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Sculk Sensor Particular Frequency Reciever Mechanic ( Clever Mechanic )

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    what's the point in detecting the strength of a redstone signal if you can just use the same redstone signal?

  • 7
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    justinh 05 I think you misunderstood, in most cases sculk sensor ability to detect every frequency values and gives a different redstone signal strenght for each frequency value isn't worked well for many redstone contraption. So the point of the idea is to add an ability for sculk sensor to ignore every frquency values Except the one you chose to not. With that, the sculk sensor will has much more flexibilities than before and will fix those isues without replacing its original feature.

  • 4
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    Interesting idea, i think this mechanic should've been added before by dev

  • 7
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    I'm a little bit confused at first, but this is actually dope. I hope this mechanic will be added in the next snapshot cuz sculk sensor now is kinda janky

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    For someone that didn't understand yet, it's basically an upgrade for sculk sensor, so the sculk sensor can choose whatever frequency level ( just one ) it will detect using Comparator. Quite minor but really useful i think

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    I know it's a bit late but, here's some additional details :

    • "What will happen if there're more than one signal strength coming towards it?"

    = It will choose the strongest signal strenght

    • "What's the point to having this mechanic if we can just make uses from the output signal strenght?"

    = In simple contraptions it might not be very useful, but when it comes to bigger contraptions, you will understand why and how useful this mechanic/feature

    • "Is there any way to give different signals strenght from one input?"

    = There is, You can use Comparator to adjust it and combine it with adjustable redstone source like Lectern, Cauldron, Chests, Cake, and Much more

     

    That's all for now

  • 2
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    That's listen as a good mechanic! So, the test signal forma the sculk sensor must come directly from a comparator, no?

  • 4
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    I had this idea too since it's useful. If you want to make a contraption that detects the player, let's say, placing a block. With the sculk sensor as it is, the player can create any other vibration (such as walking) which will activate the sculk sensor. After detecting the vibration from walking, the sculk sensor will output a redstone signal for 2 seconds. During these 2 seconds, it can't detect any other vibrations, and a player can thus place a block undetected. By allowing the sculk sensor to only be able to detect certain frequencies, you can prevent players from "distracting" the sculk sensor with a different source of vibration (this explanation was just to clear things up for people confused). I had the idea of powering the sculk sensor with a comparator instead of a normal redstone signal, as comparators only go one way. Thus

    - A comparator LEAVING a sculk sensor will output a redstone strength based on the frequency detected (like in the game now)

    - A comparator ENTERING a sculk sensor will only allow that sculk sensor to detect a specific frequency 

  • 5
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    Shrimples2723 That's a great explanation. Using only comparator is my first thought when making this idea, but then when we think about it, it's not a matter at all. Say the input is a redstone dust then the input itself will get powered by the sculk sensor when the sensor goes off right? It will change the input signal strenght during that however, the sensor won't detect it because of what you said before, "the sensor won't detect anything during activated".

    So logically, it doesn't matter if we use comparator, redstone dust, repeater, or Observer for the input. It will works the same ( even will give more possiblities and flexibilities ). ( however any powered blocks, and redstone components that i wasn't called before can't be the input because it doesn't straightly power the sensor )

  • 0
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    You either predicted or inspired the calibrated sculk sensor.