Pylons

From Terraria Wiki
(Redirected from Forest Pylon)
Jump to navigation Jump to search
Desktop versionConsole versionMobile version
Desktop/Console/Mobile-Only Content: This information applies only to the Desktop, Console, and Mobile versions of Terraria.
Pylons
  • Forest Pylon.png Snow Pylon.png Desert Pylon.png Cavern Pylon.png

    Ocean Pylon.png Jungle Pylon.png Hallow Pylon.png Mushroom Pylon.png

    Underworld Pylon.png Aether Pylon.png Universal Pylon.png

Auto-use
9999
Statistics
Placeable✔️ (3 wide × 4 high)
Use time15 (Very fast)
TooltipTeleport to another pylon when 2 villagers are nearby
You can only place one per type and in the matching biome
RarityBlue (Rarity level: 1)
Buy10 GC (Universal: 1 PC)
Sell2 GC (Universal: 20 GC)
Research1 required
Sounds
Teleport
  • Internal Item ID: 4875, 4876, 4916–4921, 4951, 5652, 5653 (Desktop, Console and Mobile versions)
  • Internal Tile ID: 597
Two pylons being used.

Pylons are placeable furniture items that appear as a large crystal hovering and rotating above a biome-themed stand. With two or more pylons placed in the world, the player can teleport from one pylon to another one. The system they form is referred to as the Pylon Network.

When the player is near a pylon, they can teleport to another pylon by doing any of the following:

  • Pressing Open / Activate on the pylon, which opens the full-screen map, and selecting another pylon on the map.
  • Pressing Toggle Full Map to open the full-screen map, and selecting another pylon on the map.
  • Desktop version Selecting ANY pylon (including the pylon in the player's vicinity) on the overlay-mode minimap.
  • Desktop version Selecting ANY pylon (including the pylon in the player's vicinity) on the Portrait-mode minimap. (note: there is a limit to how much can be zoomed out in the portrait-mode minimap)

However, to let pylons be able to teleport players, the pylons must meet the following conditions (with the exception of the Universal Pylon):[1]

  • There must be two or more friendly housed NPCs (including the Old Man and town pets) within a rectangular area of 169×124 tiles centered on each of the two pylons.
    • More precisely, the home tile of the NPC (Dungeon point in the case of the Old Man) must be within this rectangle, and the NPC must be less than 100 tiles away from their home tile.
  • The pylons must be placed in their respective biome.[a]

Also, the following restrictions apply to all pylons (including the Universal Pylon):

  • Only one of each type of pylon may be placed in a world.
  • Pylons can only function when the minimap is enabled in the settings.
  • The player must be within 60 tiles of a pylon to use it.[2]

Types

Pylon Placed[3] Tile ID Minimap icon Price Usable[a]
Forest Pylon Forest PylonInternal Item ID: 4876 Forest Pylon placed 597 Map icon Forest Pylon.png 10 GC When above the surface layer and not in any other biome.[b]

In Don't dig up and Get fixed boi worlds, it must be below the Cavern layer and at least 350 tiles above the bottom true world edge (about 310 tiles above the visible world edge), and not in any other biome.[c][4]

Snow Pylon Snow PylonInternal Item ID: 4920 Snow Pylon placed 597 (6) Map icon Snow Pylon.png 10 GC When in the Snow biome.
Desert Pylon Desert PylonInternal Item ID: 4919 Desert Pylon placed 597 (5) Map icon Desert Pylon.png 10 GC When in the Desert biome.
Jungle Pylon Jungle PylonInternal Item ID: 4875 Jungle Pylon placed 597 (1) Map icon Jungle Pylon.png 10 GC When in the Jungle biome.
Cavern Pylon Cavern PylonInternal Item ID: 4917 Cavern Pylon placed 597 (3) Map icon Cavern Pylon.png 10 GC When below the surface (excluding the Underworld).
Underworld Pylon Underworld PylonInternal Item ID: 5652 Underworld Pylon placed 597 (9) Map icon Underworld Pylon.png 10 GC When in the Underworld.
Ocean Pylon Ocean PylonInternal Item ID: 4918 Ocean Pylon placed 597 (4) Map icon Ocean Pylon.png 10 GC When in the Ocean biome.

In Don't dig up and Get fixed boi worlds, it can be anywhere when the following conditions are fulfilled:[4]

  • Not in the horizontal central 14% of the world.
  • Not in Space (must be below 65% altitude; see Space § Notes).
  • Not in the underground layer.
  • At least 350 tiles above the bottom true world edge (about 310 tiles above the visible world edge).
Hallow Pylon Hallow PylonInternal Item ID: 4916 Hallow Pylon placed 597 (2) Map icon Hallow Pylon.png 10 GC When in the Hallow biome.
Mushroom Pylon Mushroom PylonInternal Item ID: 4921 Mushroom Pylon placed 597 (7) Map icon Mushroom Pylon.png 10 GC When in the Glowing Mushroom biome.

In Don't dig up and Get fixed boi worlds, cannot be in the Underworld.[4]

Aether Pylon Aether PylonInternal Item ID: 5653 Aether Pylon placed 597 (10) Map icon Aether Pylon.png - When in the Aether.

Not purchasable; obtained by shimmering any other pylon.

Universal Pylon Universal PylonInternal Item ID: 4951 Universal Pylon placed 597 (8) Map icon Universal Pylon.png 1 PC Anywhere.

Crafting

Shimmer transmutation

ShimmerShimmer(Desktop, Console and Mobile versions)
OutputInput
Aether PylonAether Pylon

Status messages

Some status messages will display when pylons are not properly used.

This content is transcluded from Status messages § Pylons.

Message Trigger
"You are not close enough to a pylon to teleport with the pylon network" The player is more than 60 tiles away from any pylon.
"There are not enough villagers living near that pylon to access it" There are fewer than 2 NPCs near the destination biome pylon.
"There are not enough villagers living near the current pylon" There are fewer than 2 NPCs near the biome pylon near the player.
"This pylon is not in the correct biome to use" A biome pylon is not in its respective biome.
"Ancient forces prevent you from accessing this location..." A pylon is in front of unsafe Lihzahrd Brick Walls before Plantera has been defeated.

Additionally, no special status message will be shown if the player attempts to place a second pylon of the same type in a world. Instead, the pylon will simply not be able to be placed, and its Placement Preview will be fully red.

Notes

  • Pylons emit faint light of their respective color.
  • When purchasing most pylons (except the Universal Pylon) from an NPC, the following restrictions apply:
  • A hybrid biome can result in multiple pylons appearing in an NPC's inventory, except the Forest and Cavern, which are mutually exclusive and only available when not in the Snow, Desert, Ocean, Jungle, Hallow, or Glowing Mushroom biomes.
  • As with all biome-specific vendor items, NPCs sell pylons based on the biome the player is in, not the biome the NPC is in.
    • Similarly, pylons function based on the biome the pylon is in, not the biome the NPCs allowing it to function are in.
  • NPCs will not sell pylons if there is no available space in their shop. One example is the Tavernkeep after Golem is defeated, who will stop selling pylons due to his shop inventory being entirely filled with unique offerings.
  • The Universal Pylon is a post-Moon Lord item, since obtaining it requires a full Bestiary, which includes having to defeat the Moon Lord.
  • It is possible to purchase a pylon without placing it down. Therefore, it can be worthwhile to move an NPC into a location long enough to buy the pylon, then move them out to a preferred location.
  • Since the hovering crystals are not part of the actual tile, but rather merely graphics placed on top of it, they cannot be painted. The actual tile of a pylon only consists of its stand, which can be painted.
  • It is not strictly necessary to interact with a pylon to use it; opening the map any other way while being close enough to a working pylon also allows teleportation.

Tips

  • Pylons can be used during the Lunar Events to traverse the world to combat the various pillars, allowing the player to choose the order they want to fight each pillar more easily.
  • The Pylon Network can also be supplemented by several other forms of teleportation or transportation:
  • Since the area that the Cavern Pylon can be used in is very large, there are several possible use cases for it:
    • Creating a Cavern Pylon town immediately outside the Dungeon has many benefits, the most obvious being near-instant access to a deeper part of the Dungeon once Skeletron is defeated.
      • It is still possible to build a town prior to defeating Skeletron, as the Dungeon Guardian will not spawn unless a player is actually inside the Dungeon (more specifically, when the player is in front of unsafe Dungeon Brick Walls).
      • Since the Dungeon is right next to the Ocean, this means both Oceans can be conveniently accessed, so long as the Ocean Pylon is at the opposite Ocean from the Dungeon.
      • If there are at least three NPCs, part of the Dungeon may be considered part of the town instead. While it is not likely to be a large part, it can provide a relatively safe place to deal with enemies without more immediately spawning (Note that this effect is provided by the town, which does not require a pylon).
      • Later in the game, the player will not have to worry about accidentally triggering a battle with the Lunatic Cultist, as it is more likely they enter the Dungeon via their own entrance than the naturally-spawned one.
      • Aside from the practical benefits, it also provides unique scenery for both the town and the Dungeon.
      • This setup is not recommended in multiplayer games, where a player in the Dungeon can potentially cause Dungeon enemies to spawn within range to teleport to or attack players in the town.
    • Alternately, building the Cavern Pylon at the top of the Underground layer near the player's main base may be convenient, especially in multiplayer or when all players have some form of Magic Mirror. This allows the player to convert their base area to The Hallow without reshuffling pylons, if desired. A Dungeon town can then use the pylon of whatever surface biome it is located in, often Forest, allowing quicker access to the Ocean but still quick access to the Dungeon.
    • Another use for the Cavern Pylon is to put it in or near the Underworld, providing a viable alternative to a conventional Hellevator.
  • Desktop version When the overlay-mode minimap is opened, the player can place down wires by holding the Grand Design and clicking a pylon icon on the map when near another pylon. This will immediately place down a line of wire from the tile overlapping with the map icon to the tile at the same location on screen at the destination pylon.
  • The Universal Pylon uniquely works anywhere, and perhaps more usefully, does not require NPCs nearby. It can effectively be a free infinite-use Potion of Return for a player carrying it.
  • A third-party world-editing program can be used to circumvent the one-of-each-pylon rule. Additional pylons will function normally, as long as enough NPCs are present.
  • With the increased range from which you can now use pylon (change in 1.4.4), it is now possible to use pylons to access closed area/builds (eg. closed house for villagers safety) from a distance without having to break blocks, as long as pylon use conditions are verified.

Trivia

  • While pylons will still hover and rotate when the game is paused, they will only hover when the game is "tabbed out".
  • Pylons resemble the building of the same name constructed by the alien race protoss in the 1998 military science fiction real-time strategy game StarCraft.
  • Pylons can be used when the game is paused if accessed through the minimap.
  • In the 2016 simulation role-playing video game Stardew Valley, a secret crossover item called the Far Away Stone appears identical to the Forest Pylon's crystal.

History

  • Desktop 1.4.5.0:
    • Added a network visual effect that connects all pylons on the map when interacting with a pylon to open the fullscreen map.
    • The minimum required happiness for NPCs to sell pylons has been removed entirely.
    • Added Underworld and Aether pylons.
    • Status message about nearby NPCs now clarifies NPCs need to live near the pylons, not just be located near them.
    • Pylons now take priority over Wormhole Potions when clicking on either to teleport on the map.
    • Pylons can now be used during boss fights and invasions.
    • Fixed a multiplayer crash related with pylons.
  • Desktop 1.4.4:
    • Increased the maximum range where pylons are usable from (it should be impossible to be in range of opening a pylon and not be able to teleport with it).
    • Can be used during Moon Lord's summoning sequence.
  • Desktop 1.4.3.3:
    • Pylons now require a minimum of two NPCs under all conditions to be sold.
    • The minimum required happiness for NPCs to sell pylons has been decreased from 0.85 to 0.9 (i.e. the required price modifier changed from 85% to 90%). This means that it is now easier to make NPCs happy enough to sell a pylon.
  • Desktop 1.4.1:
    • Fixed an issue where pylon NPC detection only checked for the housing flag, and not the actual NPCs being present near their home.
    • Now works during the Lunar Events.
  • Desktop 1.4.0.5:
    • Fixed a bug where the Ocean Pylon could be sold underground despite it not working there.
    • The Tavernkeep will no longer sell pylons when his unique shop is full.
    • The Forest Pylon can now be used in the sky as well.

References

  1. Information taken from the Desktop version Desktop 1.4.5.2 source code, method HandleTeleportRequest() in Terraria.GameContent.TeleportPylonsSystem.cs. There may be inaccuracies, as the current Desktop version Desktop version is 1.4.5.5.
  2. Information taken from the Desktop version Desktop 1.4.5.2 source code, struct TileReachCheckSettings.Pylons in Terraria.DataStructures.cs. There may be inaccuracies, as the current Desktop version Desktop version is 1.4.5.5.
  3. The depictions here do not accurately represent the in-game appearance: In-game, the "crystal" part of a pylon will hover up and down 4 pixels. It moves in a sine-wave pattern, i.e. 4 pixels down from the base displayed here, 4 pixels up again, 4 more pixels up, and 4 pixels down again. It takes 5 seconds to complete a cycle, therefore the crystal moves by 1 pixel every 312.5 milliseconds. Additionally, the crystal emits a very faint glow which increases and decreases in volume in the same sine pattern. Information taken from the Desktop version Desktop 1.4.0.5 source code, method DrawTeleportationPylons() in Terraria.GameContent.Drawing.TileDrawing.cs. There may be inaccuracies, as the current Desktop version Desktop version is 1.4.5.5.
  4. 4.0 4.1 4.2 Information taken from the Desktop version Desktop 1.4.4.9 source code, method DoesPylonAcceptTeleportation() in Terraria.GameContent.TeleportPylonsSystem.cs. There may be inaccuracies, as the current Desktop version Desktop version is 1.4.5.5.
  1. 1.0 1.1 The biome of a pylon is determined by performing a biome existence requirement check, measured from the center of the middle tile at the bottom of the pylon instead of the player's center.
  2. The Forest Pylon only works when not in or above the Ocean biome, when not in the Jungle, Snow/Ice, Desert, Glowing Mushroom, Hallow, Corruption, or Crimson biomes, and when not below the surface.
  3. For the biome requirement, the Forest Pylon only works when placed at least 380 tiles from the left and right true world edges, when not in the Jungle, Snow/Ice, Desert, Glowing Mushroom, Hallow, Corruption, or Crimson biomes.