Leaffen
Plantera
Something I've mentioned before but feel I need a dedicated post on, the dreaded default clicking noise associated with most wiring components NEEDS to have a way to be muted.
If you have big complex machines with a lot of timers, pressure plates, player sensors, or announcement boxes, you're going to constantly hear the same loud clicking noise, over and over again.
This is terrible for maps, as it can not only ruin a lot of immersion with any mechanics the map added in, but it can downright make some map mechanics unusable, due to how loud and annoying they would end up being.
Some examples, if you have player sensors set up in a way to detect where the player is, or an actuator elevator made with player sensors, these are both terribly loud systems that makes multiple clicking noises every time the player moves, you cannot realistically use either of these in a map strictly because of the noise.
If you have pressure plates throughout an area that will randomly add a dangerous stat to a counter, they player will hear pressure plates constantly even if the pressure plates don't always do anything, and the player can very easily memorize where the pressure plates are.
Not to mention, if you use announcement boxes for a H.U.D. in the chat? My ears can't take it, because you hear a click every time a message is sent, and a H.U.D. needs to update smoothly, messages are being sent at a pretty rapid rate. It's such a cool thing to have working and perfectly functional, but again, because of the noise it generates, it's just not realistic to use in a map. And I feel like that's a big problem to limit what you can and can't do by having some things be far too noisy.
And now imagine when noteblocks are added, you set them up to player sensors, or a bunch of pressure plates, a string of timers, whatever, and you keep hearing that dreadful clicking noise over the sounds you play. They're going to be borderline useless for making anything that sounds good at that point, unless you make the signals to trigger the noteblocks come from far away, and don't use any pressure plates or player sensors, which is just a MASSIVE shame.
It's so disappointing that there's all this potential for new cool immersive mechanics, H.U.D.s, hidden cameras, player sensor elevators, stat counters, all made inside the game from just wiring, but the downside to all of it working is having the most dreadful clicking noise constantly playing, that you can't even remove with resource packs because so many things share the same noise. I just want to make cool things without my and any other players' ears being shredded.
I assume this would be an easy change to pull off as well, by just making echo coated pressure plates/player sensors/timers/announcement boxes not generate a noise, but I could be wrong.
In short, this is a change that needs to happen if we want to start seeing grander things come from maps, without having to deal with the limitations of constant ear piercing noise, and this should vastly improve the viability of using noteblocks in the future. Also, it would be great for anyone with a sensitivity to clicking noises, such as my self. I have to play the game muted whenever making any large wiring machine function, so more accessibility is a huge plus!
Edit: I once made a mechanic where, you would be in a large sprawling spider den, trying to get in and out. Waves of light would travel through the ground, indicating when you need to stop moving, or else it will add a counter to a tracker. If the tracker had 3 counters, it would start spawning spiders in the area.
THIS IS WHAT IT SOUNDED LIKE! This is why it's so important the change needs to happen, mechanics like that can't exist without producing this much noise. Also, notice the H.U.D. makes a low hum. That gets grating.
If you have big complex machines with a lot of timers, pressure plates, player sensors, or announcement boxes, you're going to constantly hear the same loud clicking noise, over and over again.
This is terrible for maps, as it can not only ruin a lot of immersion with any mechanics the map added in, but it can downright make some map mechanics unusable, due to how loud and annoying they would end up being.
Some examples, if you have player sensors set up in a way to detect where the player is, or an actuator elevator made with player sensors, these are both terribly loud systems that makes multiple clicking noises every time the player moves, you cannot realistically use either of these in a map strictly because of the noise.
If you have pressure plates throughout an area that will randomly add a dangerous stat to a counter, they player will hear pressure plates constantly even if the pressure plates don't always do anything, and the player can very easily memorize where the pressure plates are.
Not to mention, if you use announcement boxes for a H.U.D. in the chat? My ears can't take it, because you hear a click every time a message is sent, and a H.U.D. needs to update smoothly, messages are being sent at a pretty rapid rate. It's such a cool thing to have working and perfectly functional, but again, because of the noise it generates, it's just not realistic to use in a map. And I feel like that's a big problem to limit what you can and can't do by having some things be far too noisy.
And now imagine when noteblocks are added, you set them up to player sensors, or a bunch of pressure plates, a string of timers, whatever, and you keep hearing that dreadful clicking noise over the sounds you play. They're going to be borderline useless for making anything that sounds good at that point, unless you make the signals to trigger the noteblocks come from far away, and don't use any pressure plates or player sensors, which is just a MASSIVE shame.
It's so disappointing that there's all this potential for new cool immersive mechanics, H.U.D.s, hidden cameras, player sensor elevators, stat counters, all made inside the game from just wiring, but the downside to all of it working is having the most dreadful clicking noise constantly playing, that you can't even remove with resource packs because so many things share the same noise. I just want to make cool things without my and any other players' ears being shredded.
I assume this would be an easy change to pull off as well, by just making echo coated pressure plates/player sensors/timers/announcement boxes not generate a noise, but I could be wrong.
In short, this is a change that needs to happen if we want to start seeing grander things come from maps, without having to deal with the limitations of constant ear piercing noise, and this should vastly improve the viability of using noteblocks in the future. Also, it would be great for anyone with a sensitivity to clicking noises, such as my self. I have to play the game muted whenever making any large wiring machine function, so more accessibility is a huge plus!
Edit: I once made a mechanic where, you would be in a large sprawling spider den, trying to get in and out. Waves of light would travel through the ground, indicating when you need to stop moving, or else it will add a counter to a tracker. If the tracker had 3 counters, it would start spawning spiders in the area.
THIS IS WHAT IT SOUNDED LIKE! This is why it's so important the change needs to happen, mechanics like that can't exist without producing this much noise. Also, notice the H.U.D. makes a low hum. That gets grating.
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