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Bug
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Resolution: Unresolved
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None
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1.19, 1.19.1 Pre-release 4, 1.19.1 Release Candidate 2, 1.19.1, 1.19.2, 1.19.3, 23w03a, 23w05a, 23w07a, 1.19.4 Pre-release 1, 1.19.4 Pre-release 2, 1.19.4 Pre-release 3, 1.19.4, 23w12a, 1.20 Pre-release 1, 1.20 Pre-release 2, 1.20 Release Candidate 1, 1.20, 1.20.4, 24w09a
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None
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Plausible
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Mob spawning, Player
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Important
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Gameplay
No matter how far away you teleport after you set off one Shrieker, another cannot be set off. This means if you have an arrow or any projectile that belongs to a player constantly alerting a Shrieker in a force loaded chunk and Warden proof the immediate area, you can completely prevent Warden spawns. Demonstrated by ilmango's contraption. https://www.youtube.com/watch?v=Nmtbcw7miLg&t=492s
A potential solution is to make it so that if a player's sculk shrieker activated outside of a designated radius (say the radius where the player gets darkness from the shrieker block), ensure that the next time a sculk shrieker activates, make the game apply a cooldown that prevents another shrieker from activating if it's outside of that radius and only make shriekers within a radius activate. This fixes the issue while preserving warden farms (albeit nerfing them slightly but I don't think that's an issue).