Perhaps time to take a break from this discussion to cool off - you both disagree with each other but don't seem to be getting anywhere.
It's OK to agree to disagree. Not everyone has the same uniform opinions.
Yep, way ahead of you there. Once the insults drop, the argument is over in my book.
Okay, so how about some building perspective. Maybe I have choices between crafting a wooden door, or using wires and actuators in place of door. Now actuator door can't be open by blood moon enemies. That's the advantage of building way over another. Pylon is just the advantage of spreading NPCs out.
Of course, the game also advertises itself to defend your base (which strangely, by promoting NPC distancing, gives you less reason to defend now). Though over time, the game has lightened these limitations- for example, when they gave NPCs the ability to defend themselves. They can still die, but they no longer are defenseless if even a green slime makes it in. They can even handle some early hardmode enemies, which I think is a great addition. Another change, one in 1.4 actually, is that wyverns are less likely to spawn if you're in front of a background wall. Another great addition, as now it's far less punishing to build in the sky. These changes have lifted or lightened limitations, but NPC happiness imposes a limit, along with Pylon unlocks and continuous use of them.
I disagree with that. Many tools in the game require resources. Minecarts require minecart tracks. Teleporters require wires. And Pylons require NPCs. It's all about what cost you want to pay. Tracks require lots of crafting and possibly digging through rock. Teleporters require Hardmode and lots of wire purchasing. And Pylons require NPCs that you're willing to not have in your base.
Do not confuse Pylons with happiness; they're not the same mechanic.
The game does that all the time. It rewards you for building boxes with background walls, a light source, a comfort item and a hard-surface item by allowing an NPC to move in there. That's "one way of building" for which you are "rewarded". Yes, the game is not too particular about the specifics of course, but my point is that the game very much does reward you for building in a certain way.
The difference is that you're just used to it.
Minecarts require tracks because there's really no other way for them to work without them. Teleporters COULD be changed to ask for an ID to easily link them together. That'd be super handy actually. Pylons COULD work without the current NPC requirement, but they need them now because that's the limitation they decided to put.
1. I never said Terraria wasn't a sandbox game, (I said exactly the opposite) I said it isn't a perfect sandbox game. There are some things in Terraria that you just can't do. (e.g. build a town in the corruption.) Saying "the world is your canvas" to justify removing sensible limitations from the game makes no sense.
2. It makes sense that pylons should be limited behind NPCs because they are fictional and were advertised as being limited behind NPCs. Neither of these are true for chests, so there isn't a meaningful correlation between the two. Everything was just fine before pylons were even added to the game, so why is it an issue that you want them to behave differently? Just don't use them.
Also, there are teleporters in this game, why can't you use those?
Yes, it does punish certain kind of creativity, as does every aspect of every game. Video games are not the best medium for expressing pure, unlimited, unpunished creativity. One could make the argument that there aren't enough different blocks in Terraria, or it needs more paint colors, or smaller blocks so more detail can be added, and maybe the world should be bigger so you can fit larger builds. Just because something punishes some types of creativity doesn't mean it has a negative impact on the game.
Well, why? The game calls the world your canvas, which implies you can build how you want, much like how you can draw how you want on a canvas. I do think the corruption limitation should be lifted as well. Always found it odd how NPCs dislike Corruption, but are completely fine with living in the Underworld, or even the far more dangerous hardmode Jungle. This is something you can't achieve even in Journey mode, unless you hide Hallow where it can't be seen, I guess.
My comparison to chests is because chests and pylons are both greatly convenient features. You can live without either, but you'd be missing out on features that vastly improve the Terrarian experience. "Just don't use them" isn't a fair counterpoint to the concern of missing out on something super convenient due to the implementation clashing with a preferred build style. The game is 9 years old now and some people have spend dozens or hundreds of hours on their villages and castles, and now with pylons out, the game discourages this way of building and rewards you for spreading out NPCs. I just wish the game could allow you do put your NPCs where you want- spread out, or all together, while still benefiting from the awesome inclusion of pylons. Unlike other tasks in this game where doing something unlocks a reward, they tend to be challenges, but spreading out NPCs is not a challenge, it just disincentives players from building a main base of village, which has been a thing in Terraria for almost a decade. "The world is your canvas!" and "Build your base.. and defend it!" is how the game advertised itself since launch, but these changes no longer make the world your canvas as there is one set way of building without missing out on stuff, and discourages the idea of making a base to defend. Can't defend your NPCs if they're scattered all over the world now.