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because they are painfully easy to get, set up and use?
This was only an opinion with some facts to back it up. If you like the Pylon system as it is, I respect that. I simply don't see it as a viable option for elaborate towns in existing worlds without a significant amount of reconstruction, and a general 'decentralization' of your NPC population.
what I do NOT agree on is that pylons take "all this effort".
What really should happen is universal pylon being available sooner than 100% bestiary.
Do you unironically claim that wiring 2 teleporters up to 2000 tiles away from each other is faster than building 2 house boxes in a biome and move 2 NPCs there for a pylon sale?
FYI: They are already dependant on how many biome tiles are there.
Is it that hard for you to edit a larvae in your workd until devs fix the issue?
Spoiler alert: Noone forces you to use all pylons. You can have... Wait for it... Only 4. or 2. Crazy!
Or one big town and one universal pylon! INSANE!!!
Don't want to attack anyone, and generally talking into the crowd. People who unironically say that teleporters are easier to set-up and pylons require too much work for what they give are either insanely stupid, trolling, or didn't understand the game at all.
Or are trolling.
(derail - heh - see what I did there??)
As one that hasn't set up a rail network before, I'm intrigued. Do folks generally dig an underground tunnel for them and make them like subways, or do folks generally make a skyrail? (I was leaning towards subway, but that sounds like a lot of digging...)
skyrails are easy to set up and if you have some way to prevent fall damage, they let you get off quickly anywhere.
actually underground in the biome is not that great, but building at or close to the "surface" , aka depth zero, can actually be useful as you get fast access to underground biomes, while still out of the way from the actual surface. it also helps stop biome spread once you hit hardmode.
I personally, make the decision on HOW I do a rail line, after I fully mapped the surface, based on the terrain.
If for example, I find many surface caves, and potentially an already completed partial line generated by map, then I am more likely to do something slightly below surface with the towns on top. Particularly if dungeon entrance is down in a valley or partially buried. Subway stations and basement accesses to said rail.
If the terrain ends up having lots of tall peaks in and mountains or a, then I am much more likely to do a sky rail using those peaks as the points where the rail meets ground. Definitely more likely if one has an elevated or mountain top dungeon entrance.
In some cases, you can even do a mix of both. Had one world generation, where the central part of map was also high point and a sort of plateau. In that situation, I did a town and castle, with a subway, which as it exited the plateau on either side, became a sky rail to the jungle and dungeon.
Really the only advantage to a really deep rail line, is as a shortcut to a particular deep jungle temple or a plantera arena. In that case thou, a shaft from surface may serve you better.
Pylons were intended to easily get rid of the time waste which comes from making a teleport system, or a skyline rail
where underground you have a bunch of enemies above ground you have at most harpies and wyverns which are somewhat easy to dispatch and kill. Also if you make it just high enough and low enough to the ground you'll never see many wyverns just harpies and sometimes martian probes if your'e lucky.
digging tunnels underground just takes too much time and effort even with fast mining speed and items like the huge automatic digging mount you can make with one of each ore bars. That and you gotta worry about things like water sand silt slush etc.
though tbh with the additon of the mole cart you can somewhat by pass the strain of placing and digging at the same time but you still gotta worry about obstacles listed above and enemies spawning depending on where you dig through/to! The other catch is you literally have to be underground to use it and being too close to the surface won't activate the ability.
Why?
Pylons are already easily accessible.
The limitation you've experienced is just your lack of... I dunno, something.
Extend your biome by placing more blocks higher up at the tower.
NPCs do not die a lot if you build their houses smart.
Developers did nothing wrong in that regards, you do it wrong.
How is one ♥♥♥♥♥♥♥. Just. One. Single. Requirement suddenly: Too many limitations?
it makes me unironically furious when people use their incompetence as an argument.
Stop crying about trivial ♥♥♥♥♥♥♥♥ if you fail at the game.
And they are. There is no negative effect on the game or the gameplay if you set up houses for 2-3 NPCs at one biome. No. 0. Niente. Nothing.
Pylons are insanely easy to set up, have 0 drawbacks and are a huge time saver.
Anyone who disagrees is objectively wrong.
"But muh pretty city is not pretty if I make small houses" - Well, that is your personal aesthetic reason and has nothing in common with gameplay of Terraria.
It is quite ridiculous how people have the audacity to ♥♥♥♥♥ about something like Pylons. An absolute unit of QoL.
i.e. needing to make npcs happy enough to sell them and having npcs close enough to be able to use them. That and the universal pylon requirements are sorta...redundant (can't think of the right word) with all that trouble you go to in order to 100% the bestiary may as well finish the game by then why bother with the pylon.
Pylons themselves work okay but the requirements and setup really hinder their usefulness and i get annoyed seeing people say how they require less effort/work than sky rails or teleporters.
May as well just find or craft a ton of teleport potions and get randomly spawned into the map.
side note:
not sure why they didn't just make them craftable with those large gems or something? Would've given much better use to gems than just vanity or cosmetic appeal (lets face it post hardmode there really isn't much use for diamonds amber emeralds the whole wagon of them. Then again there wasn't really much use for them pre-hardmode after you do your first dungeon raid and get all these crazy items. They even added gem trees making them somewhat farm-able and just a couple more steps to make the pylons craftable. Hell you even got 1 type of each gem to correspond to the biomes/can use them to craft for biome specific:
amber=desert
emerald=forest or jungle (maybe add some spores and bingo jungle gem pylon)
amethyst=corrupt/crimson
topaz=underground (or flip with amber for desert)
ruby=hell
sapphire=ocean (or mushroom biome just add some glowing mushrooms to a new recipe).
diamond=universal or hallow (add some pink gel or something)
When you build a nice well furnished mansion, but NPCs refuse to sell you pylons until you shove them in a torch lit clay cube because proximity to other NPCs is what REALLY matters, it just makes everyone else trying to claim "You just want to be lazy and aren't creative!" look even more pathetic.
When not being suicidally stupid if you don't essentially glitch them into a tomb by the fact they can teleport to relocate housing, that is. What a world when it's often safer for NPCs to live right above hell by your original hellavator, than it is to put them in a normal biome half the time.
Teleporters are still handy, but also just boring and annoying to set up. You're paying a busywork tax not just for setup, but for any revisions of your home and outpost locations. Even journey mode options so you don't need to keep buying stacks and stacks of wire don't change that.
But, teleporters are still a godsend if you want custom exact location transport during events that turn off pylons. So at least, they still have an effort=reward usage out of them if you have some permanent long term plans.
Both existing at the same time is better than some slap fight "no we only need ONE kind!" and as much as I love the beach conch, that's just not the same and is is less valuable the larger your map size is.