If the player gets chased by the warden, and crosses an area flooded with sunlight (has sky acess during daytime), the warden would be slowed, turn gray and collapse to a pile of 2 to 3 gravel blocks over a short timespan.
This would give fleeing players something to flee towards, and help explain why the sculk did not spread past the darkest caves.
To prevent unwanted petrification by the warden wandering into sunlight without chasing the player, it could avoid blocks with higher light levels (avoiding the warmth of the light source), unless if it smells a player, hears a sound or chases the player/mob that made it.
Why petrify instead of burn? The warden, and sculk in general does not feel like an undead creature. It rather feels like a living megaorganism more akin to a slime mold. So to differentiate it from the undead mobs, it petrifies upon contact with daylight instead of burning.
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