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Sculk Sensor Feedback

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  • 0
    oscar.qc commented
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    Por no puedo jugar multijugador

  • 0
    AbstractCo commented
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    There should be a muffled version of the skulk sensor that makes no noise when it detects sound

  • 3
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    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.

  • 1
    F4Dayz commented
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    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.

  • 1
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    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.

  • 2
    vgolf31 commented
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    I think Sculk sensors should be activated by an enderman being agitated by a player looking at it, so you can get a redstone signal from looking through a painting or transparent block.

  • 3
    cranzag commented
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    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

  • 0
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    Sculk sensors should be able to detect when the enchantment table opens and closes its book. This would make a great player detector.

  • 0
    LastBroFistt commented
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    Sure

  • 1
    NotKaosYT commented
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    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.

  • 1
    CurvedCrib13 commented
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    If the sensor is water log it range should do down from 15 to like 7 or even like 8.

  • 1
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    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 . 

  • 1
    Sengi king commented
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    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

  • 0
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    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!

  • 3
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    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.

  • 2
    EliteFunk85 commented
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    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

  • 0
    Maxim Pilote commented
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    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.

  • 5
    SprouSprou commented
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    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.

  • 0
    Hydragon5 commented
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    I haven't tested it out yet because I play on a Nintendo Switch Lite, but I think that the vibrations should appear to let you know when the Darkstone, or Deepstone cave is nearby.

  • 0
    Mayhenfrenzy commented
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    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

  • 0
    TheSamGraven commented
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    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.

  • 1
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    A feedback: sculk sensors should be made renewable, perhaps from bonemealing those sculk patches on the ground seen from Minecraft Live.

  • 1
    AVF AVFF commented
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    There should be some kind of potion or enchantment that make skulk sensor not hear your movement. But that should not work on warden. Warden should be able to ear you anyhow.

  • 0
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    I would like to know how far away they can detect noise from and how far they can transmit it to other sensors from.

  • 1
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    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.

  • 0
    NegativeLite commented
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    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.

  • 0
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    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.

  • 0
    Isaac Annear commented
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    There are 88 comments as of now and I am not sure if someone has said this before me. Anyway I read a comment about how skulk sensors are very easy to detect. Normally this would be negligible, or perhaps it would widen the uses of skulk sensors, but in some cases it causes it to become less effective, i.e. in traps.

    Perhaps one could silence the sensor by enchanting it via an anvil with Silk Touch, or concealing the particle waves by throwing a splash or lingering potion of invisibility on the sensor. I know that potions don't last long, so I came up with the idea (excuse) that skulk sensors retain the effects of a splash potion long after any other mob does (which really doesn't mean much if you were a sensor unless it meant you were more stealthy), say 1000 times longer, if it does not cause harm to the sensor. However, if you used a lingering potion on the sensor the effects would be permanent.

  • 0
    Isaac Annear commented
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    In the case of lingering potions the radius of the potion would slowly decrease throughout the duration of the potion, but in the case of both potions, the colorful pixels (blue pixels) of the sensor texture would become translucent.

  • 1
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    I think the sculk sensor should be able to sense block powered by redstone (when a lever is flipped on the block it is attached to is then powered by redstone) so we could build like, a lever on our wall that could turn on defenses. They way it already is if the sculk sensor was under the block that had the lever and the lever was flipped nothing would happen. It the block was directly under the lever then you might accidentally trigger your defenses by just walking over the block that the lever was above. It doesn't make sense that redstone charged blocks should put out vibrations but I would like it.