Sculk Sensors slipped into snapshot testing in recent weeks and with players now having a preview version of the feature to experiment with, we're looking for your feedback!
For those of you who have been able to test out the block, we want to know the following:
- How do the current frequency ranges feel?
- We are limited by 15 values and have to squeeze in many different actions into such a small space, but our goal is to allow players to detect individual actions meaningfully. Our current approach is to clump together actions that usually you wouldn't find happening together at the same time in a normal scenario. Are there any overlaps where this could be improved?
- How do you feel about Sculk Sensors being silent (not making any noises) while waterlogged?
- Currently, Sculk Sensors have a 40 game tick cool down when they're activated by a vibration, during which time they cannot detect other vibrations. For contraptions that are trying to listen out for specific actions, this can mean that simple vibrations like footsteps can "occlude" the actions they're trying to detect. Are there any suggested design changes that might be able to resolve this problem?
Let us know your thoughts, feedback, and suggestions in the comments below, and look out for future updates to this post as sculk sensors continue to improve!
87 Comments
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1. I think the range is in a good spot but I feel like the range needs to be adjusted or have the option to be adjusted in the context of the deep dark since torches should be heard when placed but the fear of not knowing beyond the light is terrifying. maybe the option of range increase up to fifteen when placed on certain blocks like skulk blocks/growths and or blocks present in the deep dark
2. Personally, i the current system is good but don't take my word on it
3.I think it being waterlogged is awesome but it does affect Redstone. I think options are nice and I think carpets are a good way to silence the vibrations and I would like sculk vibrations to travel faster and be more audible when players are underwater.
4.The sculk frequencies are amazing but a way to recognize certain sounds are needed. I think a way to do this is to have the option to power/lock the sensor. When an action is performed, it'll lock the sculk and it will only recognize that action. This isn't intended to replace frequencies since programmed sculks will only produce a signal strength of one to reduce it's potency. and to revert it just remove and place it. This way, we can fit more vibrations without affecting what's good about them right now.
The sculk sensor is absolutely great, however, the frequence of a walking player and other walking mobs shouldn't be the same. It would be good if there was a difference, because then you could make automatic doors without the fear of having your house filled with creepers.
The waterlog thing is good. I'm not sure but I think there is still this vibration wave travelling from the sound source to the sculk sensor. You should delete it because if it stays like this, you can never hide sculk sensors completely.
I'm not sure how easy this would be or if there was a reason this was not done, but Sculk Sensors could still detect other movements when they are activated, and the frequencies that give a higher redstone output would just overwrite the lower redstone output. As for Sculk Sensors detecting other Sculk Sensors, they could be made to occlude sound like wool so they don't activate each other
I was just thinking, if people do want to use the Sculk Sensor without its sound, it may be difficult to use since redstone (in Java at least) isn't water-loggable. Still, I suppose there are other ways to transfer the signal, such as pistons or rails.
I have also seen various posts about being able to control what frequencies the Sculk Sensor can detect. Wild Sculk Sensors could try to detect them all at once, but once obtained they could also be set to only hear certain frequencies, allowing people to better differentiate them.
Sculk sensors are currently really hard to manage in redstone contraptions because once you place them down, you couldn't really work around them. A solution to this would be to temporarily deactivate the sculk sensor with a shovel. The time the sculk sensor is deactivated depends on the tier of the shovel; gold is 5 seconds, wood is 30 seconds, stone is 1 minute, iron is 20 minutes, diamond and netherite is 5 minutes. Sculk sensors will not emit vibrations when "waking up", and if your shovel has silk touch (for balancing), it will not emit vibrations when deactivating the sculk sensor.
Silent Sculk sensor is really useful in contraptions and traps, but the particle doesn't get 'silent' too.
Sculk sensor would be completely silent if the particle is invisible when waterloggedI would say something awsome that would help with the tick cooldown is that you could set skulk sensors so that they only detect sounds at a certain level or above(for instance if you set it to 10, maybe by right-clicking it ten times, it would only detect vibrations with a level of 10 and above).
Schneppi mentioned Sculk Sensors detecting players and mobs as the same thing. While this may be a complicated solution, one idea is that wild Sculk Sensors detect a range of categories, but there could be a way to make them only detect one category. For example, instead of simply detecting walking, they could then detect what mobs are walking, or if something is running, etc. They could even be narrowed further to detect only one thing
should we be able to place redstone in water? If so, that would help, because you can use water to temporarily deactivate the sensor while building the contraption.
Another possible mechanic: throwing splash water bottles "stuns" the sensor for a bit of time
Side note: you can't place redstone in water on bedrock either
Another thing: in 20w49a there was a texture of a "calibrated skulk sensor." This could be used so that it only senses the first vibration it hears, which could be useful for redstone stuffs.
Waterlogged sensor should also make the vibrations invisible, as it would allow them to be even more useful for not being detected. Sounds preventing other sounds from being heard is a very big problem. Maybe there should be some way, maybe blocks that offer partial occlusion, meaning only occluding less output vibration types and blocks that prevent strong vibrations.
I think there should be a way to make them deaf for a determined period of time so we can make contraptions or traps much easier and without the sculk sensor activating constantly when we break a block. I think we should use amethyst blocks or crystals as a way to make them deaf.
Concerning the waterlogged feature, I think making it completely silent would make traps 100% indetectable, however for devices that AREN'T traps, having silent sculks would be nice. At the moment the only fix i have for this would be to have waterlogged sculk sensors' noises be reduced by half, or more, but not set to zero.
1. The ranges feel okay, although I think another frequency should be added for "special entity actions"
2. The frequencies seem good to me overall.
3. I like the waterlogging with sculk sensors.
4. the 40gt delay makes it difficult to detect certain vibrations. Often times when players want to detect something specific, the vibration becomes "contaminated" by other frequencies and it becomes difficult or impossible to detect something because of it.
My main feedback here is that I think an additional event should be added: Special Entity actions
These would include motions made by entities that are currently undetectable. A couple of specific examples would be parrots dancing to music disks, piglin dancing, making pets sit/stand, etc.
I currently have two suggestions for sensors:
1. Visual issue - the animation of sensors in "inactive" mode should be very slow, calm and accelerate rapidly when receiving vibration.
2. Detection issue - we can determine that the sensor gives a higher signal the louder the sound. If a note block could be placed under the sensor and check that its height affects signal reception, this would be good for sensor restriction. A note block of 3 would make the sensor only detect signals from 3 upwards. A note block of 15-24 would make the sensor detect only vibration sounds at level 15.
I think It would be a useful idea for instead of using a comparator to diferenciate different tipes of vibrations, to be able to give the block different strengths of redstone and the sculk sensor would just detect vibrations that match with the redstone strength so that when you just want to detect one vibration you do not to have to keep yourself without activating the sensor by simply walking. I don't know if I explained my idea good enough if you have questions ask them.
What about if you right click the sculk with a item so he only reacts to that specifict item sound?
Example i will give the sculk a piston so now on he only will react to a piston sound movingSo walking creates vibrations which is understandable but what if wearing leather boots occluded the vibrations from walking. That way you can walk around without setting anything off that you don't want to.
I think the Sculk Sensor cooldown time should be halved to 20 ticks.
First off, I don't think sculk sensor should hear sounds when underwater. Since it is alive then that thing is not adapted to work while waterlogged. Implementing a block that can only detect vibrations in these conditions is needed or at least a variation of sculks.
In regard to sculk frequency ranges I see it ok but an exterior gadget to adjust this more accurately should exist. It could be a sculk-related thing or whatsoever. Anyway, being the sensor a living thing I think it feels more natural to not be so precise at vibration detecting.
Also they are hard to work together with considering that when every time you place something it starts to non-stop activate. Now that they belong to darkness daylight should somehow inffluence over them. This can bring a solution to the issue like by the day detecting certain frequencies while others at night time. It would be amazing that this block could be placed upside down when on ceilings or walls.Loved the idea from ShadowLord104 wearing leather boots occludes footsteps. This is a solution as well.
I think the frequency values could still do with some work (just IMO), one thing that really stands out is flap, which is only for bees and parrots. I think this would be much more useful as a general mob step
I also think too many things are piled onto the higher values, for example containers opening and closing could possibly be moved down to 4 and 5
I'm also personally not a fan of lightning strike being a thing that gets sensed as that can't be controlled by a player and a lightning strike detector already exists in the form of the redstone output from the lightning rod
As for sculk sensors being waterlogged and not making any noise I think that's a good idea but might be annoying because a misclick with the bucket could destroy a bunch of redstone, a good alternative could be adding snowlogging into java and having that mute the sensor, an alternative that's less tricky to code could just be having the sculk sensor on top of a wool block silencing it
I don't know if a solution to spamming a sound to prevent a sensor from sensing is a problem that can or even should be solved as it seems like an interesting bug to be sorted in the contraption itselfWaterlogged sculk sensors should delay when the vibration is absorbed, and extend the length of time in which the signal is produced. I also think that if you wear leather boots, you can walk near sensors, but running still trips them.
I love the idea of waterlogged sculks. I would suggest that sculk sensors could be tuned to certain frequencies like a note block, and comparators would be able to filter out what caused the sound (player, hostile mob, etc) or vice-versa. I would also like to see the ability to adjust the detection range based on what blocks are below the sensor (amethyst blocks = 8x range, tuff = 0.5x, gold = 5x, etc)
I feel that there should be difference in different mob sound from using a comparator. Creeper wouldn’t have as much of a redstone output as a iron golem and ravengers would make more redstone output then iron golems. And player would have its own redstone output because you could just have doors and no mob is able to come in.
For me the Sculk Sensor is amazing, I would only change one thing: that with a /gamerule or somehow you can change the vibration detection range and the time it takes for the vibration to reach the Sculk Sensor.
I feel like adjustable range could useful, and be done with the blocks placed beneath the sensor, similar to the note block noises.
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