Talk:Pylons

Unconfirmed pylons
It seems like we shouldn't have unconfirmed pylons listed here. For example, even though there is almost certainly going to be a hallow pylon, we haven't had it confirmed, and there's no evidence of corrupt/crimson pylons at all yet (especially since these interact with the town, and NPCs don't like living in the evil). I'm going to remove references to pylons that we haven't seen at all yet.

I did find a confirmation from a dev on Discord that out of evil/Hallow pylons, there would only be a hallow one. I've re-added hallow pylon. Berggen (talk) 13:08, 15 May 2020 (UTC)

I noticed that someone added Mushroom Pylon, and I was able to find confirmation of this from Red on Discord. Berggen (talk) 15:53, 16 May 2020 (UTC)

Wait what is the Universal Pylon? When was that confirmed?

Pylons aren't just sold by one NPC, are they?
Are we sure the pylons are sold by one specific NPC? I recall seeing the Zoologist sell the forest pylon when she got moved into the spawn town in the Chippy/Pedguin stream, despite having earlier been sold by the Merchant. Breathlessblizzard (talk) 00:27, 16 May 2020 (UTC)
 * I think that was just a mistaken understanding from Chippy. We've also seen the Golfer sell the Forest Pylon. It's not clear if certain NPCs can only sell a single pylon, or if all NPC vendors can sell any of the pylons. There may be a list of pylons that each NPC may sell. Berggen (talk) 10:28, 16 May 2020 (UTC)

I have to say, I’m fairly sure the only limitation on what NPCs can sell what Pylons is if they hate the Pylon’s biome. Otherwise, I doubt there’s any sort of limitation on their Pylon-selling. 108.217.54.150 22:23, 21 May 2020 (UTC)

Possible overstock?
Upon Golem’s defeat, the Tavernkeep gets a full shop. Do Pylons overflow this, or do they simply not appear in his inventory?

Another thing I’m interested in is how many pylons you can make a single NPC sell, although that probably will never make it onto the page. 108.217.54.150 22:21, 21 May 2020 (UTC)

Distance between NPCs and pylon?
How close do the two NPCs have to be to a pylon for it to work?

Here is the quote on the wiki page that raises my questions: "The following restrictions apply: Pylons can only be used when there are 2 or more housed NPCs (including the Old Man or town pets) near both pylons."

For example, based on that information: What is the maximum distance the two NPCs can be from the Pylon? Does that mean the NPC housing or the actual NPC? If the latter, will the Pylon be inactive if the NPC walks too far away from it? Do the two NPCs have to be within a certain distance of the Pylon or does just one NPC have to be near the Pylon and the other NPC near that first NPC? What if one NPC is technically in a different biome? Narananas (talk) 07:01, 29 May 2020 (UTC)


 * I have read the 1.4.0.4 code regarding this. Here are all of the answers:
 * It counts the NPCs' home tiles - that is to say, where they live, not where they are at a given moment. Any Town NPCs work as long as they are not homeless or dead. I'm pretty sure that their "home tile" is where they go to stand at night.
 * Eligible NPC dwellings must be within a 169-tile by 124-tile rectangle centered on each pylon.
 * The checks fail if there is any "danger" afoot anywhere in the world (bosses, invasions, snow/pumpkin moon, lunar events, Moon Lord countdown, etc.)
 * The game also specifically checks if the destination Pylon is placed in front of any underground walls if Plantera has not been defeated in the world yet, and if so, will block the teleport with a specific error message.
 * The game checks the biomes at the location of the Pylons. Specifically, each Pylon only works if it is placed in its respective biome. As a rule of thumb, you can tell what biome(s) the Pylon is considered to be in by standing at the Pylon yourself and seeing what biome the game thinks you are in.
 * For most Pylons, this is straightforward. For the Universal Pylon, this check is skipped, so any biome(s) work. For the Cavern Pylon, any layer below the Surface works, in any biome. For the Forest Pylon, anywhere in the Surface layer which is not in the Jungle, Snow/Ice, Desert, Glowing Mushroom, Hallow, Corruption, or Crimson biomes, and which is not at the Ocean.
 * The biomes of the NPCs or their dwellings are not checked. - Fistsh (talk) 10:12, 29 May 2020 (UTC)

Thank you very much for that information! I did some tests in-game and everything you stated worked perfectly. Here are some additional findings:
 * The max horizontal distance I got between a housing tile and a working Pylon was 82 blocks, which equals your 169 when you double 82 and include 3 blocks for the Pylon and 2 for the edge house tiles.
 * Both the Pylon you are using and the destination Pylon have to be working or you will be unable to teleport between them.
 * The NPC housing doesn't have to be in the same biome as each other, but the Pylon has to be placed in the right biome in order to use it to teleport. When using a Pylon the game checks which biome the Pylon is in, not the one the player is in, so you can stand in a forest biome and use a Desert Pylon in the desert biome if you can reach it.
 * I could place the Forest and Desert Pylons I tested into a corruption biome far away from any NPCs. They were illuminated (animated) as objects and showed up on the map despite being unusable.

I'll have a go at adding some of your information to the Pylon page. Narananas (talk) 11:25, 29 May 2020 (UTC)


 * Yup, sounds right! The rules I said govern whether you can teleport or not, not whether you can place the pylon or not, so it sounds like you got the rest of it covered there. (One more check I left out: You, the player, have to be within interaction range to teleport...) Glad to be of help!
 * Also, for anyone wanting to look through this part of the code themselves:  in   - Fistsh (talk) 11:49, 29 May 2020 (UTC)