The Warden is going to search for the player, but can be distracted by noise. I was thinking, what is preventing me from just setting up a redstone clock and a noteblock nearby?
I think a way to deal with this and other sound sources in a single stone, is that when the Warden finds the source of the sound that isn't the player, it will preform some attack that does a number of things in order to deal with all of the different possible sources the player may have come up with.
I suggest the following effects:
A: -The attack will do damage, in case it is a mob the player has brought.
B: -If mobgriefing is true, it will destroy blocks (for example, the note block making the noise).
C: -For situations when mobgriefing is set to false, the warden will either fry the nearby redstone circuit, or alternatively make it stay powered on for a long time. For example, the attack could leave behind particles on the ground similar to that of the dragon breath, that make the adjacent block(s) emit a redstone signal.
I think C is also a way to connect the Warden to the sculk sensor. Both the Warden and the sculk sensor are products of the deep dark, and since the Sculk sensor emits a redstone signal in response to sound, it makes sense if the Warden could too. So why not make this something the Warden can use to its advantage to disable redstone contraptions?
The player cannot outright nullify the Warden, but can buy some time with some swift and clever redstonery this way.
Please sign in to leave a comment.
2 Comments