X

NOTICE

Are you sure you want to report this?

190

Sculk Sensor Feedback

Pinned

142 Comments

Post a new comment:

Please sign in to leave a comment.

Sorted by oldest
  • 0
    Registered User commented
    Comment actions Permalink

    please add to pocket 

  • 0
    Registered User commented
    Comment actions Permalink

    I think sculk sensors could react to jukeboxes with a signal strength of one, so when there is a jukebox playing they do not do anything else, making them easier to build with.

    Also, I think if they toggled the signal they could hear depending on the instrument and tone of a note block they were on it would be very useful because they could sense exclusively one specific sound.

    I also like the idea of snow-logging the sculk sensors. (and wish things could be snow-logged in-game [in Java too if it is already in bedrock])

  • 1
    Registered User commented
    Comment actions Permalink

    on bedrock wool does not remove the detection of sound

  • 0
    Registered User commented
    Comment actions Permalink

    1. The frequency is satisfying to listen

    2.I would like it to make a very quiet sound when waterlogged

     

  • 0
    Registered User commented
    Comment actions Permalink

    mob footsteps should be different to player footsteps

  • 0
    Registered User commented
    Comment actions Permalink

    How about a sound limiter using item frames and blocks placed on item frames to limit the type of soind a sculk sensor can detect.

    The best way to limit a sculk sensors sound detection is to put an item frame on it and the item that makes sound. Then that sculk sensor will only detect that sound and nothing else.

    Example: Boots
    Therefore the sculk sensor only detects walking mobs or mobs with boots or the player with boots.

    Example 2: snowball
    Therefore the sculk sensor only detects snowballs

    Example 3: put one type of colour concrete on each sculk sensor so that those sculk sensors can only transmit that type of sound to sculk sensors tht have the same concrete block placed under them. (Viola - You now have multiwired wireless redstone)

    Sculk sensors in their raw format are detected by any sound. Putting an item on an item frame can limit what sound the sculk sensor hears.

  • 0
    Registered User commented
    Comment actions Permalink

    Sculk sensors should not make sound when underwater and waterlogged. The same goes for other waterloggable blocks. They should not make sound.

  • 0
    Registered User commented
    Comment actions Permalink

    [New Idea] I feel like this is a golden opportunity for vertical redstone. How about we use the vines that are in the nether as directional signal transmitters. The blue vines transmit sound signals up when places on a sculk sensor, and the red vines transmit sound signals downward. Also, the limit would be 15 vines per sculk sensor placed on it, just like redstone with repeaters.

    Or if you dont want to use nether-based vines, we can use sculk sensor vines instead, transmitting redstone signals from one sculk sensor to another.

  • 1
    Registered User commented
    Comment actions Permalink

    I have an idea that in the deep dark when the Warden gets closer, any sculk sensor nearby will start acting strange. This serves as something to add to the spookiness of the Deep Dark. (This may already be planned and I just came up with the same idea lol)

  • 0
    Registered User commented
    Comment actions Permalink

    Tamable foxes.

  • 1
    Registered User commented
    Comment actions Permalink

    They are awesome they change Minecraft entirely. I like the feature were you can make power poles witch means you can have a secret base and go to your normal base and if someone is near your base it can send a signal.

  • 0
    Registered User commented
    Comment actions Permalink

    well the Sensor sounding like an animal makes it fairly alarming, or creepy, but this still makes me wonder if Windows ten and Java will become balanced, relying on how frequently their updated, but this redstone entity is quite a neat fellow, i just can say it's a little disturbing how meaty it sounds when you break it...

  • 0
    Registered User commented
    Comment actions Permalink

    I think sculk sensor waves should move faster through metal,because in the real world sound does.

  • 0
    Registered User commented
    Comment actions Permalink

    Please if you are adding sculk sensor add warden mob also in java 1.18 or any future versions, it will look cool. Because see the sculk sensor is literally the warden's head and how will we get it without killing the warden.

     

  • 0
    Registered User commented
    Comment actions Permalink

    >Are there any suggested design changes that might be able to resolve this problem?

    Have Sculk Sensor behavior altered by the type of block it is on and/or surrounded by.

    E.g. snow could be used to turn it off as it is an excellent dampener.

    Perhaps sand would only allow the strongest signals through.

    Could have other blocks filter for specific events. E.g. soul sand only lets signals from undead through.

  • 0
    Registered User commented
    Comment actions Permalink

    This isn’t specifically regarding skulk sensors so much as incorporating a feature they use into gameplay. I think a really great feature to add would be making wool block out noise for the player as well. Much like the skulk sensor it could either muffle or mute sounds beyond the wool. I know this comment will likely never be reviewed or considered and I’m sure you’ve gotten plenty of these I just feel it would be a very interesting game mechanic.

  • 1
    Registered User commented
    Comment actions Permalink

    One idea I had is to have some blocks alter frequencies that pass through them. The fifteen current action groups are a great default. They are a mapping between actions and power levels. My idea is that the mapping gets changed when a sound goes through particular blocks.

    -This would allow for more precise sound detection- and effectively remove the 15-frequency limit. 

    -This could potentially give more technical function to decoration or niche blocks.

    For example:

     - Amethyst Blocks could change the mapping to output the action's pitch

     - Path Blocks could map various mob's footsteps to each power level

     - Magma Blocks could map various fire events to each power level

     - Soul Sand could map various mob's death sounds to each power level

     - Coral Blocks could map various water sounds to each power level

    In other words, when a sound passes through a block, it changes what actions are mapped to which power levels. This shouldn't apply to every block, but even with a small list of blocks, it would dramatically increase the precision of the skulk sensor. 

    // For the Developers:

    /* Code-wise, I'd imagine that each sound event would store its source, and then store its corresponding power level. When it travels through one of these blocks, it checks a static, designer-built array; setting its power level to the one designated for that particular block and source. When it reaches the skulk sensor, it will make the sensor output the level it currently is storing. */

  • 0
    Registered User commented
    Comment actions Permalink

    what if the power of a redstone signal from a sensor depends on the distance between the sensor and a sound source?

    (sorry for bad english)

    i mean that closer/further sound source generates more powerful/weaker signal.

  • 0
    Registered User commented
    Comment actions Permalink

    I think they should be able to be activated by pushing a button stepping on a pressure plate and flicking a lever near the sensor

  • 0
    Registered User commented
    Comment actions Permalink

    The occlusion problem could be solved by making it so the skulk sensor is reset when moved by a piston. This could then allow for contraptions where they would detect a sound and if it is not the right one quickly move the skulk sensor back and forth with a sticky piston to reset it. It would then be able to start detecting new sounds right away! This ensures that the cooldown still exists in the game but would still allow more technical players to use skulk sensors to their fullest potential

  • 0
    Registered User commented
    Comment actions Permalink

    Could you make a way to hide the vibration particle? I think it would be cool to waterlog and hide particles on a sculk sensor, but if you think it has no place in minecraft's trap system, at least add it as a block tag only obtainable in creative.

  • 0
    Registered User commented
    Comment actions Permalink

    Wool should stop the sound from going through on bedrock edition