When using a projectile, in my case an arrow from an Enchanted bow with Flame I, from a distance of 30 or more blocks towards known sculk sensors the Warden spawns even though the player's warning level was 0 before firing the projectile. The Warden spawns near the shrieker as expected.
##To Reproduce##
Seed: -4664117889184820337
Projectile Position (Player Area): -9806,-32,-2919
Sculk Location (Target Area): -9825,-55,-2929
Find an Ancient City
Load in chunks where sculk sensors and shriekers are in close enough proximity for the sensor(s) to alert the shrieker(s).
Retreat to a safe distance from the known sensor(s)/shrieker(s)
Fire an arrow into the vicinity of known sculk sensor(s) to trigger
Darkness effect is applied 4 times
Warden spawns within distance from last active shrieker based on spawn calculations (normal)
#NOTE - Each time the Warden was spawned in this manner, it immediately pathed towards the player. It's possible this is coincidence, more testing required.#
##Expected Behavior##
The player's warning level will increment by a factor of 1. Warden spawn mechanics would be based on the player's warning level prior to the projectile being fired. For example:
1) If the warning level was 0 prior to firing the projectile, the sculk shrieker would become active and the player's warning level would increase to 1. The Warden would not spawn.
2) If the warning level was 3 prior to firing the projectile, the sculk shrieker would become active and the player's warning level would increase to 4. The Warden would spawn.
It is believed this did not occur in 1.19 release, although it is possible exact testing parameters were not used.
##Next Steps / Suggestions##
The Minecraft Wiki, while maybe not an "official game source", is often a default resource used by player's to reference game behavior and mechanics. It does state the following, but it states this only AFTER outlining the warning system so it is assumed the warning system still applies.
"It is possible to make a Warden spawn from a distance, by shooting a [[projectile]] into the direction of known sensors that are near shriekers."
If this is expected behavior, please let me know and I'll try to coordinate changes to the Wiki. It would be helpful to understand:
1) If this is expected behavior.
2) If this is expected behavior, player's should know the distance / range in which this behavior will spawn the Warden. For example, when firing a projectile from a distance of 'MORE THAN 'X' blocks, the player's current warning level is ignored and the Warden will spawn. When firing a projectile from a distance less than 'X' blocks, the warning system is used.
*NOTE - When in closer proximity, such as 5-10 blocks, firing a projectile does not bypass the warning system. I've killed many mobs using arrows near sculk sensors/shriekers and the warning level system is utilized for Warden spawning.
I can do additional testing and/or provide my seed and an example of the location where this can be triggered, but it is believed at this time this is easily reproduced or is expected game behavior where some additional details would be helpful and appreciated.
Comments 7
It is believed to be a bug, which is why it was reported. I can't find any documentation (change logs, wiki, etc.) that states this is by design, so I was referring to undocumented behavior. I will share the seed and test location.
Added to report notes as well, here are the coords:
Seed: -4664117889184820337
Projectile Position (Player Area): -9806,-32,-2919
Sculk Location (Target Area): -9825,-55,-2929
Thank you
I realize this may not be a priority given how specific this is, but some more info anyway. You can repro this by placing a sculk sensor and then a shrieker within range. If you shoot the sensor with a Bow with the Flame 1 enchantment, from any distance, it will trigger the shrieker 4 times. I realize a shrieker placed like this can't spawn a Warden (can_summon = false), but the rest of the mechanics should be the same. I suspect the sensor is detecting persistent noise/vibration generated from the player.
My expectation would be this is a bug or clarification of, or an amendment to, game mechanics is needed. Thanks again.
I could not reproduce the issue. It is possible after all this time this bug was written in there were some changes applied which fixed the issue. I shoot to the area you mention as the projectile position and nothing happens, and the warden is only summoned when I shoot to close area around shrieker. Can you still reproduce?
Circling back to this, I believe this can be closed. I believe shooting a projectile near a sculk sensor, from any distance, is designed to alert nearby shriekers. Apologies as I was unaware of this behavior being by design when this case was opened. Sincere thanks for the help and follow up.
PS - I was testing with a bow with the Flame enchantment, so firing once would trigger all 4 warnings because the arrow was still lit. Being as it was fired by the player, and still lit, it would cause all 4 warnings to be triggered.
The bug tracker is not generally intended to get answers about specific game mechanics, other than implied information based on how issues are resolved (fixed, works-as-intended, etc).
Including a specific seed and coordinates would expedite reproduction of the issue.