Talk:Background walls

Walls Table Design
While I really like the new Walls table, its design is not perfect. Dirt, Planked and Obsidian Brick walls are all craftable, while Copper, Silver and Gold Brick Walls are all naturally occuring (currently these are only in one column or the other). It seems a bit silly to have these duplicated in both tables, however ultimately that may be the best solution. Lordmilko 12:05, 24 December 2011 (UTC)
 * I just noticed I added Obsidian Brick Walls to the Craftable section, although it was already listed in Naturally Occurring -- oops. If somewhere cares enough to update the table, I'd propose a 4th section, Natural/Craftable, for the walls Lordmilko referenced.  --Sinister Stairs 14:28, 6 March 2012 (UTC)

Non-collectable/craftable walls.
How should walls like Mud Wall, Hellstone Brick Wall and Corrupt Wall be handled? I see that other non-inventory items like the Shadow Orb use an npc infobox as opposed to a item infobox... futRtrubL 20:42, 21 October 2011 (UTC)
 * npc_infobox is used there because it has optional "type" row, unlike item_infobox, which also automatically creates "object items" category if you wrote "type=object"

Separate Walls Article Consistency
Placed here because it applies to all the separate Wall articles. None of them are consistent with each other. While certain ones wouldn't be such because they exist naturally, albeit rarely, or are the Dungeon Brick Walls, the others that are simply the various craftable walls, Bricks or otherwise, are terribly inconsistent. Some of them have barely a full sentence mentioning that "This is a background wall made of X," while others mention that "they prevent enemy spawns where placed" and still others mention "If covering an entire room can make NPC housing." As repetitive as it would seem, it should be consistent among all of them to at least a basic degree, because there are those people who might look at only a single article and suddenly have questions about whether or not Mudstone Brick makes valid housing walls. LoZDestroyer 01:10, 22 January 2012 (UTC)

Gemstone Walls?
Should these be here?
 * Absolutely. Also, sign your post by putting four tildes ( ~ ) at the end of your post. - 71.90.44.109 02:25, 20 November 2013 (UTC)

Page Revamp
I'm currently planning a complete revamp of this page including new images. I'm planning to have sections discussing unobtainable walls, wallpapers, and a bunch of other things that will hopefully allow the merging of pages like Snow Wall and Obsidian Back Wall into this one. If anyone sees this and can help obtain in-game screenshots of unobtainable walls (I'll work on it but I do most of my wiki editing away from Terraria) that would be exceptionally helpful. In the meantime, I'm working on a new version of the page image using the Wall texture files. It's slow going but I'll get there. I haven't decided if I want all 100+ wall items in the same image or if I'm going to break it up like the infobox - opinions are welcome! --Crystallized (talk) 16:21, 11 March 2014 (UTC)

???
why no list of safe/npc friendly vs monster spawn walls?
 * The top paragraph states: "All placed walls prevent enemies from spawning" and "Naturally occurring walls are considered unsafe until the player tears them down and re-places them (if they can be harvested)." This means that Naturally Occurring Walls (until they are re-placed by the player), Unobtainable Walls (and probably Converted Walls) are dangerous, while Crafted Walls are safe by default. NoseOfCthulhu (talk) 13:17, 28 March 2014 (UTC)

exceptions/bugs on player placed walls preventing monster spawns
are there any exceptions or bugs on the rule saying placed wals prevent monster spawning, because during events monsters will spawn in the 2 large complexes where i showcase my complete armor collection or my work inprogress monster banner+boss trophy gallery, and the farm below the banner gallery, its understandable that there might be monsters spawning in my house for i dug out homes in a dungeon that was elevated to extereme hights due to some map generation anomaly ( its so high i have a floating island just 10 blocks or so above the dungeon, and everything between the dngeon and the closest edge of the map is high enough the spawn harpies and whyverns on surface ), and i might have forgotten to remove and replace some dungeon brick walls in the hallways ( know i didnt forget them in the npc housings, smart cursor was very helpfull in removing all walls from current room, and rooms next/below/above it to if in range while placing was limited to same room, so i redid half of my rooms simply walling the rooms close to it ) and i can undersatand why they'd spawn there out of all places as my banner sotorage + farms are, thoug located next to crafting room whit guide and angler on top and to painter, and dye trader unhabited themselves, same goes for my armor storage, the clothier lives on top of it, one third of my npcs's next to it but unhabited itself, meaning there are less npcs around to lower spawns, the clue is that the spots whre monsters are spawning are exsactly the spots i didnt hollow out from dungeon, i build them next to dungeon myself so it really bothers me that the enemies are spawning exsactly in the large rooms where i can be 100% sure all walls are places by myself


 * On the NPC article it is stated that the presence of NPCs lower enemy spawning rate. The more NPCs are present, the less enemies there will be. However, this effect is either reduced or removed during events. I'm guessing the same goes for the placed wall rule, and that this is what you're experiencing. I'm not sure what can be done to fix it - perhaps you could install some automated traps to deal with monsters during invasions, or even lava to destroy items that drop. NoseOfCthulhu (talk) 22:22, 23 May 2014 (UTC)