The new Sculk Sensors look really interesting, and im excited to test them out, but what if the vibrations could be more or less significant depending on what caused the vibration?
for example;
Heavy Vibration - (visual clue; londer 'rattling/particle effect) this could be effected by an Anvil Dropping, players falling from a deadly height (its all in the name of redstone,) an Iron Golem/Ravager walking or a fully charged bow/crossbow - 15 blocks range
Medium vibration - (what it is now) this would be mid-charged bowshot, players/mobs walking (including the horses, donkeys and mules + their undead versions,) gravel falling, or players falling from hurting but not deadly heights.
last but (technically) least
Light vibration - (no video cue, just low audio) this would be from baby mobs walking, sand dropping nearby, or quick fire bowshots and snowballs.
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