Currently the power level 1 vibrations detected by a calibrated sculk sensor are player steps, player swims, boat paddle, and entity flaps. This unfortunately combines the easiest player detector (player steps) with the randomly spawned bats (entity flaps). In a minigame scenario involving dark areas there is a chance bats can spawn and will trigger player detector sensors, which is a issue I'm going to have to solve with a more complex detector based on a sensor and a shrieker.
Please sign in to leave a comment.
0 Comments