Pressing forward while falling with Elytra will cause a Sculk Sensor to output a signal strength of 1
The Bug
When flying downwards towards a Sculk Sensor, it may emit a signal strength of 1 instead of 5.
Steps to Reproduce
- Equip yourself with Elytra.
- Place a Sculk Sensor with a Command Block connected to it (note: "x y z" must be set as the Sculk Sensor's coordinates):
tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"} - Get to an elevated enough position above the Sculk Sensor where you'd take fall damage if you were to walk off.
- Jump or walk off into the ground next to the Sculk Sensor while holding w in the air and space to activate the Elytra.
- Look in chat and note whether the message says 1 (issue) or 5 (expected behavior). There's also a chance that it will say 4, which would correspond to the event elytra_free_fall.
Observed Result
The signal strength was 1.
Expected Result
The signal strength would be 5.
Note
It's worth noting that walking off (pressing w until you fall off the platform) will tend to yield 1 more often when compared to suddenly starting to fall (breaking the block below you or stopping your creative flight).
This test yielding 4 could either be considered an issue on its own or simply that the Sculk Sensor happened to detect that event before the others. This may need several attempts to reproduce, so please be patient when testing.
Created Issue:
Pressing forward whilst falling with an elytra will cause a sculk sensor to ouput a signal strength of 1
Steps to reproduce:
- Equip yourself with an elytra
- Place a sculk sensor with a command block connected to it. The command inside will be:
tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"}
- Get to an elevated enough position above the sculk sensor where you'd take fall damage if you were to walk off
- Jump or walk off into the ground next to the sculk sensor while holding w in the air
- Look at chat and note whether the message says 1 (Issue) or 5 (expected behavior). There's also a chance that it will say 4, which would correspond to the event elytra_free_fall
It's worth noting that walking off (presing w until you fall off the plattform) will tend to yield 1 more often when compared to suddenly starting to fall (breaking the block below you or stopping your creative flight). This test yielding 4 could either be considered an issue on its own or simply that the sculk happened to detect that event before the others.
Steps to reproduce:
- Equip yourself with an elytra
- Place a sculk sensor with a command block connected to it. The command inside will be (x,y,z being the coordinates of your sculk sensor):
tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"}
- Get to an elevated enough position above the sculk sensor where you'd take fall damage if you were to walk off
- Jump or walk off into the ground next to the sculk sensor while holding w in the air
- Look at chat and note whether the message says 1 (Issue) or 5 (expected behavior). There's also a chance that it will say 4, which would correspond to the event elytra_free_fall
It's worth noting that walking off (presing w until you fall off the plattform) will tend to yield 1 more often when compared to suddenly starting to fall (breaking the block below you or stopping your creative flight). This test yielding 4 could either be considered an issue on its own or simply that the sculk happened to detect that event before the others.
Steps to reproduce:
- Equip yourself with an elytra
- Place a sculk sensor with a command block connected to it. The command inside will be (x,y,z being the coordinates of your sculk sensor):
tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"}
- Get to an elevated enough position above the sculk sensor where you'd take fall damage if you were to walk off
- Jump or walk off into the ground next to the sculk sensor while holding w in the air
- Look at chat and note whether the message says 1 (
Issue) or 5 (expected behavior). There's also a chance that it will say 4, which would correspond to the event elytra_free_fall
It's worth noting that walking off (presing w until you fall off the plattform) will tend to yield 1 more often when compared to suddenly starting to fall (breaking the block below you or stopping your creative flight). This test yielding 4 could either be considered an issue on its own or simply that the sculk happened to detect that event before the others.
Steps to reproduce:
- Equip yourself with an elytra
- Place a sculk sensor with a command block connected to it. The command inside will be (x,y,z being the coordinates of your sculk sensor):
tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"}
- Get to an elevated enough position above the sculk sensor where you'd take fall damage if you were to walk off
- Jump or walk off into the ground next to the sculk sensor while holding w in the air
- Look at chat and note whether the message says 1 (unexpected behavior) or 5 (expected behavior). There's also a chance that it will say 4, which would correspond to the event elytra_free_fall
It's worth noting that walking off (presing w until you fall off the plattform) will tend to yield 1 more often when compared to suddenly starting to fall (breaking the block below you or stopping your creative flight). This test yielding 4 could either be considered an issue on its own or simply that the sculk happened to detect that event before the others.
Steps to reproduce:
- Equip yourself with an elytra
- Place a sculk sensor with a command block connected to it. The command inside will be
(x,y,z being the coordinates of your sculk sensor):tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"}
- Get to an elevated enough position above the sculk sensor where you'd take fall damage if you were to walk off
- Jump or walk off into the ground next to the sculk sensor while holding w in the air
- Look at chat and note whether the message says 1 (
unexpected behavior) or 5 (expected behavior). There's also a chance that it will say 4, which would correspond to the event elytra_free_fall
It's worth noting that walking off (presing w until you fall off the plattform) will tend to yield 1 more often when compared to suddenly starting to fall (breaking the block below you or stopping your creative flight). This test yielding 4 could either be considered an issue on its own or simply that the sculk happened to detect that event before the others.
Steps to reproduce:
- Equip yourself with an elytra
- Place a sculk sensor with a command block connected to it. The command inside will be:
tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"}
- Get to an elevated enough position above the sculk sensor where you'd take fall damage if you were to walk off
- Jump or walk off into the ground next to the sculk sensor while holding w in the air and space to activate the elytra
- Look at chat and note whether the message says 1 (Issue) or 5 (expected behavior). There's also a chance that it will say 4, which would correspond to the event elytra_free_fall
It's worth noting that walking off (presing w until you fall off the plattform) will tend to yield 1 more often when compared to suddenly starting to fall (breaking the block below you or stopping your creative flight). This test yielding 4 could either be considered an issue on its own or simply that the sculk happened to detect that event before the others.
Steps to reproduce:
- Equip yourself with an elytra
- Place a sculk sensor with a command block connected to it. The command inside will be:
tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"}
- Get to an elevated enough position above the sculk sensor where you'd take fall damage if you were to walk off
- Jump or walk off into the ground next to the sculk sensor while holding w in the air and space to activate the elytra
- Look at chat and note whether the message says 1 (Issue) or 5 (expected behavior). There's also a chance that it will say 4, which would correspond to the event elytra_free_fall
It's worth noting that walking off (presing w until you fall off the plattform) will tend to yield 1 more often when compared to suddenly starting to fall (breaking the block below you or stopping your creative flight). This test yielding 4 could either be considered an issue on its own or simply that the sculk happened to detect that event before the others.
Steps to reproduce:
- Equip yourself with an elytra
- Place a sculk sensor with a command block connected to it. The command inside will be:
tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"}
- Get to an elevated enough position above the sculk sensor where you'd take fall damage if you were to walk off
- Jump or walk off into the ground next to the sculk sensor while holding w in the air and space to activate the elytra
- Look at chat and note whether the message says 1 (Issue) or 5 (expected behavior). There's also a chance that it will say 4, which would correspond to the event elytra_free_fall
Relates to
MC-247417It's worth noting that walking off (presing w until you fall off the plattform) will tend to yield 1 more often when compared to suddenly starting to fall (breaking the block below you or stopping your creative flight). This test yielding 4 could either be considered an issue on its own or simply that the sculk happened to detect that event before the others.
Steps to reproduce:
- Equip yourself with an elytra
- Place a sculk sensor with a command block connected to it. The command inside will be:
tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"}
- Get to an elevated enough position above the sculk sensor where you'd take fall damage if you were to walk off
- Jump or walk off into the ground next to the sculk sensor while holding w in the air and space to activate the elytra
- Look at chat and note whether the message says 1 (Issue) or 5 (expected behavior). There's also a chance that it will say 4, which would correspond to the event elytra_free_fall
Relates to
MC-247417It's worth noting that walking off (presing w until you fall off the plattform) will tend to yield 1 more often when compared to suddenly starting to fall (breaking the block below you or stopping your creative flight). This test yielding 4 could either be considered an issue on its own or simply that the sculk happened to detect that event before the others. This may need several attempts to reproduce, so please be patient when testing.
Steps to reproduce:
- Equip yourself with an elytra
- Place a sculk sensor with a command block connected to it. The command inside will be:
tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"}
- Get to an elevated enough position above the sculk sensor where you'd take fall damage if you were to walk off
- Jump or walk off into the ground next to the sculk sensor while holding w in the air and space to activate the elytra
- Look at chat and note whether the message says 1 (Issue) or 5 (expected behavior). There's also a chance that it will say 4, which would correspond to the event elytra_free_fall
Relates to
MC-247417It's worth noting that walking off (presing w until you fall off the plattform) will tend to yield 1 more often when compared to suddenly starting to fall (breaking the block below you or stopping your creative flight). This test yielding 4 could either be considered an issue on its own or simply that the sculk happened to detect that event before the others. This may need several attempts to reproduce, so please be patient when testing.
The Bug
When flying downward towards a sculk sensor it can give off a signal strength of 1 instead of 5
Steps to reproduce:
- Equip yourself with an elytra
- Place a sculk sensor with a command block connected to it. The command inside will be:
tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"}
- Get to an elevated enough position above the sculk sensor where you'd take fall damage if you were to walk off
- Jump or walk off into the ground next to the sculk sensor while holding w in the air and space to activate the elytra
- Look at chat and note whether the message says 1 (Issue) or 5 (expected behavior). There's also a chance that it will say 4, which would correspond to the event elytra_free_fall
Observed Result
The signal strength was 1
Expected Result
The signal strength would be 5
Note
It's worth noting that walking off (presing w until you fall off the plattform) will tend to yield 1 more often when compared to suddenly starting to fall (breaking the block below you or stopping your creative flight). This test yielding 4 could either be considered an issue on its own or simply that the sculk happened to detect that event before the others. This may need several attempts to reproduce, so please be patient when testing.
The Bug
When flying downward towards a
sculksensor itcan give offa signal strength of 1 instead of 5Steps to reproduce:
- Equip yourself with an elytra
- Place a sculk sensor with a command block connected to it. The command inside will be:
tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"}
- Get to an elevated enough position above the
sculksensor where you'd take fall damage if you were to walk off- Jump or walk off into the ground next to the
sculksensor while holding w in the air and space to activate theelytra- Look
atchat and note whether the message says 1 (Issue) or 5 (expected behavior). There's also a chance that it will say 4, which would correspond to the event elytra_free_fallObserved Result
The signal strength was 1
Expected Result
The signal strength would be 5
Note
It's worth noting that walking off (presing w until you fall off the plat
tform) will tend to yield 1 more often when compared to suddenly starting to fall (breaking the block below you or stopping your creative flight). This test yielding 4 could either be considered an issue on its own or simply that the sculk happened to detect that event before the others. This may need several attempts to reproduce, so please be patient when testing.The Bug
When flying downwards towards a Sculk Sensor, it may emit a signal strength of 1 instead of 5.
Steps to reproduce:
- Equip yourself with an Elytra.
- Place a Sculk Sensor with a Command Block connected to it (note: "x y z" must be set as the Sculk Sensor's coordinates):
tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"}- Get to an elevated enough position above the Sculk Sensor where you'd take fall damage if you were to walk off.
- Jump or walk off into the ground next to the Sculk Sensor while holding w in the air and space to activate the Elytra.
- Look in chat and note whether the message says 1 (issue) or 5 (expected behavior). There's also a chance that it will say 4, which would correspond to the event elytra_free_fall.
Observed Result
The signal strength was 1.
Expected Result
The signal strength would be 5.
Note
It's worth noting that walking off (pressing w until you fall off the platform) will tend to yield 1 more often when compared to suddenly starting to fall (breaking the block below you or stopping your creative flight). This test yielding 4 could either be considered an issue on its own or simply that the sculk happened to detect that event before the others. This may need several attempts to reproduce, so please be patient when testing.
Pressing forward whilstfalling with anelytra will cause asculksensor to ouput a signal strength of 1Pressing forward while falling with an Elytra will cause a Sculk Sensor to output a signal strength of 1
The Bug
When flying downwards towards a Sculk Sensor, it may emit a signal strength of 1 instead of 5.
Steps to
reproduce:
- Equip yourself with
anElytra.- Place a Sculk Sensor with a Command Block connected to it (note: "x y z" must be set as the Sculk Sensor's coordinates):
tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"}- Get to an elevated enough position above the Sculk Sensor where you'd take fall damage if you were to walk off.
- Jump or walk off into the ground next to the Sculk Sensor while holding w in the air and space to activate the Elytra.
- Look in chat and note whether the message says 1 (issue) or 5 (expected behavior). There's also a chance that it will say 4, which would correspond to the event elytra_free_fall.
Observed Result
The signal strength was 1.
Expected Result
The signal strength would be 5.
Note
It's worth noting that walking off (pressing w until you fall off the platform) will tend to yield 1 more often when compared to suddenly starting to fall (breaking the block below you or stopping your creative flight). This test yielding 4 could either be considered an issue on its own or simply that the sculk happened to detect that event before the others. This may need several attempts to reproduce, so please be patient when testing.
The Bug
When flying downwards towards a Sculk Sensor, it may emit a signal strength of 1 instead of 5.
Steps to Reproduce
- Equip yourself with Elytra.
- Place a Sculk Sensor with a Command Block connected to it (note: "x y z" must be set as the Sculk Sensor's coordinates):
tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"}- Get to an elevated enough position above the Sculk Sensor where you'd take fall damage if you were to walk off.
- Jump or walk off into the ground next to the Sculk Sensor while holding w in the air and space to activate the Elytra.
- Look in chat and note whether the message says 1 (issue) or 5 (expected behavior). There's also a chance that it will say 4, which would correspond to the event elytra_free_fall.
Observed Result
The signal strength was 1.
Expected Result
The signal strength would be 5.
Note
It's worth noting that walking off (pressing w until you fall off the platform) will tend to yield 1 more often when compared to suddenly starting to fall (breaking the block below you or stopping your creative flight).
This test yielding 4 could either be considered an issue on its own or simply that the Sculk Sensor happened to detect that event before the others. This may need several attempts to reproduce, so please be patient when testing.
Pressing forward while falling withanElytra will cause a Sculk Sensor to output a signal strength of 1
The Bug
Sculk sensor can detect "GameEvent.STEP" before "GameEvent.HIT_GROUND" causing an inconsistent redstone signal output of either 1 or 5 depending on the circumstances.
Relates to MC-247642
Steps to Reproduce
- Place a sculk sensor at ground level that outputs it's signal into a command block with the command below (note: "x y z" must be set as the sculk sensor's coordinates):
tellraw @a {"nbt":"last_vibration_frequency","block":"x y z"} - Build a platform 11 (or more) blocks above the sculk sensor to avoid detection of anything other than the player falling.
- Pay attention to the outputs of the sensor in the following two scenarios. Walking off of the platform while not moving in any direction until you hit the ground, and, in the second scenario, walking off the platform, and continuing to move forward until you hit the ground.
An additional command block was placed behind this one to give the player instant health after falling. This last command block is not required for the setup, but recommended for prolonged testing.
Observed Behavior
The redstone signal output of the sculk sensor will be different for the two falling circumstances.
Expected Behavior
The output would remain a consistent number (5 in this case) regardless of how the player fell.
Code analysis
Code analysis by FX - PR0CESS can be found in this comment.