The calibrated sculk sensor is limited because many different actions share the same vibration frequency. For example, if I want a door to open only when a horn is played, it can also be triggered by unrelated actions such as eating food which is redundant knowing that there is already a whole frequency for consuming items.
Specific sounds should be differentiated. I know that using a comparator limits the signal to 15 groups. so my suggestion to fix the broader problem is to not to rely on the comparator at all and be able to place the lectern DIRECLTY above or next to the calibrated sculk sensor allowing it to read the lectern directly, this would make the number of sounds limitless, there is no output strength, just data on a book and the sensor gets activated ONLY by a specific sound. Let it be a "seek horn," "sing horn," music disk, etc, use the sound event identifier for it, It's already implemented! Just imagine all the cool contraptions players would do. The only reason why right now there are not hundreds of different contraptions using the calibrated skulk sensor is because no one really want to work with a broad sound group, but specific scenarios.
This wouldn't be affected by Minecraft Java or Bedrock because you would be making the sensor input and the lectern to stop relying on Redstone signal for the filter.
Please sign in to leave a comment.
0 Comments