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MC-249800

Redstone door sculk sensor in the Ancient City center is too far away to consistently detect the player eating

The redstone door to the redstone room is not possible / too hard to open from the outside by eating the one golden carrot (or other food item) you get in one of the ancient city central structures' loot chest.

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I've done some thorough investigating regarding this issue and have found why this is the case. In all 3 ancient city centers, the sculk sensor is too far away in order to detect the vibrations players create when they eat in most circumstances. Because of this, the sculk sensor doesn't activate, thus not opening the piston door.

The problem described by Avoma above appears to still be present.

The intent is for players to interact with the chest, eat and notice piston noises around the top of the redstone room - like with two other entrance contraptions. The doors are hidden and covered with other structures, and not meant to be open while standing at the bottom of the structure. Fix provided with 22w14a should give enough space to trigger the entrance mechanism reliably.

Hi @unknown; I've done some even further testing and have discovered a few things I feel are worth informing you about. 🙂

The fix introduced in 22w14a only appeared to fix this issue with the "city_center_2" structure and both "city_center_1" and "city_center_3" still remain an issue. It's important to note that "city_center_2" is the only structure out of the three city centers to generate with a chest containing food, however, the sculk sensor mechanism used to open the piston doors is present in all three city centers, therefore persuading me to believe that the intention of how you're supposed to open the door is by eating around the top of the redstone room (in all city centers), despite only one of the city centers supplying you with a chest.

If this assumption is correct, the "city_center_1" and "city_center_3" structures still don't consistently detect the vibration that's created through the player eating. To visually show the issue here and to reinforce my claims regarding how "city_center_1" and "city_center_3" still remain issues, I've attached 3 videos demonstrating the difference in behavior across all three city centers.

[media][media][media]

As you can see, the sculk sensor within the "city_center_2" structure reliably and consistently detects the vibration of the player eating just above the redstone room, whereas with "city_center_1" and "city_center_3", this isn't the case.

I hope this information is helpful. 🙂

I've created a new ticket for the above issue at MC-250448.

migrated

gnembon

Confirmed

Normal

Structures

ancient-city

22w13a, 22w14a

22w14a

Retrieved