Sculk sensors are not activated upon mounting or dismounting any non-biological entities
The Bug:
Sculk sensors are not activated upon mounting or dismounting any non-biological entities.
This ticket previously concerned that mounting or dismounting any entity would not activate sculk sensors however, in more recent versions of the game, the behavior regarding this problem has changed and this ticket has been updated accordingly to reflect the most up-to-date information.
Steps to Reproduce:
- Place down a boat along with a sculk sensor nearby.
- Begin riding the boat and watch the sculk sensor closely as you do this.
- Exit the boat and watch the sculk sensor closely as you do this.
- Take note as to whether or not sculk sensors are activated upon mounting or dismounting any non-biological entities.
Observed Behavior:
Sculk sensors aren't activated.
Expected Behavior:
Sculk sensors would be activated.
Created Issue:
Sculk sensors are not activated upon entering/exiting or mounting/dismounting any rideable entity
The Bug:
Sculk sensors are not activated upon entering/exiting or mounting/dismounting a rideable entity.
Steps to Reproduce:
- Enter/Exit a Boat.
- Enter/Exit a Minecart.
- Mount/Dismount a Horse.
- Mount/Dismount a Donkey.
→Notice how the sculk sensor does not activate upon doing any of these things.
Additional Information:
This same concept also applies for mobs entering boats, entering minecarts, etc.. Quote from the 20w49a Changelog, "A vibration is anything that causes physical motion". I would definitely consider all of these things as physical motion, as all entities are physically performing all of these tasks.
I can confirm in snap shot 20w51a.
The Bug:
Sculk sensors are not activated upon
entering/exiting or mounting/dismounting a rideable entity.Steps to Reproduce:
Enter/ExitaBoat.- Enter/Exit a Minecart.
Mount/Dismount a Horse.- Mount/Dismount a Donkey.
→Notice how
thesculk sensordoesnot activate upondoing anyof these things.Additional Information:
This same concept also applies for mobs entering boats, entering minecarts, etc.. Quote from the 20w49a Changelog, "A vibration is anything that causes physical motion". I would definitely consider all of these things as physical motion, as all entities are physically performing all of these tasks.
The Bug:
Sculk sensors are not activated upon mounting or dismounting any rideable entities.
Steps to Reproduce:
- Place down a boat.
- Place down a sculk sensor nearby.
- Enter the boat.
- →
Notice how sculk sensors are not activated upon mounting any rideable entities.
- Exit the boat.
- →
Notice how sculk sensors are not activated upon dismounting any rideable entities.
Sculk sensors are not activated uponentering/exiting or mounting/dismounting any rideable entitySculk sensors are not activated upon mounting or dismounting any rideable entities
The Bug:
Sculk sensors are not activated upon mounting or dismounting any rideable entities.
Steps to Reproduce:
- Place down a boat.
- Place down a sculk sensor nearby.
- Enter the boat.
- →
Notice how sculk sensors are not activated upon mounting any rideable entities.
- Exit the boat.
- →
Notice how sculk sensors are not activated upon dismounting any rideable entities.
Expected Behavior:
The expected behavior would be that sculk sensors are activated upon mounting or dismounting any rideable entities.
The Bug:
Sculk sensors are not activated upon mounting or dismounting any rideable entities.
Steps to Reproduce:
- Place down a boat.
- Place down a sculk sensor nearby.
- Enter the boat.
- →
Notice how sculk sensors are not activated upon mounting any rideable entities.
- Exit the boat.
- →
Notice how sculk sensors are not activated upon dismounting any rideable entities.
Expected Behavior:
The expected behavior would be that sculk sensors are activated upon mounting or dismounting any rideable entities.The Bug:
Sculk sensors are not activated upon mounting or dismounting any rideable entities.
Steps to Reproduce:
- Place down a boat.
- Place down a sculk sensor nearby.
- Enter the boat.
- →
Notice how sculk sensors are not activated upon mounting any rideable entities.
- Exit the boat.
- →
Notice how sculk sensors are not activated upon dismounting any rideable entities.
Observed Behavior:
Sculk sensors are not activated upon mounting or dismounting any rideable entities.
Expected Behavior:
Sculk sensors would be activated upon mounting or dismounting any rideable entities.
The Bug:
Sculk sensors are not activated upon mounting or dismounting any rideable entities.
Steps to Reproduce:
- Place down a boat.
- Place down a sculk sensor nearby.
- Enter the boat.
- →
Notice how sculk sensors are not activated upon mounting any rideable entities.
- Exit the boat.
- →
Notice how sculk sensors are not activated upon dismounting any rideable entities.
Observed Behavior:
Sculk sensors are not activated upon mounting or dismounting any rideable entities.
Expected Behavior:
Sculk sensors would be activated upon mounting or dismounting any rideable entities.
The Bug:
Sculk sensors are not activated upon mounting or dismounting any rideable entities.
Steps to Reproduce:
- Place down a boat.
- Place down a sculk sensor nearby.
- Enter the boat.
- →
Notice how sculk sensors are not activated upon mounting any rideable entities.
- Exit the boat.
- →
Notice how sculk sensors are not activated upon dismounting any rideable entities.
Observed Behavior:
Sculk sensors are not activated upon mounting or dismounting any rideable entities.
Expected Behavior:
Sculk sensors would be activated upon mounting or dismounting any rideable entities.
The Bug:
Sculk sensors are not activated upon mounting or dismounting any
rideableentities.Steps to Reproduce:
- Place down a boat.
- Place down a sculk sensor nearby.
- Enter the boat.
- →
Notice how sculk sensors are not activated upon mounting any rideable entities.
- Exit the boat.
- →
Notice how sculk sensors are not activated upon dismounting any rideable entities.
Observed Behavior:
Sculk sensors are
not activatedupon mounting or dismounting any rideable entities.Expected Behavior:
Sculk sensors would be activated
upon mounting or dismounting any rideable entities.The Bug:
Sculk sensors are not activated upon mounting or dismounting any non-biological entities.
Steps to Reproduce:
- Place down a boat along with a sculk sensor nearby.
- Begin riding the boat and watch the sculk sensor closely as you do this.
- Exit the boat and watch the sculk sensor closely as you do this.
- Take note as to whether or not sculk sensors are activated upon mounting or dismounting any non-biological entities.
Observed Behavior:
Sculk sensors aren't activated.
Expected Behavior:
Sculk sensors would be activated.
Sculk sensors are not activated upon mounting or dismounting anyrideableentitiesSculk sensors are not activated upon mounting or dismounting any non-biological entities
The Bug:
Sculk sensors are not activated upon mounting or dismounting any non-biological entities.
This ticket previously concerned that mounting or dismounting any entity would not activate sculk sensors however, in more recent versions of the game, the behavior regarding this problem has changed and this ticket has been updated accordingly to reflect the most up-to-date information.
Steps to Reproduce:
- Place down a boat along with a sculk sensor nearby.
- Begin riding the boat and watch the sculk sensor closely as you do this.
- Exit the boat and watch the sculk sensor closely as you do this.
- Take note as to whether or not sculk sensors are activated upon mounting or dismounting any non-biological entities.
Observed Behavior:
Sculk sensors aren't activated.
Expected Behavior:
Sculk sensors would be activated.
Would it be okay to request a review of this ticket? Since the player mounting or dismounting any rideable entity is considered a valid problem judging by the "Mojang Piroity" assigned to MC-210294, it seems rather strange that players entering/leaving beds doesn't produce vibrations and isn't considered a game event. Thinking of the bigger picture here (and a tad bit too literally), movement is required in order to enter/leave a bed so it would make sense for a vibration to be emitted here.

Can confirm in 1.17.1
Behavior regarding this problem has changed. Sculk sensors will now correctly activate when beginning to ride any biological (living) entity, for example, horses, striders, pigs, etc... However, for non-biological entities such as boats and minecarts, this problem still remains. I've updated this ticket accordingly to reflect this new information.