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!
88 Comments
Please sign in to leave a comment.
-
There should be a muffled version of the skulk sensor that makes no noise when it detects sound
The limit of only 15 frequencies can not quite contain all of the events in game that it detects. While you can manage with them, I believe that it should have a different method for detecting specific things. When a sculk sensor is activated, and you during that activation lock it with a powered repeater going into it, the sculk sensor would only be able to sense that type of event until the repeater is unlocked. This would give a simple method for choosing what event to detect and would remove the limit of 15 categories. Please consider this.
Perhaps in order to add new functionlaity to Redstone as a whole, the skulk sensor could send a signal strength of 16 depending on how large the vibrations are. For example, they could react to things like TNT and Goat Horns with a comparator outputting 16 signal strength.
I'm not sure how this would affect redstone machine functionality, but I feel like sculk should work when waterlogged. A dev tweeted awhile ago that they decided to have sculk sensors work in the rain and not be constantly set off by it, and the theory was that the sculk would adapt to its environment and eventually not sense it. So the idea that they adapt to the rain but not to being underwater doesn't make a whole lot of sense to me.
Skulk Sensor should detect Boats
Using Elytras should be put in the same category as mobs flying/flapping as there are not many mobs that do that and they could then be used as a distraction. I still think players walking should be separate from mob walking as there are a lot more mobs to distinguish than the 3 or 4 mobs that can fly
Sculk sensors should be able to detect when the enchantment table opens and closes its book. This would make a great player detector.
Sure
I feel it would be cool for the sculk sensor to in some way only detect player footsteps. This would be helpful for automatic doors or something like that, so you don’t have to worry about a creeper or other hostile mob coming into your base. Obviously, this would be another variant, and what would it be named? That’s something to come up with.
If the sensor is water log it range should do down from 15 to like 7 or even like 8.
When you set fire to sculk sensors the must not hear sounds, this will help us a lot in redstone builds so that sculk sensors don't hear vibrations when you don't want them to . You can even add a cooldown after extinguishing the fire to not hear vibrations .
The skulk sensors are almost perfect as they are, but the cool down should be reduced to either thirty five or thirty. The delay you implemented was well intended, but it ended up hindering the operation speed of many machines that would otherwise be extremely efficient.* As for the waterlogged silencing, I absolutely LOVE it. The silencing is great for traps, and the fact that it has to be waterlogged makes it a challenge to integrate into your redstone and prevents it from becoming overpowered.
*not to be confused with overpowered
I think the Skulk Sensor is a great block it's just I'm a person that likes everything to look good and be very detailed.. I think the Skulk Sensor just Isn't at that point yet. When It's activated the grass texture on top doesn't look to pretty in my opinion the old grass texture looks a lot better not gonna lie, and the grass could look like Its vibrating when activated that would be perfect!
s.bruce.fullerton commentedComment actions Permalink- Edited
- Report Comment
- Comment actions Permalink
IDEA: carpet eclusion, works differently from wool eclusion, when a carpet is placed in the sculk sensor, it makes the sensor's detection radius smaller.
alternatively, you could make it so that any sound made on a carpet does not affect the sensor.
i cant seem to get any color of wool to block vibrations to the sensor. would be cool if different colored wools blocked different types of vibration
Waterlogged sculk sensors should have the vibration level halved (rounded down) when the vibration source comes from outside the water body it's in.
If a sound with a higher frequency level is detected during the cooldown, it should override the previous redstone output.
If a sculk sensor is on the receiving end of a comparator, it should focus only on sounds of the frequency of the comparator. It would fix the problem with listening to the wrong sounds, and could also create more interesting contraptions, like requiring a different sound to activate it depending on what music disc is in a jukebox. It would also allow you to turn off the sensor by not powering the comparator.
I think Skulks should have a louder sound depending on how noisy was the sound they captated, as well as making the animation longer
They should send a blue "aura" when they captate any sounds, it would be the range which Warden can hear the Skulks, this range should also variate depending what sound it did captate. Louder sounds should also have a bigger range were Skulks and Wardens can hear them, sneak should make some noise, but only skulk sensors would hear, the aura Skulks send would be so little that Wardens need to be just aside the sensor to notice it
Their idle animation is kinda wierd as well. I guess any living being woundn´t move that much while trying to hear things
Ah! One more thing. Make them dance when they hear a music, this would be soooo cute
You could have it detect much more then 15 things and distinguish between them by outputting different signal strengths on different sides - it would be a strange directional thing. If the different groups made sense, for most applications you would only take an input of one side (e.g. side A gives 1 for step, side B gives signal strength 15 for player, side C signal strength 3 for leather boots while side D gives 2 because it's 8 blocks away). Naturally this would need a lot more design, but it's a way to solve that problem.
A feedback: sculk sensors should be made renewable, perhaps from bonemealing those sculk patches on the ground seen from Minecraft Live.
I would like to know how far away they can detect noise from and how far they can transmit it to other sensors from.
I love the idea about Sculk Sensors not making a sound when they are waterlogged. The absence of sound coming from waterlogged sculk sensors would allow for cool underwater decoration as well as silent Sculk Redstone.
1. I think the 40 game tick cooldown could go down to at most 30, I believe 15 would be best as that would mean if it is in an RS system the cooldown would NEVER intersect with a change in state.
2. Could we get a wool slab or something equivalent that would not transfer power down. I have some cool things that would be cool for this.
3. I think that making a sculk sensor to not detect specific frequencies (like walking) would be cool and help compact some RS contraptions more.
K would like the skulk sensor to detect every sounds, including note block, music disc playing, tnt explosion, any mob sound, arrow thrown, doors, ender pearl or snowball thrown, lighter used, sword used, item getting enchanted, using anvil, planting anything, firework used, potion used or thrown..... well detecting everything apart moving liquids. That's it. A block with lot of potential.
Post a new comment: