tModLoader

tModLoader

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Pylons Prevent Evils
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12 Jun, 2022 @ 12:20am
22 Aug, 2023 @ 3:58pm
39 Change Notes ( view )

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Pylons Prevent Evils

In 1 collection by Aitherix
Aitherix's Mod Collection
10 items
Description
Dislike evil biome spread but don't want to disable it completely? Need to prevent areas from being contaminated? Pylons Prevent Evils is a small mod that prevents the natural spread of crimson/corruption near a pylon. Supports other biomes like the Hallow and Astral Infection!

Usage
You can adjust the pylon protection range by using thrown powders near any pylon. A larger area of protection will consume more quantities of powder. Using Purification Powder near a pylon will increase its range by 1 tile, up to a maximum of 160 tiles. Using Vile/Vicious Powders reduces range by 1 tile, a smaller area will reduce upkeep on the pylon protection health buffer.


↪ Adjusting the pylon protection range to purify spreading evils.

Each pylon is assigned their own range, and destroying or moving an existing pylon will preserve their stats. Pylons can slowly clean existing corrupt/crimson blocks in the radius only while the player is near that pylon. Pylons need to be active to enable the protection range. If a pylon is active but the protection is still not enabled, teleport to that pylon to update its current status. The active pylon requirement can now be disabled in the mod configuration if you prefer to have it always active. This will not affect the pylon's ability to teleport players.

Recent Updates
(22/08/2023)
• Compatibility update for 1.4.4
(Modded pylon support still broken, working on it)

Pylon Projectile Protection
(This feature can be toggled off in the mod config)
Using a Fallen Star near a pylon will increase the Protection HP by 50 (100 in hard mode, plus a 50% base increase in Master Mode). This makes all incoming enemy projectiles within the aura reduce damage by up to 75% (the damage is absorbed by the pylon). Charging the pylon with many Fallen Stars within a short period of time will greatly increase the amount of stars required to restore protection health, so it is recommended to charge slowly over time.


↪ Pylon absorbing enemy projectile damage after buffing with a Fallen Star.

Note that if a pylon has no protection health left, it will only reduce enemy projectiles in the aura by up to 10%. Enemy projectiles within the aura range that do not hit the player/miss will no longer reduce the pylon health buffer. Town NPCs also in range that take projectile damage will also absorb the health buffer. During the day, pylon protection health now slowly decays over time due to the nature of fallen star power. Pylons do not reduce enemy melee damage!

Modded Support & Custom Tiles
This mod now supports purifying modded biomes that have the ability to spread! If you would like to request a specific mod that meets the requirements of an infecting/spreading biome, refer in the comments. You can also do this yourself using the Custom Tile Conversions feature in the pylon server configuration and choosing the specified blocks to convert. Please note there may be certain tiles not visible in the selection due to the current limited config options.


↪ Server config display where players can add blocks to the pylon.

Customization
Having a hard time seeing the default pylon aura? There are visual settings under the PylonShieldClientConfig (Settings > Mod Configuration > Pylons Prevent Evils) to change how the pylon aura looks, as well as toggling it on/off. Changes made in the client config are only visible to you. The full list of particle ids can be found at the Official Terraria Wiki[terraria.wiki.gg]


↪ Client config display of where players can change aura settings.

Credits
Original suggestion from /u/Timofey7331 on reddit.
The full changelog can be found through the in-game description of the mod.

Pylons Prevent Evils broken or not working?
Be sure the mod is enabled, reloaded and up to date. In the case of errors in-game, please provide a portion of the client log from tModLoader in order to troubleshoot effectively.

You can find the tModLoader logs in the folder as shown below:

You can use Steam's Discussions Tab and post the the most recent lines near the end of the file, or find anything relating to PylonShield. Requests or questions can be done in the comments.
Popular Discussions View All (14)
11
17 Dec, 2022 @ 11:51am
Multiplayer issues
Shindur
7
4 Feb, 2024 @ 8:27am
Pylon purification range resets back to 0 in multiplayer
Yokisan
3
13 Aug, 2024 @ 4:24am
Modded pylons?
SpiderGlitch
316 Comments
Noah 18 Jan @ 10:06pm 
I have a suggestion for modded biome support, the contagion biome from Exxo Avalon: Origins
T4RK 12 Jan @ 5:19pm 
@RandomDuckNerd mod configuration --> pylon shield server config --> require pylon protection to be active ON
RandomDuckNerd 12 Jan @ 3:21pm 
I don't know if you still read comments, but if you do, please add a toggle for needing the pylon to be able to be teleported to in order for the anti-evil biome thing to work.

I find it weird that if you want to use the anti-evil biome thing on a pylon while in an evil biome, you have to get rid of the already existing evil biome, which is especially annoying for when one of your pylons is hit with the evil part of the Hardmode V
T4RK 2 Jan @ 8:48pm 
jungle blocks are not being purified
Daedric Dovahkiin 26 Dec, 2024 @ 1:27pm 
how do I craft anything in the mod? (sorry I am new to the game)
Ardith Prime 29 Nov, 2024 @ 2:38pm 
Is there a stat in config to affect the pylon speed? trying to use them to help clense my worlds post plantera, but its slow
Shift Register 23 Nov, 2024 @ 12:17am 
genuinely should be a vanilla thing because i feel like the hardmode evil biome generation directly punishes the player for caring about npc happiness
i am that player
T4RK 11 Sep, 2024 @ 8:34pm 
How I wish something like this existed in the base game, I already gave up playing on mobile because the surface of my jungle was corrupted
The House of Ivo 26 Aug, 2024 @ 11:22am 
I am also having the 'range reset to 0' bug where I'll be throwing powder at it and the range resets to 0 and I start all over again. (Have the misfortune of my evil spawning on both sides of my base)
Yarbles 14 Aug, 2024 @ 8:34am 
Is there anything in the config to make it that they dont need to be able to teleport? the astral took over my entire snow biome, so id need to get rid of lots of blocks. (calamity mod biome)