mojira.dev
MC-249962

Exploding an End Crystal doesn't produce explosion vibration

Steps to Reproduce:

  1. Place a Sculk Sensor on the ground;

  2. Use a comparator to get the correct vibration type;

  3. Place a line of redstone dust to observe the signal strength;

  4. Place an End Crystal nearby;

  5. Surround it with obsidian to avoid messing up the redstone;

  6. Punch the crystal.

Observed Results:
The explosion vibration produces a level 13 signal, likely to be the "Entity Die" type.

Expected Results:
The vibration produces a level 15 "Explode" signal.

Notes:

Linked issues

Attachments

Comments 5

I can also confirm this behavior.

[media][media]

An easier method of reproducing this would be to check the last vibration frequency of the given sculk sensor by running the following command below and replacing "X Y Z" with the sculk sensor's position.

/tellraw @a {"nbt":"last_vibration_frequency","block":"X Y Z"}

Can confirm in 22w15a.

Can i ask why is this intended if it's inconsistent with how creepers, fireworks and TNT (which are also entities which "die" after exploding) produce a level 15 frequency? Seems weird to me because it's pretty clear the end crystal here is triggering an explosion.

We have decided for non-living entities to not really emit killed events

This issue has been fixed in 22w17a.

[media]

[Mod] LateLag

gnembon

Confirmed

Normal

Game Events

sculk_sensor

1.18.2, 22w14a, 22w15a

22w17a

Retrieved