Super
- super_kitty369
- JIRAUSER494048
- Europe/Stockholm
- Yes
- No
Calibrated Skulk Sensor should only react to certain vibrations when given a redstone signal but when waterlogged it ignores the redstone input and will react to any vibrations
in this screenshot we have a signal strength of 8 ( Consuming items (drinking and eating)) but it will react to everything, below
ifired an arrow and as you can see it reacted even though it shouldn't have
Calibrated Skulk Sensor should only react to certain vibrations when given a redstone signal but when waterlogged it ignores the redstone input and will react to any vibrations
in this screenshot, we have a signal strength of 8 ( Consuming items (drinking and eating)) but it will react to everything, below I fired an arrow and as you can see it reacted even though it shouldn't have
Calibrated Skulk Sensor should only react to certain vibrations when given a redstone signal but when waterlogged it ignores the redstone input and will react to any vibrations
in this screenshot, we have a signal strength of 8 ( Consuming items (drinking and eating)) but it will react to everything, below I fired an arrow and as you can see it reacted even though it shouldn't have
Calibrated Skulk Sensor should only react to certain vibrations when given a redstone signal but when waterlogged it ignores the redstone input and will react to any vibrations
in this screenshot, we have a signal strength of 8 ( Consuming items (drinking and eating)) but it will react to everything, below I fired an arrow and as you can see it reacted even though it shouldn't have
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Waterlogged Calibrated Skulk Sensors recat to everythingWaterlogged Calibrated Skulk Sensors react to everything
when calibrated to " Consuming items (drinking and eating)" a skulk sensor will normally trigger when food or a potion is consumed. for some reason, it will not trigger when a witch drinks a potion
As shown in the image and the subtitles the witch is drinking a potion but the sensor is not activating.
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when calibrated to " Consuming items (drinking and eating)" a skulk sensor will normally trigger when food or a potion is consumed. for some reason, it will not trigger when a witch drinks a potion
As shown in the image and the subtitles the witch is drinking a potion but the sensor is not activating.
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when calibrated to " Consuming items (drinking and eating)" a skulk sensor will normally trigger when food or a potion is consumed. for some reason, it will not trigger when a witch drinks a potion
As shown in the image and the subtitles the witch is drinking a potion but the sensor is not activating.
CalibratedSkulk sensor doesnt detect a witch drinking a potionCalibrated sculk sensor doesnt detect a witch drinking a potion
A signal strength of 14 will detect " Mobs and players teleporting or spawning"
this is not the case.
the calibrated skulk sensor will detect mobs spawning in, enderman teleporting, and a player teleporting using chorus fruit but will not activate when the player respawns ( spawning in) or when using an ender pearl ( teleporting)
Before Teleporting
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After Teleporting
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if the sensor can detect chorus fruit teleportation and enderman teleportation it should be able to detect when a player uses an ender pearl.
A signal strength of 14 will detect " Mobs and players teleporting or spawning"
this is not the case.
the calibrated skulk sensor will detect mobs spawning in, enderman teleporting, and a player teleporting using chorus fruit but will not activate when the player respawns ( spawning in) or when using an ender pearl ( teleporting)
Before Teleporting
After Teleporting
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if the sensor can detect chorus fruit teleportation and enderman teleportation it should be able to detect when a player uses an ender pearl.
A signal strength of 14 will detect " Mobs and players teleporting or spawning"
this is not the case.
the calibrated skulk sensor will detect mobs spawning in, enderman teleporting, and a player teleporting using chorus fruit but will not activate when the player respawns ( spawning in) or when using an ender pearl ( teleporting)
Before Teleporting
After Teleporting
Unable to render embedded object: File (8fYH50t3D4Tg4AAAAASUVORK5CYII=) not found.
if the sensor can detect chorus fruit teleportation and enderman teleportation it should be able to detect when a player uses an ender pearl.
A signal strength of 14 will detect " Mobs and players teleporting or spawning"
this is not the case.
the calibrated skulk sensor will detect mobs spawning in, enderman teleporting, and a player teleporting using chorus fruit but will not activate when the player respawns ( spawning in) or when using an ender pearl ( teleporting)
Before Teleporting
After Teleporting
if the sensor can detect chorus fruit teleportation and enderman teleportation it should be able to detect when a player uses an ender pearl.
A signal strength of 14 will detect " Mobs and players teleporting or spawning"
this is not the case.
the calibrated skulk sensor will detect mobs spawning in, enderman teleporting, and a player teleporting using chorus fruit but will not activate when the player respawns ( spawning in) or when using an ender pearl ( teleporting)
Before Teleporting
After Teleporting
if the sensor can detect chorus fruit teleportation and enderman teleportation it should be able to detect when a player uses an ender pearl.
A signal strength of 14 will detect " Mobs and players teleporting or spawning"
this is not the case.
the calibrated skulk sensor will detect mobs spawning in, enderman teleporting, and a player teleporting using chorus fruit but will not activate when the player respawns ( spawning in) or when using an ender pearl ( teleporting)
Before Teleporting
After Teleporting
if the sensor can detect chorus fruit teleportation and enderman teleportation it should be able to detect when a player uses an ender pearl.
A signal strength of 14 will detect " Mobs and players teleporting or spawning", as per the 23w12a changelogs. However, when a player respawns
theskulk sensor will not activate.
Pictured below is me respawning after falling into the void, as you can see in the image being respawned its not being picked up by the skulk sensor.
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A signal strength of 14 will detect " Mobs and players teleporting or spawning", as per the 23w12a changelogs. However, when a player respawns a skulk sensor will not activate.
Pictured below is me respawning after falling into the void, as you can see in the image being respawned its not being picked up by the skulk sensor.
! rrSxwMzh8JwAAAABJRU5ErkJggg==|width=412,height=232!
A signal strength of 14 will detect " Mobs and players teleporting or spawning", as per the 23w12a changelogs. However, when a player respawns a skulk sensor will not activate.
Pictured below is me respawning after falling into the void, as you can see in the image being respawned its not being picked up by the skulk sensor.
! rrSxwMzh8JwAAAABJRU5ErkJggg==|width=412,height=232!
A signal strength of 14 will detect " Mobs and players teleporting or spawning", as per the 23w12a changelogs. However, when a player respawns a skulk sensor will not activate.
Pictured below is me respawning after falling into the void, as you can see in the image being respawned its not being picked up by the skulk sensor.
when a compass locks onto a loadstone it makes a noise, but it isn't detected by Sculk sensors and calibrated sculk sensors.
as shown below when i lock one in, the sculk does not activate.
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when a compass locks onto a loadstone it makes a noise, but it isn't detected by Sculk sensors and calibrated sculk sensors.
as shown below when i lock one in, the sculk does not activate.
as shown in the image below a sculk sensor won't detect when a totem of undying activates.
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as shown in the image below a sculk sensor won't detect when a totem of undying activates.
minecarts on a track will not activate a sculk sensor as shown in the image below.
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I was hosting a hardcore server recently and me and friends came across this bug, if you spectate an entity and then rejoin you get revived which I expect is not the intended behavior.
I tested this in a LAN world and on a server.jar. if you host the world and open it to lan anyone who joins the lan world can revive, the host cannot revive in this way but by creating a server using the official server.jar file you can revive as you're no longer a server host.
Steps to reproduce:
- Die
- Spectate a mob
- leave the world/server
- rejoin the world/server
- you are alive
when hosting a server the issue is MC-227566
but when running via LAN the issue persists, when hosting a singleplayer world maybe certain settings cause it to have force-gamemode set to true but from what I'm aware there is no server.proporties for singleplayer worlds.
I was hosting a hardcore server recently and me and friends came across this bug, if you spectate an entity and then rejoin you get revived which I expect is not the intended behavior.
I tested this in a LAN world and on a server.jar. if you host the world and open it to lan anyone who joins the lan world can revive, the host cannot revive in this way but by creating a server using the official server.jar file you can revive as you're no longer a server host.
Steps to reproduce:
- Die
- Spectate a mob
- leave the world/server
- rejoin the world/server
- you are alive
when hosting a server the issue is MC-227566
but when running via LAN the issue persists, when hosting a singleplayer world maybe certain settings cause it to have force-gamemode set to true but from what I'm aware there is no server.prop
orties for singleplayer worlds.
I was hosting a hardcore server recently and me and friends came across this bug, if you spectate an entity and then rejoin you get revived which I expect is not the intended behavior.
I tested this in a LAN world and on a server.jar. if you host the world and open it to lan anyone who joins the lan world can revive, the host cannot revive in this way but by creating a server using the official server.jar file you can revive as you're no longer a server host.
Steps to reproduce:
- Die
- Spectate a mob
- leave the world/server
- rejoin the world/server
- you are alive
when hosting a server the issue is MC-227566 as force-gamemode is set to true by default.
but when running via LAN the issue persists, when hosting a singleplayer world maybe certain settings cause it to have force-gamemode set to true but from what I'm aware there is no server.properties for single player worlds.
I was hosting a hardcore server recently and me and friends came across this bug, if you spectate an entity and then rejoin you get revived which I expect is not the intended behavior.
I tested this in a LAN world and on a server.jar. if you host the world and open it to lan anyone who joins the lan world can revive, the host cannot revive in this way but by creating a server using the official server.jar file you can revive as you're no longer a server host.
Steps to reproduce:
- Die
- Spectate a mob
- leave the world/server
- rejoin the world/server
- you are alive
when hosting a server the issue is MC-227566 as force-gamemode is set to true by default.
but when running via LAN the issue persists, when hosting a singleplayer world via LAN maybe certain settings cause it to have force-gamemode set to true but from what I'm aware there is no server.properties for single player worlds so i cannot check.










Still an issue in 1.16
Affects 1.20.4
for the server jar that is indeed the issue!
but when i host a lan world and someone joins, the issue i mentioned continues to happen. maybe force-gamemode is turned on when opening to lan.