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MC-261356

Sculk shriekers and wardens aren't triggered by vibrations emitted by a resonating amethyst block

The vibration send by the amethyst block doesnt trigger the sculk shrieker

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Comments 6

Can confirm. I would like to update this with some more information, feel free to add to the main post!

Sculk Shriekers only count a sensor close to them as a vibration from the player; when a vibration is transmitted to them from another sensor via amethyst resonance, the fact that the original vibration is from a player is lost. This seems unintended, as the point of the feature is to transmit the same type of signal over great distances, including the fact that it was made by a player, which should trigger a shrieker. Even very specific player vibrations will not count.

In motion, this seems very arbitrary and even somewhat confusing, as displayed in the video below:

[media]

The same behavior happens with wardens as well.

@unknown, i think the previous title is more correct, when i said it affects wardens i was referring to them not being triggered by the player (angered), but they do detect vibrations from the amethyst blocks.

I was originally going to report the issues with the warden separately, but since it's been added here I'll post my findings here instead. Feel free to also add this to the main report as well:

There are two main points with the Warden. Firstly it seems that wardens are unable to determine the original source of a vibration from resonance; it simply just pathfinds to the first Sensor it heard. If a player, for example, set off a sensor 30 or so blocks away, and resonance carried the signal to the Warden, the Warden would only pathfind to a sensor it heard within its normal range instead of the player or original sensor source:

[media]

Secondly, the Warden is unable to determine the type of vibration through resonance either, which is seperate from the above interaction. and more like the case of the Shrieker here. You can set sensors off multiple times with resonance and although the Warden will hear them, it never grows agitated because it is unable to determine if a player, mob, or sensor made the original vibration. This can be observed in this video, where a Warden within normal range would already be hostile at this point:

[media]

I have a feeling these two things are very closely linked and one is caused by the other, so one fix would probably fix both of these ❓

Tremor_King

kingbdogz

Confirmed

Expansion A

Important

Game Events

block-event, sculk-shrieker

23w12a, 23w13a

23w14a

Retrieved