Sculk Sensor FeedbackPinned
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!
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