Send a live NPC or mob to another map — caravans, couriers, invasions.

Moving NPCs Between Maps

A live NPC (or mob) can be moved from one map to another at runtime — the way caravans, traveling merchants and invasion events work in classic RPGs. There are two ways to author it: a scripted transfer (an event command, fired once) and a Travel Schedule (a daily routine on the in-game clock that moves the NPC between maps on its own — walk to the gate, time off-map, arrive at the destination). An NPC never walks between maps (maps are separate spaces connected by transfers, not geography); the schedule stages the walk, the absence and the arrival for you.

Scripted transfers (events)

In the zone editor → Events, add an NPC Control command to any event page and set its operation to Transfer to Zone. Any trigger works — an action-button "caravan master", an autorun with a timer condition, or a parallel event watching a world-clock variable for scheduled departures.

How to set it up

1. Open the event that should move the NPC and add NPC Control. 2. Pick the NPC (the same picker every NPC command uses). 3. Set Operation to Transfer to Zone. 4. Pick the Destination Zone (leave empty for "this event's zone") and the X / Y tile. 5. For a believable departure, precede it with Set Movement Route walking the NPC to a gate, and follow it on the destination map with another route walking them in.

Fields

FieldWhat it does
NPCWhich NPC definition to move. The first live spawn of that NPC is transferred.
OperationSet to Transfer to Zone for cross-map movement.
Destination ZoneTarget map. Empty/"Same zone" moves them within the current map.
X / YDestination tile in the target map's own coordinates.

Travel Schedules (recurring routes)

For a caravan or traveling merchant that moves every day on its own, skip events entirely and author it on the NPC.

Where: Database → NPCs → your NPC → World Placement → Travel Schedule (individual NPCs), or Database → NPCs → Generator → template → Daily schedule (every NPC rolled from the template travels the same route).

1. Add a schedule block (or start from a preset) and set its hours — the block's start hour is the departure time on the 24h in-game clock. 2. Set the block's Map to the destination. The block is now a travel leg. 3. Set the block's anchor tile — the arrival spot on the destination map. A travel block without an anchor stays home (there's nowhere safe to appear). 4. Optionally set a departure gate (the tile the NPC walks to before leaving — a town gate, a dock) and travel minutes (in-game minutes spent off-map between the two). 5. Add a later block back on the home map to bring them home — a merchant that works the capital by day and sleeps in the village at night is two travel blocks.

FieldWhat it does
Hours (start → end)When the block is active on the in-game clock. Departure happens when the block starts.
ActivityWhat they do after arriving — work, wander, patrol, sleep, gather, idle.
Map"(this map)" keeps the block local; any other map makes it a travel leg.
Anchor tileThe arrival spot, in the destination map's coordinates. Required for travel blocks.
Departure gateTile on the current map the NPC walks to before departing. Empty = leaves from wherever it stands.
Travel (game min)In-game minutes the NPC is off the map between gate and arrival. 0 = instant.

Gotchas

  • The feature flag npcTransit (World → Features) must be on — it ships enabled; turning it off makes transfer commands refuse with a clear error and changes nothing else.
  • The destination map must be placed on the overworld — unplaced maps don't exist in-game, so a transfer to one fails.
  • The NPC's home re-anchors: wandering, leashing and respawn now happen around the destination point, as if it had been placed there.
  • Rule-spawned mobs still respawn via their spawn rule's map after dying — transfer is for placed/event NPCs, not spawn-rule populations.
  • Combat state is dropped on transfer: it never carries a fight (or a chase) across maps. A scheduled NPC that's mid-fight at departure time finishes up first and leaves within the departure window.
  • On a streaming composite (welded maps), members are one runtime map — NPCs just walk; use transit between separate placed maps.
  • Travel time is in-game minutes, so it scales with your world's day length — 60 travel minutes is 1/24 of whatever a full day takes in real time.
  • While off-map the NPC can't be interacted with — it isn't anywhere. Server restarts and content edits simply re-resolve the schedule: the NPC snaps to wherever the current in-game hour says it should be.
  • Hours no block covers fall back to the NPC's normal Movement settings; a spawn template's map placements don't run travel schedules — only the definition-backed NPC (and generator-rolled NPCs) travel.