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Bug
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Resolution: Unresolved
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None
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21w11a, 21w13a, 21w14a, 21w15a, 21w17a, 21w18a, 21w19a, 21w20a, 1.17 Pre-release 1, 1.17 Pre-release 2, 1.17 Pre-release 3, 1.17 Release Candidate 1, 1.17, 1.17.1, 21w39a, 21w44a, 1.18 Release Candidate 3, 1.18.1, 22w03a, 1.18.2, 22w12a, 22w13a, 22w15a, 22w16a, 22w16b, 22w17a, 22w19a, 1.19 Pre-release 1, 1.19 Pre-release 2, 1.19 Pre-release 3, 1.19 Pre-release 4, 1.19 Pre-release 5, 1.19, 22w24a, 1.19.1 Pre-release 1, 1.19.1 Pre-release 3, 1.19.1 Pre-release 4, 1.19.1, 1.19.2 Release Candidate 1, 1.19.2, 22w42a, 22w43a, 22w44a, 1.19.3 Release Candidate 1, 1.19.3, 23w03a, 23w04a, 23w06a, 23w07a, 1.19.4, 23w12a, 23w16a, 23w18a, 1.20 Pre-release 1, 1.20, 1.20.1, 1.20.2 Pre-release 1, 1.20.2, 23w42a, 23w44a, 23w45a, 1.20.3 Release Candidate 1, 1.20.4, 24w03b, 24w12a, 24w13a, 24w14a
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Confirmed
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Commands, Game Events
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Normal
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Gameplay
The Bug
The Marker Entity can trigger the sculk sensor if it is /killed. Other technical entities can do the same, even though when they "die" without /kill, it does not trigger the sculk sesnor. For example, when lingering potions & dragon breath clouds dissipate naturally, there is no sculk signal, but when a cloud is killed with /kill, it does send a signal.
Here are all the entities that trigger the sculk when they are /killed when they shouldn't:
- Area Effect Clouds
- Armor Stands**
- Arrows
- Boats**
- Display Entities: text_display, item_display, block_display
- Evoker Fangs
- Experience Orbs
- Falling Block
- Fireball entities
- Firework Rockets**
- Interaction entity
- Items
- Item Frames & Glow Item Frames
- Leash Knot
- Llama Spit probably
- Marker entities
- Minecart entities**
- Primed TNTs
- Shulker Bullets**
- Thrown Entities: Egg, Ender pearl, Experience Bottle & Snowball
** (It's hard to tell because they tend to trigger the sculk sensor in other ways)
The rule should be that if an entity's death can trigger the sculk sensor without /kill, then it can trigger the sculk with /kill, but if the only way they can "die" is with /kill, then it should not trigger.
- is duplicated by
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MC-249897 Some entities incorrectly create vibrations when killed
- Resolved
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MC-251668 Killing drops by command can activate skulk sensors
- Resolved
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MC-256317 Killing a Marker with /kill Sends a Vibration to Wardens and Sculk Sensors
- Resolved
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MC-262635 Sculk Sensors detect the death of a marker.
- Resolved