Sculk Sensors Are BROKEN, Here's How To Fix Them.
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- Опубликовано: 17 июл 2022
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Sculk sensors are the most bloated block in Minecraft's history, which is a waste of their amazing potential. So I've done a rant on how to potentially fix them xD
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Mojang just updated sculk sensors :O
ruclips.net/video/vEu5A9VFWtk/видео.html
First reply and YESSIRE
they updated them again
Ah yes, Calibrated Skulk Sensors
I was just going to point that out. The CALIBRATED SCULK SENSOR.
Live in the future use calibrated skulk sencors
6:39 - At the very beginning, Mojang wanted to do such a sensor calibration using amethyst - the texture of the calibrated sensor was in the snapshot resources, but later it was removed. Probably, the player could use the amethyst to exactly fix the sensor's last sound that it caught. And it would be a simple and ingenious solution to all problems! But something went wrong.
Hmmm that’s interesting. It leaves it open for improvement and development.
Now that the amethyst is used for duplicating allays im afraid they'll never go back to this unfortunately, but it sounds like a great mechanic... maybe using echo shards would be a cool replacement? Problem is they're not renewable ^^
@@lanatsif maybe echo shards could be made renewable by making them be dropped by sculk catalysts, i think that would be good unless that would clash with what the echo shards actually are 'canonically'
It would also give amethyst more uses than a useless telescope with optifine zoom and duplicating your allays
They added back in a snapshot
I really like how this video is both informative and entertaining.
Selectable frequencies definitely would make sensors more versatile as a detector block.
how would they make it tell players what frequency the senser is on
@@Silverfi5h F3 menu like note blocks
@@arunragunath7875 on bedrock edition there is no f3
i think it would be unlikely in vanilla, but i know a mod for the job... its called Create, considering its got a mechanical steampunk theme they'd obviously add in configurable sculk sensors.
@@Unexperiencedguy in bedrock there is no budpowering so the block would be useless
I don't do redstone, but I always jump on your videos. The editing and commentary cracks me up every time!
Hi
you are right
What if detection of specific frequencies could be set by powering the sensor using a comparator? (also, powering it otherwise could block it)
This is a great idea and fits into the existing design. It's not op, it's not inconsistent with the rest of the game, but it is useful.
maybe naturally spawning sculk sensors detects everything while player placed sculk sensors can be made to detect a single frequency and it will be op if it doesnt even show the vibration travelling if it isnt the one it can detect so that if you want a trap to only activate if u open the chest and not footsteps yes u can do it rn but it makes so much noise and also shows the vibration and if you open the chest during the delay then the trap will not activate personally i think they need to make it changable using the echo shard possibly make it automatically only detect frequencies of 1 at the start and pressing it once with the echo shard will make a noise signifying that it changed the frequency or smth idk personally the sculk sensor is balanced and it really doesnt need to change since it will also just make people not want to learn redstone because of its difficulty
3rd
basically wireless picky observer
i am not Antek Lacki
natural vs player placed sensors is already a genius idea. That means mojang will never make it happen
They’d rather work on censoring players with their new chat update rather than fix what they already have in the game
@@altyre7953 Isn't microsoft doing that more than mojang
Microsoft after adding renderdragon to destroy shaders and make the game even worse:
@@50thdollar61 ngl I don't like shaders 😕
Agreed. 1.19 and 1.19.1 was the last straw, now I've lost the last shred of respect I had for the devs. All they care about is animal abuse and realism... kinda. I want more fictional species! did you know that dolphin riding was an idea they had before they thought "oh wait, thats animal abuse and our player base is do dumb they will actually do this in real life in the very likely scenario that they can find a dolphin." I just don't understand their brains at all. Its good that they added the warden, but seriously? removing the fireflies because they're toxic to frogs? It would be so easy to just make that not their main food source. Its two pixels. It could be a particle effect its so simple. also, I read somewhere that only 2 species or so are toxic to frogs, and it just gives them a stomach ache. They are so over-safeifying things its hard to believe that they know their audience at all.
edit: oh, and for the longest time players have been asking for a cave update and it took them a long time to do that. Plus, they have so many settings but not one for disabling the combat update? there are servers that are in 1.8 that would love to update but can't. In my opinion, I prefer before 1.17 caves because I like the feeling of being able to fully explore a cave. with this, there's only one giant cave that spans the whole world
I'm not sure about getting rid of detection of some things ( it would kinda make it more inconsistent ) but I do like the idea of having a second version of sculk sensors. I think a player-obtained one could behave differently just like you suggested
finally it's here YES! ruclips.net/video/oqU7iXn2-CY/видео.html
The "wolves shaking fur" sound is actually useful as a weather detector.
The sculk sensor doesn't detect sound waves, it detects vibrations, which include sound waves.
Vibrations are literally sound
@@Hacker1o1 if you had a single brain cell, you would see that my comment literally says that sound waves are included in vibrations
🤓
@@Hacker1o1 no they arent
@@Hacker1o1 facepalm moment
The idea to right click the sculk sensor to select the desired type sounds great from a redstone perspective, but it doesn't really feel right with the sensors as beings that live in the ancient city ecosystem.
I would propose to have a way to craft a sculk sensor into a redstone component that has all the features you mention, while the original sculk sensor can behave however it seems fit for ancient cities.
He… literally explained that process except for the crafting it part
Skulk Sensor only activate Shriekers with player vibrations, so if you hook up an observer to a player placed Shrieker you can get a signal. It's not flawless but it helps prevent some of the other vibrations.
ye but it's loud (shriek sound) and adds way more cooldown on the sculk sensor (bcz shrieker global cooldown)
@@TheSamBeaver true, but it makes for a really simple door activation with built in spam protection. Not much else though
To make it easier to set the frequency, they should just make it so if u place a note block under it and set it to a specific tone, it changes what the skulk picks up. That way you don't have to add a new skulk version.
That's actually genius idea!
what if different colors of wool blocked specific frequencies
@@vibaj16 That's interesting, but doesn't really make much sense. Why would the dye in the wool somehow filter different frequencies? Granted, it's Minecraft, it doesn't have to make sense, (and in many places it doesn't) but still, that's a little too far fetched.
Mojang updated it with amethyst
Called it! The whole frequency filtering is just so needlessly complicated, I can’t see anyone using this outside of traps
The filtering is one thing, but it basically still triggering by other sounds even when filtered, causing non responsiveness makes it useless for timing or activation crucial Redstone.
This is similar to the 'noteblock' idea, but what if when you powered the skulk sensor with a certain signal strength it would allow ONLY that frequency to go through. You could even power it with multiple signal strengths.
Totally agree with this - skulk sensors are the new daylight sensor. Wonderful idea; sadly useless as coded.
Just curious because i haven’t heard of this before- what do you want the daylight sensor to be able to do that it can’t?
@@tweakr4377 detect sky light through blocks and detect specific _block_ light levels.
How about instead of a "player placed" Skulk sensor, there's a modified skulk sensor, made with Redstone or something.
That way, players can still use the "natural" Skulk
What a cool glitch thumbnail 😍
Supporting small creators♥
@@itzapix You realize they have basically the same number of subscribers?
@@majorslayer3546 This was a joke -_-
@@itzapix Really didn't seem like it lol
can we just take a moment to appreciate the amazing art of a firefly that he drew?
Hey dude! Hope you had fun audio editing during NAC, it was really fun chatting with you!
As someone who isn't well versed in redstone compared to you, I find the current frequency system extremely confusing. The change you offered is not only better but also user friendly.
Haha love seeing the final revision of the bat farm! What an op concept. Definitely like the idea of tuning the sculk sensor to specific frequencies. I remember Etho had a similar idea when it was first announced.
I wish for a mod that revamp Sculk Sensor into something quite that interesting! Heck, even the whole Sculk Family, and expand the members!
But so far, only port of the Deep Dark exist as Mods.
One thing you can do to create a player detector with a sculk sensor is to connect it to a sculk shrieker. After adding an observer, a sticky piston, and a redstone block, that will create a togglable pulse.
Doesn't fix the problem of jamming the system with other vibrations though.
The thing about the sculk sensors is that they were first created all the way back in 1.17, before the entire Deep Dark got delayed to 1.19. Despite this, they didn't do a rework of the sensor, instead keeping it almost exactly how it was from 1.17.
I think the player-obtained idea is perfect; it feels inconsistent that the shrieker is the only "different" block out of the bunch; one idea I saw was the ability to put a sculk into "recording" mode (maybe give it something it would "like"? echo shard, music disk or amethyst crystal since they're all musical?) where you can play the sound(s) it should listen to.
While writing that last bit, I just came up with something that might work: since music disks each have specific comparator outputs when played in a jukebox, wouldn't it be useful to limit sculk sensors to the frequency that music disk corresponds to? perhaps being able to invert the filter (only IGNORE the frequency(/ies) it if you smack it with an echo shard? Mojang's always going on and on about giving uses to items, echo shards are (in my opnion) one of the supremely useless items once you get one death compass in your ender chest, unless you die with the compass on you... ironic.
So the modus operandi could be either playing the music disk nearby after priming the sculk sensor somehow, or "giving" it to the sculk sensor (consume or not, idk, they seem easy enough to farm) to set up a filter for the sculk sensor to listen to. And then inverting by giving or smacking it with an echo shard.
So when the Calibrated Sculk Sensor was adder, I was like "Why? We already have different redstone signal strengths if we want to differentiate the vibrations," so this video has brought a lot of insight into what really happened to make it a reality.
the editings on point! love it 😄
Don't worry purpledragonnuke
Your problems are heard, don't worry I will fix them
Your uploads get better and better every time
I agree with your points, when I first obtained some Sculk sensors, I though what could I build with them, searching over RUclips didn’t help much since all of the tutorials for the Sculk sensor are eighter explaining how it works, explaining the lore of it and some small build hacks like a piston door or a lava bridge. These weren’t really what I was looking for. Realizing that the Sculk Sensor, like how you describe is an Everything sensor, further decreased my build option for it.
fantastic ideas. though, i think if there is going to be such a difference in how the block operates, it may be beneficial to use the sculk sensor in a crafting recipe for a new redstone component that behaves as you described instead of separating abilities based off of natural generation/player-placed.
slap it in a crafting bench with redstone & quartz and give it a fresh coat of "techinical-component" paint & it'll fit right in on the creative redstone tab
I think the frequency system is fine as is. It teaches about signal filtering in a way that it somewhat transferrable to real life. Clicking it like a note block would streamline it too much. But I do think things could be mapped better to the frequencies and the cooldown could be reduced. Heck, why not even remove the cooldown altogether. If a new signal was outputted every redstone tick, it'd make frequency a whole lot more interesting and similar to real life.
I don't know if you knew this, but this isn't education edition this is java/bedrock edition
oooh, a new signal every tick sounds very interesting! it’s a shame redstone can’t have several signal strengths at the same time- but oh well :D
(p. s.: actually it’s not a shame, that’s not only too realistic but also i should just go build actual irl circuits if i want that lol)
2:45 the sound had me choking on air
Always hyped to see a new purple video!
I LOVE THE INTRO. TALKING ABOUT THE 2 SCRAPED THINGS AND THE DETECTION OF BATS
Your time spent editing was worth it. This is funny!
Your actually the goat, This helped so much thank you.
I really like one idea(not sure where I got it from), where you can train the sculk sensor by right clicking it and then playing the sound you want it to sense infront of it. Also, great video!
I don't know what I'm most impressed by.
His intelligence, or the astronomical speed in which he's clicking.
A good fix would be an item that the player could craft that has the ability to only detect certain frequencies, maybe the player can choose which frequencies, but would be craftable with a sculk sensor so there still would be an incentive to get sculk sensors for redstone.
Love this! Keep up these fun videos!
While the sculk sensor does detect everything the sculk scream only activates when player activates the sensor. So you can use that as a player detector.
This guy deserves more recognition!! His content are truly awesome
Really well made!
I made a cool door which doesnt get locked, opens when i want and its efficient actually. But yes, i used a huge system of wool "channels" to direct the sound waves where i wanted, but honestly, if it is underground it doesn't really bother. (Yet to be posted to reddit)
But it seems devs see the community reviews and they are release the calibrated sensor, hopefully it will solve things (although it still need a little bit of redstone to select frequencies, unlike note blocks that you can just right click)
1:48 this guy throw the snowballs like a M134 Minigun
A cool option would be to be able to place certain blocks under the sensor to make it only detect certain frequencies (similar to the mechanic of noteblocks) but that wouldn't fix the mess with the frequencies itself
Can't wait to see some epic farms using sensors
i think a right click to change the frequency it listens to would be the best solution. you could have it just listen for footsteps for the door and bar noises for the bat farm.
Okay where on earth has your channel been up to this point? I wish RUclips had recommended me your content sooner, your editing isn't overwhelming like with other RUclipsrs who do similar content. Well done, keep up the great work!
Yes this perfectly voices my thoughts on this missed opportunity of the block; prefiltering of frequencies, hardpowering and most importantly _goddam separating naturally genned sculk sensors from redstone ones_ coz the deep dark mechanics just holds back the potential of it sooo much.
I've talked to kingbdogz this and he said quote:
"I think there is a good candidate for another type of Sculk Sensor which is more configurable in general... filtering by event frequencies etc ... Butttt I don't think that should be the normal Sculk Sensor, [it] would be something crafted",
Also, when I asked him about lowering the cooldown he sadly replied:
"I think Sculk Sensor cooldown is fine - the problem is that players want to use it for something else ... it's fine in the environment [deep dark] that it's in right now"
I think the sculk sensor as-is makes sense for survival playthrough & lore.
You discover an ancient city, walk around carelessly, set off it's alarm systems and die. Or you use wool to surround the sculk sensors to block the alarm system.
That's what sculk sensors are, an alarm system for the ancient cities, lore-wise they aren't meant for the player's benefit, they're meant to harm the player.
But for redstone circuits (and especially from the point of view of players who spend most of their time engineering in creative) I can see the frustration. They don't play nicely with smaller form factors, any redstone stuff which makes sound more than 2 seconds after activation causes loops, often breaking the machine, they're just a bit of a pain.
I can certainly see the value of a more engineering-optimized sculk sensor, but I don't think player-placed is ideal from a survival gameplay perspective. I think it should have a relatively expensive recipe, after all exploring the deep dark is a mid-game endeavor and by then you'll have access to a lot of resources, and to use the sculk sensor anyway you're likely using comparators/observers, so you've got quartz.
I would say the recipe for the controlled sculk sensor should be as follows;
(empty) redstone torch (empty)
redstone torch sculk sensor redstone torch
quartz quartz quartz
Quartz is used for comparators and observers, which both are for detection (detect items in container, detect blocks in area), so controlled sculk sensors should use this for their own harnessing of detection. Requiring a sculk sensor is obvious, and three redstone torches reinforces the idea that this controlled sculk sensor is a circuit component.
For pulse length, I think a repeater-like mechanic should allow the sensor to output different pulse lengths. This would be visually represented by some change to the tendrills.
For frequency, I would say there should be a noteblock-like interface. Right-clicking should cycle through various sounds, showing an item icon and playing a gamesound which corresponds to the sculk frequency. Frequencies should definitely be overhauled in the other ways mentioned.
If you shift and right-click the sensor, it could open a GUI for you to multi-select what you wish it to detect.
When I get pinged in Purple's discord I just know im gonna be entertained for however long the video is.
you are a a man full of great ideas
The sculk detector circuit is one of my favorite. Best paired with pulse extenders, rs nor latches, and t flip flops tho. I've slowly gone through and made almost all my redstone contraptions have wireless inputs
I would like a filtering categories option, just like note blocks. "Category" is based on the block below. Eg bone block = hostile mobs
Exactly what I was thinking :)
One cool way to have the frequency selected would be for it to tune to the first noise the sensor hears (although that would have the flaw that the final stage of eating would be nearly unobtainable as a vibration frequency)
This guy deserves more subs and views, these videos are awesome
Great as always!
I really hope mojang looks in to some sort of frequensy switch for playerplaced sculc and redstone signal through wool. That would honestly be enough to make it a good redstone component.
Sums up all of my thoughts exactly. Redstone dust update order was specifically designed to be obscure yet even that is easier to remember and less temperamental that the frequencies. Plus many of the frequencies are useless because they either do way too much or they do nothing important.
I'm sorry, but the only thing more convoluted than skulk frequencies is redstone dust update order
@@vibaj16 actually I agree with you now that I'm not half asleep. But that being the bar still says how bad it is. Though I would still say redstone dust update order is less temperamental, being _only_ highly positional and directional, as opposed to behavior changing based on whatever happens in a volume just over half a subchunk.
Those are really good suggestions
I was really excited for the birch tree change it looked fir charming
here now that the new snapshot is out
i wont say where, but im pretty sure i know a certain place your video mightve been shared to a few devs :)
This man makes everything good
3:15 I went dying of laughter
7:30 THE WII BOWLING MUSIC MY NOSTALGIAAAAAA
i like the new name! so much more professional and i think i’ll do well for your channel
Love ur vids btw
Bro I laughed so hard and too much in this😂thx for making my day better
Nice editing
I think the main benefit of making sculk sensors movable is in case they do add the second version it would be possible to move the old one from the deep dark if for some reason you need the naturally generated one for something specific (tho there could be an argument made for "oh the shrieker can't be moved from the deep dark bcz it would make farms easier etc therefore same thing for sculk sensor" but since the sensor is more of a redstone component it would make more sense)
I mean, it’s a purple video, you know it’s gold
The sensor could be set to a certain frequency not by clicking on it like on a note block, but by somehow setting it in "calibration mode". It then could set itself to the first sound it hears.
What software do you use to edit?
Btw amazing vid :D
A way the setting a frequency for the sculk sensor without changing the current mechanics could be to use a comparator reading another signal, a bit like redstone dust. Bit more janky than having the level set like a noteblock but it's another way it could be implemented.
Mojang just now divided the problem in 15 with the calibrated sculk sensor. And they are reorganazing sculk frecuencies and consolidating them so hopefully the sculk sensor becames more practical.
You are dope bro! Damn , thank you so much, subbed
the production quality of this video is quite high. Coming from a relatively small channel, i was pleasantly surprised :)
I think a big help would be shortening the cooldown and making it have NO cooldown if it detects something of the wrong frequency.
Fun fact, there was going to be something called a "calibrated sculk sensor" made with a sensor and amethyst which I think could serve well as the "modified" sensor idea you had instead of it just being player placed ones.
wow this video blown me away!
Love your videos
It would be so nice to have it learn what frequencies to detect when it gets powered, you could set up so many things with a little configuring beforehand. (1x1 pixel resetable touch screen, I'm looking at you.)
1x1 pixel reset would require a longer range as if the only change made was prefiltering then there simply isn't enough space for both an observer clock and a vertical t-flip flop (which i dont think exsist in a 1*y*1 space), the change would be that sculks can prefilter *and* have at most a 2gt output pulse so that their rising edge signal causes the sticky to spit out it's block
3:00 that just works. You would be surprised how much you would walk that specific path without even thinking about it.
there was an unused calibrated sculk sensor.and the way i could see it working is a gui that allows you to change the frequencies it detects.
Video: *clearly Minecraft-related*
Music at the start:
*Dire, Dire Docks (Super Mario 64)*
(Which I absolutely love, by the way. One of my favorite SM64 tracks.)
Or they could just make sculk frequencies actual frequencies, that is, alternating signals at different wavelength for each detectable sound. Players would have to decode them with fourrier transforms. Very fun to do, not too OP and multiple sounds can be detected at once 👍
Major downside : requires sampling for 30 min before being able to conclude that a player did, in fact, walk on the planks above half an hour ago.
love your vids!
A new purpledragon video? There goes 8 mins of my life
Its not wasted time though
Its not wasted time though
I like the having tow kind of skulk concept
But i think it's better to have a crafting recipe , which we combine the sensor with some redstone thing
Echo Shards perhaps
That way they aren't semi useless
Now I need a mod like this
22/03/23 MOJANG JUST FIXED IT
I think the reason sculk sensors detect so many things is because the deep dark is meant to be a place where any noise is dangerous. But I think a player placed version of the sensor would make sense with more versatility in redstone, or a version of it crafted with a sculk sensor and some other redstone components.
3:52 comparator reading a hopper is also odd
I think that a great idea that Mojang should do is let us craft a customizable detector (meaning that you can choose what sound activates it) by using the shulk sensor in the recipe.
The fact pistons take an extra game tick to react to sculk sensors is also pretty annoying and makes it so you can’t get 1 game tick delay for pistons.
I'd like the "player placeable sculk sensor" to be craftable as well.
If the sculk sensor existed in real life, we'd already have heard alien life forms through space many lightyears away
Love your videos 🥰