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Sculk Sensor Feedback

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  • 2
    mono8326011 commented
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    i liked how they acted in the footage better. They should shake when they hear anything, instead they are always animated and only glow when activated

  • 3
    Xastabus commented
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    Waterlogged Scullk Sensors being silent is very appreciated. It would be nice if that also disabled the particle effect so the Sculk Sensor could be completely hidden.
    It would be nice if Java Edition could get waterlogged Repeaters and Comparators as well. 

    The 40 tick cooldown is good for preventing it from activating too frequently. The same effect could be accomplished with a pulse extender if a longer cooldown is needed.
    It would be nice to be able to interrupt the cooldown by sending a direct Redstone pulse into the Sculk Sensor. That would allow builders to set a custom cooldown length with existing Redstone mechanics.

  • 1
    HypnoBaryonx commented
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    My sister tried out the beta and we liked the skulks! but the only thing she noticed is  the skulk can still detect the sound on wool, usually wool absorbs sound. 

  • 1
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    Tbh i think it should detect doors or pistons so it can be used for red stone

  • 2
    xnep1 commented
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    This sensor needs a way to teach to it which sounds allow or ignore. This will be more useful than frequencies.

  • 1
    Bryan Massey commented
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    The Sculk sensors are very alien-like. Are there going to be more things like it coming to the biome that it lives in?

  • 1
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    i think their could be more craftable types for this block only sending signal for certain things eg walking tnt exploding or mob noises, this might be to complicated but i think it could be helpful in redstone contraptions with friends and on servers 

  • 1
    mjfan2004 commented
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    powering the sculk sensor could have it only react to one type of sound

    right now they react to everything equally even with wool to control direction it greatly limits its use if u want to detect a certain action when it can still be activated from walking 

  • 1
    DarthJames07 commented
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    1.Frequency is good,otherwise it could be a bit higher,but not too high or it'll be OP.

    2.This confuses me...

    3.Yes,though did you know that sculks can't hear any vibrations that are inside of powder snow?So when you walk in powder snow they can't sense it?

    4. Maybe make a certain type of sculk sense anything but footsteps or other things like jumping and placing blocks? Maybe there can be a contraption that has a mechanism to allow sculks to only hear certain things? Or something along these lines.

  • 1
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    White Wool should occlude every Vibration Frequency, but all the other Wool colors should occlude everything BUT a specific frequency. (e.g Red Wool would occlude every vibration except Frequency 14).

  • 1
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    He's running in six.

  • 2
    Radsplatwoomy commented
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    Ok, so after some testing out, I figured my only problem is the actual particles. It has it's ups and downs, but there should be away to either deactivate or activate the particles but with the option of it being either waterlogged or not. Most other problems I have can all be kind of fixed with redstone, so keep up the good work, Mojang!

  • 2
    Wormerer commented
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    Another simple idea about Sculk Sensor sensitivity. What if higher frequencies could override lower ones? For example, when the Sculk Sensor detects Walking (frequency: 1) it ignores all walking vibrations for 40 ticks, but then Swimming (frequency: 3) can activate it again and restart 40 ticks cooldown. This allows us to filter out more frequent or low priority vibrations, but still remain sensitive to higher priority ones.

    So for example, if I open the iron door to my base (frequency: 11) nothing happens. But if someone tries to break in by breaking blocks (frequency: 13) this activates the intruder alarm. Without this change intruder could just temporarily disable the sensor by simply walking or jumping.

  • 2
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    I think there is a discrepancy between walking and going up stairs that needs to be fixed. Going up slabs and stairs should have the same signal as walking. I was making an automatic staircase and its extremely easy going down, but going up is tricky and usually doesn't work unless I go side to side to trigger the sensors.

  • 1
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    ابالتنتاااات

  • 0
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    🐶❤️❤️❤️🇷🇺

  • 1
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    ☺️🐶❤️

  • 1
    N1CK3F commented
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    In minecraft 1.16.230 beta the sculk sensor had a bug its kinda like this, when I shoot an arrow or a snowball near it, the sculk sensor reacts early like before the projectile lands it would start reacting. Its like an impatient sculk sensor. So Mojang should squish this bug like right now

  • 0
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    Sculk Sensor is really cool but its only on creative inventory, can you please make get it on survival like buying it from Wandering Trader or other Villagers. This will be fun make wireless redstone creations on Survival Worlds.

  • 1
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    Instead of water, which can affect redstone, what if you could "snowlog" the sculk sensor with a single snow layer. Snow muffles sound and vibration, and cold slows things down. Or you can snowlog them in ADDITION to waterlogging them. The snow could increase the amount of time between detections or make the range smaller. It will also look cool as a moving plant in builds with snow and snow layers.

  • 1
    MLY6964 commented
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    It would be cool if they generate somewhere, but the warden and dark caves are coming in the second part of the update.

  • 0
    lil qt fox commented
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    Absolutely useless like mechanism part.

  • 0
    danjhop4 commented
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    re add them to creative  menu

  • 1
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    For a wider range of meaningful actions a Sculk Sensor could detect, you could fine tune the categories to include distinct, unique values for each mob and action. For example, in the "Step" category heavier Mobs could have a higher signal value than smaller Mobs.

    This would afford players the ability to more precisely calibrate their traps, doors and other redstone contraptions granularly (ex: humanoid only traps that ignore large and small mobs), in ways previously only available with a command or data pack, all in Survival.  

    There are some actions like drinking or placing fluid that don't need to be distinct, but there is a lot of room for nuance when it comes to things like mob interactions, block placing/breaking and interactions with blocks and containers. Even eating certain food items could be distinct from each other. It can be very intuitive, a spectrum of heavy/light, soft/solid, quiet/noisy, small/medium/large (a Lectern and an Anvil having different signal strengths when used is a logical expectation to me).

    Best of all, the Wiki could simply include a mob or items Sculk Values in its entry so players can quickly reference them when using Sculk Sensors.

  • 1
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    I have to agree that a Sculks animation should be like it was shown at Minecon, shaking when it detects and is still when "inert". For accessibility reasons, this would be beneficial for deaf and hard of hearing players who could rely on the immediate visual aspect of the Sculk Sensor, its pretty easy to miss the little vibration wave.

  • 2
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    Another poster mentioned using colored wool to control the frequencies and its honestly a very elegant solution. There are 16 colors of wool. Use one (white) to block all signals, and use the other 15 colors to block the 15 specific redstone signal strengths. Its honestly perfect, and could work really well with my other suggestion to give every mob and action a unique, distinct value. With this it could be possible to make it so a Sculk could only detect a single, specific event. Mix THAT with Snowlogging using snow layers to muffle the noise and you have a highly specialized redstone component with endless uses.

  • 1
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    Please change the sculk censores texture

  • 0
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    Una buena opción para el sensor sculk, es que Al explotar una dinamita, la explosión de un wither, o cualquier ruido fuerte en el juego pueda "aturdir"o "dañar" el bloque por un tiempo, y que no detecte nada por ese tiempo.

  • 0
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    The frequency of a walking player and other mobs should be different, I agree.