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Let's talk about Calibrated Sculk Sensors!

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  • 0
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    The calirated sculk sensor should be calibrated by right clicking it with an associated item. (Right clicking the sensor with a grass block will only pick up vibrations from a grass block) this would allow the number of vibration types to be limited while having more flexibility with everything that can be received.

  • 2
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    A cool feature would be that if you place tinted glass underneath a calibrated sculk sensor, it only detects vibrations from amethyst resonance, and ignores other vibrations. It can also be combined with the redstone signal calibration.

    This would make it so that they can be used in more complicated redstone machines, without other players breaking them so easily on accident.

    I tried making my own post, but simply putting tinted glass or amethyst or sculk sensor in the title removes the ability to make a new post.

    I chose tinted glass because it uses amethyst in the recipe.

  • 0
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    The goat horn should be something that can be detected by calibrated sculk sensors like other items like the fishing rod.

  • 0
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    Linking red stone strength to frequency detection makes sense, but I’m not sure many people would be able to figure out what sounds are what frequency (more so for you get audiences).

  • 0
    Registered User commented
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    My Minecraft don’t have any music even in the tittle screen,any one know why?
    My version is 1.19.81 and I play on mobile

  • 0
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    Good idea

  • 0
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    Calibrated sculk sensors need to drop amethyst pieces when mined without silk touch.

  • 0
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    Ye boi

    Great for red stone boi

  • 1
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    what if you can right click a block on the Calibrated Sculk Sensors it will only send a Redstone signal of 5 or 6 ween the block is used or placed 

  • 1
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    Is it possible to add a "do NOT listen" mode by adding a comparator in Subtract mode?

    Currently you can add a comparator to filter to that sound, e.g. volume 3 = Spyglass and Horn for example.

    I would love if you could add a feature that switches OFF listening for a spyglass if you change the comparator to Subtract mode instead.

    This would be useful if you want player actions to be listened to, but not random mobs. You can add a comparator with signal 1 and it will ignore footsteps and bats etc, but still listen for ALL OTHER sounds.

     

    It absolutely does not need to be a comparator, I would just be happy if the change could be implemented in some way. 

     

    Thanks!

  • 0
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    SculkSensor should provide different signals when playin notes in NoteBlock

    I really like the current Calibrated Sculk Sensor, but when I used it for red stone wireless transmission, I found it difficult to create different sound frequencies. Some devices that produce sound are large and not practical, and they are not as good as wired transmission. Additionally, the sound frequencies of the note box are high and low, and the frequencies obtained by the Calibrated Sculk Sensor cannot be the same. Therefore, I want different tones of sound to return signals of different intensities, Through the combination of the note box and Calibrated Sculk Sensor, simple wireless transmission of red stone can be achieved,and due to different frequencies, there will be no mutual interference. Thank you

  • 1
    Registered User commented
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    SculkSensor should provide different signals when playin notes in NoteBlock

    I really like the current Calibrated Sculk Sensor, but when I used it for red stone wireless transmission, I found it difficult to create different sound frequencies. Some devices that produce sound are large and not practical, and they are not as good as wired transmission. Additionally, the sound frequencies of the note box are high and low, and the frequencies obtained by the Calibrated Sculk Sensor cannot be the same. Therefore, I want different tones of sound to return signals of different intensities, Through the combination of the note box and Calibrated Sculk Sensor, simple wireless transmission of red stone can be achieved,and due to different frequencies, there will be no mutual interference. Thank you

  • 1
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    I don't really know how to comment on that because I bad at redstone, but in village and pillage update trailer there seemed to be a different variant to redstone, and it looked like bluestone so will this be added? 

  • 1
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    I think it is amazing but would love it even more if the targeted signal can be toggles like noteblock which allows machines to be more compact, but ofc not removing the original signal strength input design.

    maybe have it toggles from 0-15, so when it is at 0 it will just work as it is right now, but if it has a value then it will detect only that specific strength unless there is a input to the purple side, which it will prioritize that input strength

  • 0
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    OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  • 0
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    I think the idea of the calibrated sensor is neat, but the method to calibrate it to 1 of 15 frequencies seems clunky, and would not be readily obvious without looking up a chart detailing what sounds are included at each frequency. I think a system where the player could choose one specific vibration type would be better, and the way to calibrate it would be similar to locking repeaters. When the sensor does not receive a Redstone input, it will detect any vibrations, and its cool down would be longer. If a redstone input is applied to the sensor while it is on cooldown from a specific vibration, that vibration becomes locked until the Redstone input turns off. While the sensor is locked, the cool down is much shorter, and it can only detect the specific locked vibration, and no other sound would be detected.

    I believe this would make the calibrated skulk sensor much more user friendly and much more adaptive in Redstone. Also, providing context for how to use this method in the ancient city room is also a great idea that many others have also commented. Thanks for listening to my rant!