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feat: Add Pylon Everywhere, add commands to some plugins and other featurees#24

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feat: Add Pylon Everywhere, add commands to some plugins and other featurees#24
louanfontenele wants to merge 6 commits into
dougbenham:masterfrom
louanfontenele:master

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@louanfontenele
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@louanfontenele louanfontenele commented Feb 16, 2026

In this pull request, I’ve tried to introduce some new features, including:

  • Patch: Pylon Everywhere, which allows you to teleport to any Pylon in the game, removing all standard restrictions such as needing 2 NPCs nearby or the biome not being corrupted. Additionally, you can teleport even if you are not standing near a Pylon.

  • Added: commands for some plugins. I noticed that to use plugins in games hosted by friends, you need to trigger them via commands/plugins, as hotkeys do not work in that context.

  • Added a feature that now allows you to reveal the entire map in multiplayer (friends or servers). ATTENTION: this process takes between 3 to 5 minutes as it needs to compute/load the chunks, but it works 100%. Please wait and, if possible, keep your character STILL during the process.

  • Added all TShock commands. This ensures that if you are using the hide slash commands plugin (SlashCommandPrivacy), TShock and Vanilla Terraria commands will not be affected.

  • Fix mana costs

Added commands for FullBright (now works in multiplayer) and Reveal (partially works in multiplayer). Added commands for SlashCommandPrivacy; now supports tModLoader commands.
Introduce a new "Pylon Everywhere (No Restrictions)" toggle and implement runtime patches to remove pylon teleportation restrictions.

Changes:
- Main.Designer.cs: add a pylonEverywhere CheckBox, place it in the General group, adjust group and window sizes.
- Main.cs: load and save the PylonEverywhere setting from/to INI and include it in the configuration details passed to the patcher.
- Terraria.cs: add a PylonEverywhere bool, call PylonEverywhere() when enabled, and implement PylonEverywhere() which patches TeleportPylonsSystem methods (IsPlayerNearAPylon, DoesPylonHaveEnoughNPCsAroundIt, DoesPylonAcceptTeleportation) to always return true and modifies HandleTeleportRequest to bypass the InTileEntityInteractionRange proximity check.

Effect: when enabled, pylons can be used without proximity, NPC, or biome restrictions by forcing the relevant checks to succeed and bypassing the final proximity loop.
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