Sculk shriekers and wardens aren't triggered by vibrations emitted by a resonating amethyst block
The vibration send by the amethyst block doesnt trigger the sculk shrieker
Created Issue:
sculk shrieker don't trigger when receiving a signal by a resonating amethyst block
A vibration send by an amethyst block doesnt trigger the sculk shrieker
Avibration send byanamethyst block doesnt trigger the sculk shriekerThe vibration send by the amethyst block doesnt trigger the sculk shrieker
sculk shrieker don't trigger when receiving a signal by a resonating amethyst blockSculk shrieker don't trigger when receiving a signal by a resonating amethyst block
Sculk shriekerdon't trigger when receiving a signalby a resonating amethyst blockSculk shriekers and wardens don't detect vibrations emitted by a resonating amethyst block
Sculk shriekers and wardensdon'tdetectvibrations emitted by a resonating amethyst blockSculk shriekers and wardens aren't triggered by vibrations emitted by a resonating amethyst block
The Bug:
Wardens do not pathfind to the original source of vibrations heard from resonance, which is inconsistent with other aspects of amethyst resonance, where it relays all the information of the vibration made.
With the fix of MC-261356, they will be triggered by player sounds heard from resonance, and immediately pathfind to the player as if suddenly knowing their location, but before this they only pathfind to the sculk sensor they heard, as if clueless to where the player or other mobs are.
A clear video demonstrating this behavior can be seen below:
WardenResonancePathfind.mp4![]()
How to Reproduce:
- Summon a Warden near sculk sensors on amethyst blocks so the resonance feature can be used
- Have a warden hear vibrations from a player or mob through the resonance
- Take note as to how the Warden will at first only pathfind to the sensors rather the area where the source vibration comes from
- Let the Warden become hostile from the same vibrations; it will suddenly know the location of the source vibrations and pathfind there
Sculk shriekers and wardens aren't triggered by vibrations emitted by a resonating amethyst block. (related to Java's MC-261356, as a parity issue)
Steps to Reproduce
- Place a sculk shrieker.
- Leave around 6 blocks distance to place sculk sensors and amethyst block, two times in total.
- Trigger the sensors.
- Repeat the steps but replace the shrieker with the Warden and switch the gamemode to survival.
Expected Result
The shrieker and the warden can detect vibrations from a resonating amethyst block.
Observed Result
The shrieker and the warden do not detect vibrations from a resonating amethyst block.


Can confirm. I would like to update this with some more information, feel free to add to the main post!
Sculk Shriekers only count a sensor close to them as a vibration from the player; when a vibration is transmitted to them from another sensor via amethyst resonance, the fact that the original vibration is from a player is lost. This seems unintended, as the point of the feature is to transmit the same type of signal over great distances, including the fact that it was made by a player, which should trigger a shrieker. Even very specific player vibrations will not count.
In motion, this seems very arbitrary and even somewhat confusing, as displayed in the video below:
ShreikerResonance.mp4
The same behavior happens with wardens as well.
[Mod] ampolive, i think the previous title is more correct, when i said it affects wardens i was referring to them not being triggered by the player (angered), but they do detect vibrations from the amethyst blocks.
syarumi Thanks.
I was originally going to report the issues with the warden separately, but since it's been added here I'll post my findings here instead. Feel free to also add this to the main report as well:
There are two main points with the Warden. Firstly it seems that wardens are unable to determine the original source of a vibration from resonance; it simply just pathfinds to the first Sensor it heard. If a player, for example, set off a sensor 30 or so blocks away, and resonance carried the signal to the Warden, the Warden would only pathfind to a sensor it heard within its normal range instead of the player or original sensor source:
WardenLocationResonance.mp4
Secondly, the Warden is unable to determine the type of vibration through resonance either, which is seperate from the above interaction. and more like the case of the Shrieker here. You can set sensors off multiple times with resonance and although the Warden will hear them, it never grows agitated because it is unable to determine if a player, mob, or sensor made the original vibration. This can be observed in this video, where a Warden within normal range would already be hostile at this point:
WardenPlayerResonance.mp4
I have a feeling these two things are very closely linked and one is caused by the other, so one fix would probably fix both of these
In 23w13a