When a sculk sensor detects a witch drinking a potion, or a wandering trader drinking a potion/milk bucket, it outputs a redstone signal of 5 (Equipping gear) instead of 8 (Consuming items).
Steps to Reproduce:
Place a calibrated sculk sensor, and power it from the crystal side with a redstone strength of 5.
Confirm that the sculk sensor is tuned to the correct frequency by equipping any piece of armor and observing the sensor activate.
Spawn a witch near the sensor and damage it so it drinks an instant health potion.
Or: Spawn a wandering trader and scare it by spawning a zombie nearby so it drinks a potion of invisibility. And/or: Wait for the trader to drink milk to become visible.
Observed Results:
The calibrated sculk sensor detects the mob drinking when it's tuned to the armor equipping frequency of 5.
Expected Results:
The calibrated sculk sensor should not detect this vibration.
Attachments
Comments 2
Iβve just checked, and this behavior still exists on Bedrock. It also works as I would expect on Java Edition, making this a parity issue. I donβt understand why this was resolved as βWorks As Intended.β
Itβs a minor issue I found when a wandering trader was unexpectedly opening a sculk-activated piston door I made, but is unintuitive and does not appear intended to me. Could this resolution be double-checked?
Thank you for your report!
After consideration, the issue is being closed as Working as Intended.
Please note, that mechanics of the game may change between updates.
Things such as graphics, sounds, world creation, biomes, redstone, villagers, and animals may not work the same in current versions.
Full Version History β Snapshot Version History β Feature Requests and Suggestions
Quick Links:
π Bug Tracker Guidelines β π¬ Community Support β π§ Mojang Support (Technical Issues) β π§ Microsoft Support (Account Issues)
π Project Summary β βοΈ Feedback and Suggestions β π Game Wiki