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105

Walking on wool should not produce vibrations

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  • 4
    Registered User commented
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    Yes

    and slime and honey too

  • 2
    Registered User commented
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    It makes a lot of sense you have my vote

  • 1
    Registered User commented
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    Good!

  • 2
    Registered User commented
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    This would be perfect for setting up sculk sensors to detect a specific sound. Right now, even if you have a setup that only allows certain signal strengths through, simply walking nearby it still activates the sculk sensor which means that it can't detect anything else for 2 seconds, so sculk sensors are still very susceptible to interference that might cause it to miss the vibration you're actually looking for.

    For example, what if you wanted to detect when someone shot a projectile? Well, they would have to walk into the sculk sensor's range, which would activate it, leaving you with 2 full seconds of absolutely no detection every time they took a step in it's radius. You would have to manually try to stop the interference by standing still for 2 seconds then shooting, which kinda defeats the purpose. And it will be pretty much impossible to use in mob farms because the overwhelming amount of walking vibrations will keep it constantly activated even if that signal is going nowhere.

    Walking is the big problem here but I think it should also muffle the Hit Ground and Projectile Land events.