, a Gondor Fortress spawns with 10 soldiers in it, every time. That's because it contains an NPC Respawner, which acts to keep 10 soldiers within a certain radius of itself. The soldiers spawned in the fortress won't wander off too far naturally, either. If the soldiers are killed, the respawner will gradually replace them.

If overpopulation is a problem, all that needs to be done is lower the number of NPC's that spawn within each building, and lower the cap on NPC respawners.

Hopefully that clears things up a bit.

Glflegolas (admin) Send a Messenger  12:19, November 12, 2017 (UTC)