Minecraft tracks respawn points, but vanilla redstone cannot detect when a player respawns at bed. Observers detect block changes, pressure plates require contact, and tripwire needs a setup. Sculk sensors have no dedicated, independently filterable bed-respawn event, forcing map makers to use indirect detection or commands.
Proposal: When a player respawns at a bed, the bed emits one redstone pulse.
Requirements:
- Output from the head half only; the foot half never emits a pulse. If the head half is missing or the bed is invalid, no pulse is emitted.
- Strength 15 for one redstone tick (2 game ticks), like an Observer.
- Trigger only if that bed is the actual respawn destination. Sleeping, waking, setting a spawn point, or interacting with a bed must not trigger it.
- Respawns elsewhere, including command-based respawns, must not trigger it.
- In multiplayer, each bed respawn emits one pulse; player identity need not be encoded.
- Follow normal redstone power and update rules; do not rely on quasi-connectivity.
This must not change respawn mechanics; it only exposes the event to redstone, optional sculk support could make it a distinct event filterable by calibrated sculk sensors, not grouped with unrelated events.
This enables compact checkpoints, spawn-room automation, map progression, minigame resets, and redstone state machines without extra detectors, bulky circuits, or commands, it would help me too building the machine I'm working on for many months.
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