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Minecraft:Sculk Sensor: Difference between revisions

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{{For|the calibrated version of the sculk sensor|Calibrated Sculk Sensor}}
{{MC/For|the calibrated version of the sculk sensor|Calibrated Sculk Sensor}}
{{Infobox block
{{Infobox block
| image = Sculk Sensor.gif
| image = Sculk Sensor.gif
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| mapcolor = {{Map color|Sculk Sensor}}{{only|je|short=1}}<br>{{Map color|black}}{{only|be|short=1}}
| mapcolor = {{Map color|Sculk Sensor}}{{only|je|short=1}}<br>{{Map color|black}}{{only|be|short=1}}
}}
}}
A '''sculk sensor''' is a sculk block that detects [[Minecraft:vibration]]s caused by nearby actions and events and emits a [[Minecraft:redstone]] signal in response. Player-caused vibrations can also trigger nearby sculk shriekers. {{Control|Sneaking}} prevents the creation of vibrations while moving, and [[Minecraft:wool]] can be used to block or prevent them. Placing an [[Minecraft:Block of Amethyst|amethyst block]] next to a sculk sensor allows it to "relay" detected vibrations to other sculk sensors.
A '''sculk sensor''' is a sculk block that detects [[Minecraft:vibration]]s caused by nearby actions and events and emits a [[Minecraft:redstone]] signal in response. Player-caused vibrations can also trigger nearby sculk shriekers. {{MC/Control|Sneaking}} prevents the creation of vibrations while moving, and [[Minecraft:wool]] can be used to block or prevent them. Placing an [[Minecraft:Block of Amethyst|amethyst block]] next to a sculk sensor allows it to "relay" detected vibrations to other sculk sensors.


== Obtaining ==
== Obtaining ==
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A sculk sensor can be mined with any tool, but [[Minecraft:hoe]]s are the quickest. It drops itself only if mined with any tool enchanted with [[Minecraft:Silk Touch]]. If mined with a non-Silk Touch tool, it drops 5 experience instead.
A sculk sensor can be mined with any tool, but [[Minecraft:hoe]]s are the quickest. It drops itself only if mined with any tool enchanted with [[Minecraft:Silk Touch]]. If mined with a non-Silk Touch tool, it drops 5 experience instead.


{{Breaking row|Sculk Sensor|Hoe|drop=0|horizontal=1}}
{{MC/Breaking row|Sculk Sensor|Hoe|drop=0|horizontal=1}}


=== Natural generation ===
=== Natural generation ===
Sculk sensors generate within the deep dark biome and ancient cities.
Sculk sensors generate within the deep dark biome and ancient cities.


{{block distribution}}
{{MC/Block Distribution}}


=== Generated loot ===
=== Generated loot ===
{{LootChestItem|sculk-sensor}}
{{MC/LootChestItem|sculk-sensor}}


=== Post-generation ===
=== Post-generation ===
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Sculk sensors detect vibrations in an 8 block spherical radius around it. Vibrations are caused by various events, such as players and mobs walking, placing or breaking blocks (except [[Minecraft:wool]] or [[Minecraft:carpet]]), gliding with [[Minecraft:elytra]], items falling on the ground, shooting projectiles, a [[Minecraft:piston]] extending or a wet [[Minecraft:wolf]] shaking itself off. Vibrations have an associated frequency; different events create vibrations of different frequencies.
Sculk sensors detect vibrations in an 8 block spherical radius around it. Vibrations are caused by various events, such as players and mobs walking, placing or breaking blocks (except [[Minecraft:wool]] or [[Minecraft:carpet]]), gliding with [[Minecraft:elytra]], items falling on the ground, shooting projectiles, a [[Minecraft:piston]] extending or a wet [[Minecraft:wolf]] shaking itself off. Vibrations have an associated frequency; different events create vibrations of different frequencies.


When a vibration is made within the range of a sculk sensor, a signal travels from the vibration source to the sensor at a speed of one block per game tick (20 blocks per second). When the signal arrives, the sensor is activated for {{convert|30|game tick|second}}. The sensor cannot detect any other vibrations while activated or while a signal is traveling to it.
When a vibration is made within the range of a sculk sensor, a signal travels from the vibration source to the sensor at a speed of one block per game tick (20 blocks per second). When the signal arrives, the sensor is activated for {{MC/Convert|30|game tick|second}}. The sensor cannot detect any other vibrations while activated or while a signal is traveling to it.


Sculk sensors have a cooldown period of {{convert|10|game tick|second}} after being placed or after deactivating. During this cooldown period, they cannot detect vibrations. This prevents a sensor from reactivating when a contraption it is powering (such as a piston) becomes unpowered.
Sculk sensors have a cooldown period of {{MC/Convert|10|game tick|second}} after being placed or after deactivating. During this cooldown period, they cannot detect vibrations. This prevents a sensor from reactivating when a contraption it is powering (such as a piston) becomes unpowered.


Sculk sensors don't detect vibrations from other sculk sources or the [[Minecraft:warden]] in ''[[Minecraft:Java Edition]]''.
Sculk sensors don't detect vibrations from other sculk sources or the [[Minecraft:warden]] in ''[[Minecraft:Java Edition]]''.
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Sculk sensors emit a [[Minecraft:redstone]] signal  in every direction (including top and bottom) when they are activated. The redstone signal emitted from the bottom [[Minecraft:Redstone mechanics#Powered blocks|powers]] the block below the sensor strongly, whereas in all other directions it appears as though the sensor itself is the strongly powered block.
Sculk sensors emit a [[Minecraft:redstone]] signal  in every direction (including top and bottom) when they are activated. The redstone signal emitted from the bottom [[Minecraft:Redstone mechanics#Powered blocks|powers]] the block below the sensor strongly, whereas in all other directions it appears as though the sensor itself is the strongly powered block.


The strength of the redstone signal is {{w|inversely proportional}} to the distance the vibration signal traveled – the closer the vibration is to the sculk sensor, the stronger the redstone signal is, so it reaches the maximum redstone signal strength when the vibration is directly on top of the sensor. The distance is measured from the block at which the vibration occurred; moving within a block never results in a different strength.
The strength of the redstone signal is {{MC/W|inversely proportional}} to the distance the vibration signal traveled – the closer the vibration is to the sculk sensor, the stronger the redstone signal is, so it reaches the maximum redstone signal strength when the vibration is directly on top of the sensor. The distance is measured from the block at which the vibration occurred; moving within a block never results in a different strength.


<code>redstone_strength = max(1, 15 - floor(15 / detection_range * distance))</code>
<code>redstone_strength = max(1, 15 - floor(15 / detection_range * distance))</code>
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==== Vibration frequencies ====
==== Vibration frequencies ====


{{main|Vibration}}
{{MC/Main|Vibration}}
{{:Vibration}}
{{:Vibration}}


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=== Generic ===
=== Generic ===
{{Sound table/Block/Sculk sensor}}
{{MC/Sound table/Block/Sculk sensor}}


=== Unique ===
=== Unique ===
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== Data values ==
== Data values ==
=== ID ===
=== ID ===
{{edition|java}}:
{{MC/Edition|java}}:
{{ID table
{{ID table
|edition=java
|edition=java
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|foot=1}}
|foot=1}}


{{el|be}}:
{{MC/El|be}}:
{{ID table
{{ID table
|edition=bedrock
|edition=bedrock
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=== Block states ===
=== Block states ===
{{see also|Block states}}
{{MC/See also|Block states}}


{{el|je}}:
{{MC/El|je}}:
{{bst|power|0|0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15|The sculk sensor's current power level.}}
{{bst|power|0|0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15|The sculk sensor's current power level.}}
{{bst|sculk_sensor_phase|inactive|active, cooldown, inactive|Whether or not the sculk sensor is active.{{info needed}}}}
{{bst|sculk_sensor_phase|inactive|active, cooldown, inactive|Whether or not the sculk sensor is active.{{MC/Info needed}}}}
{{bst|waterlogged|false|false,true|Whether or not there's water in the same place as this sculk sensor.|foot=1}}
{{bst|waterlogged|false|false,true|Whether or not there's water in the same place as this sculk sensor.|foot=1}}


{{el|be}}:
{{MC/El|be}}:
{{bst|showaux=1|sculk_sensor_phase|0|0,1,2|The sculk sensor phase.{{info needed}}|Unsupported|foot=1}}
{{bst|showaux=1|sculk_sensor_phase|0|0,1,2|The sculk sensor phase.{{MC/Info needed}}|Unsupported|foot=1}}


=== Block data ===
=== Block data ===
A sculk sensor has a block entity associated with it that holds additional data about the block.
A sculk sensor has a block entity associated with it that holds additional data about the block.


{{el|java}}:
{{MC/El|java}}:
{{see also|Block entity format}}
{{MC/See also|Block entity format}}
<section begin="block data"/><div class="treeview">
<section begin="block data"/><div class="treeview">
*{{nbt|compound}}: Block entity data.
*{{MC/Nbt|compound}}: Block entity data.
** {{nbt inherit/blockentity}}
** {{MC/Nbt inherit/blockentity}}
** {{nbt|int|last_vibration_frequency}}: The frequency of the last vibration.
** {{MC/Nbt|int|last_vibration_frequency}}: The frequency of the last vibration.
** {{nbt|compound|listener}}: The vibration event listener for this sculk shrieker, sculk sensor, or calibrated sculk sensor.
** {{MC/Nbt|compound|listener}}: The vibration event listener for this sculk shrieker, sculk sensor, or calibrated sculk sensor.
*** {{nbt|compound|event}}: Exists only if there is an incoming vibration.
*** {{MC/Nbt|compound|event}}: Exists only if there is an incoming vibration.
**** {{nbt|float|distance}}: The distance between this vibration's source and the block.
**** {{MC/Nbt|float|distance}}: The distance between this vibration's source and the block.
**** {{nbt|string|game_event}}: The resource location of the vibration event that caused the current incoming vibration.
**** {{MC/Nbt|string|game_event}}: The resource location of the vibration event that caused the current incoming vibration.
**** {{nbt|list|pos}}: The coordinates of the source of this vibration.
**** {{MC/Nbt|list|pos}}: The coordinates of the source of this vibration.
***** {{nbt|double}}: X coordinate.
***** {{MC/Nbt|double}}: X coordinate.
***** {{nbt|double}}: Y coordinate.
***** {{MC/Nbt|double}}: Y coordinate.
***** {{nbt|double}}: Z coordinate.
***** {{MC/Nbt|double}}: Z coordinate.
**** {{nbt|int-array|projectile_owner}}: If the vibration was caused by a projectile, this is the [[Minecraft:UUID]] of the entity that launched the projectile. Does not exist if vibration was not caused by a projectile.
**** {{MC/Nbt|int-array|projectile_owner}}: If the vibration was caused by a projectile, this is the [[Minecraft:UUID]] of the entity that launched the projectile. Does not exist if vibration was not caused by a projectile.
**** {{nbt|int-array|source}}: The [[Minecraft:UUID]] of the entity that caused the vibration. Does not exist if vibration was not caused by an entity.
**** {{MC/Nbt|int-array|source}}: The [[Minecraft:UUID]] of the entity that caused the vibration. Does not exist if vibration was not caused by an entity.
*** {{nbt|int|event_delay}}: How many ticks remain until triggered by the vibration. Set to 0 if there is no incoming vibration
*** {{MC/Nbt|int|event_delay}}: How many ticks remain until triggered by the vibration. Set to 0 if there is no incoming vibration
*** {{nbt|compound|selector}}: The data of the vibration selector.{{info needed|What does this mean?}}<!--Copied from machine translation from ZH wiki-->
*** {{MC/Nbt|compound|selector}}: The data of the vibration selector.{{MC/Info needed|What does this mean?}}<!--Copied from machine translation from ZH wiki-->
**** {{nbt|long|tick}}: The game time when the vibration occurs, or -1 if there is no vibration to choose from.{{info needed|What does this mean?}}<!--Copied from machine translation from ZH wiki-->
**** {{MC/Nbt|long|tick}}: The game time when the vibration occurs, or -1 if there is no vibration to choose from.{{MC/Info needed|What does this mean?}}<!--Copied from machine translation from ZH wiki-->
**** {{nbt|compound|event}}: Candidate game event, with the same structure as the {{nbt|compound|event}} tag above.{{info needed|What does this mean?}}<!--Based on machine translation from ZH wiki-->
**** {{MC/Nbt|compound|event}}: Candidate game event, with the same structure as the {{MC/Nbt|compound|event}} tag above.{{MC/Info needed|What does this mean?}}<!--Based on machine translation from ZH wiki-->
</div><section end="block data"/>
</div><section end="block data"/>


{{el|bedrock}}:
{{MC/El|bedrock}}:
: See [[Minecraft:Bedrock Edition level format/Block entity format]].
: See [[Minecraft:Bedrock Edition level format/Block entity format]].


== Achievements ==
== Achievements ==
{{load achievements|Sneak 100}}
{{MC/Load achievements|Sneak 100}}


== Advancements ==
== Advancements ==
{{load advancements|Sneak 100}}
{{MC/Load advancements|Sneak 100}}


== Videos ==
== Videos ==
{{yt|6dZ-kQXrxYg}}
{{MC/Yt|6dZ-kQXrxYg}}


== History ==
== History ==
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|{{HistoryLine||2020|link={{tweet|CagilMartin1|1540933520268607490}}|Prototypes for the sculk sensor are made, previously simply stepping on sculk would produce noise and alert the warden.
|{{HistoryLine||2020|link={{tweet|CagilMartin1|1540933520268607490}}|Prototypes for the sculk sensor are made, previously simply stepping on sculk would produce noise and alert the warden.
|[[File:Trypophobia_Skulk_Senser_Actavated_Level0Render.png|32px]] [[File:Trypophobia_Skulk_Senser_Actavated_Level1Render.png|32px]] [[File:Trypophobia_Skulk_Senser_Actavated_Level2Render.png|32px]] [[File:Trypophobia_Skulk_Senser_Actavated_Level3Render.png|32px]] [[File:Trypophobia_Skulk_Senser_Actavated_Level4Render.png|32px]] The sculk sensors during the trypophobia iteration were originally going to emit a redstone signal only after being triggered four times, visually shown by markings on its top that would light up each time.}}
|[[File:Trypophobia_Skulk_Senser_Actavated_Level0Render.png|32px]] [[File:Trypophobia_Skulk_Senser_Actavated_Level1Render.png|32px]] [[File:Trypophobia_Skulk_Senser_Actavated_Level2Render.png|32px]] [[File:Trypophobia_Skulk_Senser_Actavated_Level3Render.png|32px]] [[File:Trypophobia_Skulk_Senser_Actavated_Level4Render.png|32px]] The sculk sensors during the trypophobia iteration were originally going to emit a redstone signal only after being triggered four times, visually shown by markings on its top that would light up each time.}}
|{{HistoryLine||October 3, 2020|link={{ytl|DBvZ2Iqmm3M|t=13m02s}}|[[File:Sculk Sensor (pre-release 1).gif|32px]] The sculk sensor is shown off at Minecraft Live 2020.
|{{HistoryLine||October 3, 2020|link={{MC/Ytl|DBvZ2Iqmm3M|t=13m02s}}|[[File:Sculk Sensor (pre-release 1).gif|32px]] The sculk sensor is shown off at Minecraft Live 2020.
|[[File:Sculk Sensor (pre-release item).png|32px]] Item model was without tendrils since they were an entity, similar to the book on the enchanting table.}}
|[[File:Sculk Sensor (pre-release item).png|32px]] Item model was without tendrils since they were an entity, similar to the book on the enchanting table.}}
|{{HistoryLine||November 13, 2020|link={{tweet|kingbdogz|1327265084352180224}}|[[File:Sculk Sensor (pre-release 2).gif|32px]] The sculk sensor has a new texture and clicking animation in a tweet from Brandon Pearce.
|{{HistoryLine||November 13, 2020|link={{tweet|kingbdogz|1327265084352180224}}|[[File:Sculk Sensor (pre-release 2).gif|32px]] The sculk sensor has a new texture and clicking animation in a tweet from Brandon Pearce.
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=== ''Java Edition'' ===
=== ''Java Edition'' ===
{{HistoryTable
{{HistoryTable
|{{HistoryLine|java}}
|{{MC/HistoryLine|java}}
|{{HistoryLine||1.17|dev=20w49a|[[File:Sculk Sensor JE1.gif|32px]] [[File:Inactive Sculk Sensor JE1.gif|32px]] [[File:Active Sculk Sensor JE1.gif|32px]] Added sculk sensor with a new inactive and clicking animation.}}
|{{MC/HistoryLine||1.17|dev=20w49a|[[File:Sculk Sensor JE1.gif|32px]] [[File:Inactive Sculk Sensor JE1.gif|32px]] [[File:Active Sculk Sensor JE1.gif|32px]] Added sculk sensor with a new inactive and clicking animation.}}
|{{HistoryLine|||dev=20w51a|Eating Start has been removed as an event.
|{{MC/HistoryLine|||dev=20w51a|Eating Start has been removed as an event.
|Entity Hit's frequency value has changed from 9 to 8.
|Entity Hit's frequency value has changed from 9 to 8.
|Container Close's frequency value has changed from 10 to 14.
|Container Close's frequency value has changed from 10 to 14.
Line 256: Line 256:
}}
}}
}}
}}
|{{HistoryLine|||dev=21w13a|The two unused textures of the calibrated sculk sensor top and side have been removed.}}
|{{MC/HistoryLine|||dev=21w13a|The two unused textures of the calibrated sculk sensor top and side have been removed.}}
|{{HistoryLine|||dev=21w19a|Sculk sensors are now accessible only through commands.}}
|{{MC/HistoryLine|||dev=21w19a|Sculk sensors are now accessible only through commands.}}
|{{HistoryLine||1.18|dev=Experimental Snapshot 1|Sculk sensors are now available in the [[Minecraft:Creative inventory]].}}
|{{MC/HistoryLine||1.18|dev=Experimental Snapshot 1|Sculk sensors are now available in the [[Minecraft:Creative inventory]].}}
|{{HistoryLine|||dev=21w37a|Sculk sensors are once again accessible only through commands.}}
|{{MC/HistoryLine|||dev=21w37a|Sculk sensors are once again accessible only through commands.}}
|{{HistoryLine||1.19|dev=Deep Dark Experimental Snapshot 1|Sculk sensors now generate in the deep dark biome.
|{{MC/HistoryLine||1.19|dev=Deep Dark Experimental Snapshot 1|Sculk sensors now generate in the deep dark biome.
|Sculk sensors now drop experience when mined without [[Minecraft:Silk Touch]].
|Sculk sensors now drop experience when mined without [[Minecraft:Silk Touch]].
|Sculk sensors now always activate when stepped on, even when sneaking.
|Sculk sensors now always activate when stepped on, even when sneaking.
|Sculk sensors have been re-added to the Creative inventory.}}
|Sculk sensors have been re-added to the Creative inventory.}}
|{{HistoryLine|||dev=22w15a|[[Minecraft:Carpet]]s, like wool blocks, now dampen the vibrations caused by their placing, breaking or dropping as items.
|{{MC/HistoryLine|||dev=22w15a|[[Minecraft:Carpet]]s, like wool blocks, now dampen the vibrations caused by their placing, breaking or dropping as items.
|Carpets now also dampen the vibrations caused by running and jumping over them.}}
|Carpets now also dampen the vibrations caused by running and jumping over them.}}
|{{HistoryLine||1.19.4|dev=23w06a|Sculk sensors are now able to detect more actions included in several existing and new game events, such as:
|{{MC/HistoryLine||1.19.4|dev=23w06a|Sculk sensors are now able to detect more actions included in several existing and new game events, such as:


* <code>block_change</code>:
* <code>block_change</code>:
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* <code>entity_mount</code> (new game event, with signal 7):
* <code>entity_mount</code> (new game event, with signal 7):
** Mount any passenger to any vehicle.}}
** Mount any passenger to any vehicle.}}
|{{HistoryLine|||dev=pre1|The <code>item_interact_finish</code> event now has a vibration frequency of 2 instead of 14.}}
|{{MC/HistoryLine|||dev=pre1|The <code>item_interact_finish</code> event now has a vibration frequency of 2 instead of 14.}}
|{{HistoryLine|||dev=pre4|Sculk sensors are now activated upon breaking shulker bullets.}}
|{{MC/HistoryLine|||dev=pre4|Sculk sensors are now activated upon breaking shulker bullets.}}
|{{HistoryLine||1.20|dev=23w12a|Sculk sensors can now be used to craft calibrated sculk sensors.
|{{HistoryLine||1.20|dev=23w12a|Sculk sensors can now be used to craft calibrated sculk sensors.
|Vibration frequencies of many actions in the game have been tweaked and greatly simplified to prevent unwanted interference, as following:
|Vibration frequencies of many actions in the game have been tweaked and greatly simplified to prevent unwanted interference, as following:
Line 524: Line 524:
|Sculk sensors now resonate their vibrations through amethyst.
|Sculk sensors now resonate their vibrations through amethyst.
}}
}}
|{{HistoryLine|||dev=23w14a
|{{MC/HistoryLine|||dev=23w14a
|The default redstone output for sculk sensors has been modified to be more reliable for distance calculations.
|The default redstone output for sculk sensors has been modified to be more reliable for distance calculations.
|Sculk sensors now strongly power the block they are placed on.
|Sculk sensors now strongly power the block they are placed on.
|Removed the <code>cooldown</code> state of <code>sculk_sensor_phase</code> block state.}}
|Removed the <code>cooldown</code> state of <code>sculk_sensor_phase</code> block state.}}
|{{HistoryLine|||dev=23w16a|If a vibration is scheduled to be received by a sculk sensor, it stays queued until all adjacent chunks are loaded and ticking. This prevents vibration resonance setups from breaking when unloading their chunks from a distance.}}
|{{MC/HistoryLine|||dev=23w16a|If a vibration is scheduled to be received by a sculk sensor, it stays queued until all adjacent chunks are loaded and ticking. This prevents vibration resonance setups from breaking when unloading their chunks from a distance.}}
|{{HistoryLine|||dev=23w17a|Sculk sensors now last 30 game ticks when in Active phase instead of 40.
|{{MC/HistoryLine|||dev=23w17a|Sculk sensors now last 30 game ticks when in Active phase instead of 40.
|Sculk sensors now last 10 game ticks when in Cooldown phase instead of 1.}}
|Sculk sensors now last 10 game ticks when in Cooldown phase instead of 1.}}
|{{HistoryLine|||dev=23w18a|Landing or jumping on the edge of wool no longer triggers sculk sensors.<ref name="MC-252389">{{bug|MC-252389||When landing (or jumping) on wool with your hitbox over the edge, it produces a vibration|Fixed}}</ref>
|{{HistoryLine|||dev=23w18a|Landing or jumping on the edge of wool no longer triggers sculk sensors.<ref name="MC-252389">{{bug|MC-252389||When landing (or jumping) on wool with your hitbox over the edge, it produces a vibration|Fixed}}</ref>
|Walking on the edge of blocks now properly triggers sculk sensors.<ref>{{bug|MC-207290||Sculk sensors don't detect vibrations while walking on the edge of a block|Fixed}}</ref>}}
|Walking on the edge of blocks now properly triggers sculk sensors.<ref>{{bug|MC-207290||Sculk sensors don't detect vibrations while walking on the edge of a block|Fixed}}</ref>}}
|{{HistoryLine||1.20.2|dev=23w31a|[[Minecraft:Witch]]es drinking [[Minecraft:potion]]s emit an <code>entity_action</code> vibration of frequency <code>4</code>.
|{{MC/HistoryLine||1.20.2|dev=23w31a|[[Minecraft:Witch]]es drinking [[Minecraft:potion]]s emit an <code>entity_action</code> vibration of frequency <code>4</code>.
|[[Minecraft:Turtle]]s clearing away [[Minecraft:sand]] emit an <code>entity_action</code> vibration of frequency <code>4</code>.
|[[Minecraft:Turtle]]s clearing away [[Minecraft:sand]] emit an <code>entity_action</code> vibration of frequency <code>4</code>.
|Camels dashing, standing up, or sitting down emit an <code>entity_action</code> vibration of frequency <code>4</code>.
|Camels dashing, standing up, or sitting down emit an <code>entity_action</code> vibration of frequency <code>4</code>.
|Totems of undying activating emit an <code>entity_damage</code> vibration of frequency <code>7</code>.}}
|Totems of undying activating emit an <code>entity_damage</code> vibration of frequency <code>7</code>.}}
|{{HistoryLine|||dev=23w32a|Vibrations no longer risk being lost on simulation distance limit.
|{{MC/HistoryLine|||dev=23w32a|Vibrations no longer risk being lost on simulation distance limit.
|Unequipping items emits a new <code>unequip</code> vibration of frequency <code>4</code>.
|Unequipping items emits a new <code>unequip</code> vibration of frequency <code>4</code>.
|Chiseled bookshelves emit a <code>block_change</code> vibration of frequency <code>11</code> when receiving books from [[Minecraft:hopper]]s.
|Chiseled bookshelves emit a <code>block_change</code> vibration of frequency <code>11</code> when receiving books from [[Minecraft:hopper]]s.
Line 548: Line 548:
|Sweet berries being eaten by foxes emit a <code>block_change</code> vibration of frequency <code>11</code>.
|Sweet berries being eaten by foxes emit a <code>block_change</code> vibration of frequency <code>11</code>.
|Camels eating cactus emit an <code>eat</code> vibration of frequency <code>8</code>.}}
|Camels eating cactus emit an <code>eat</code> vibration of frequency <code>8</code>.}}
|{{HistoryLine||1.21|dev=24w19a|Frosted ice being placed by Frost Walker emits a <code>block_place</code> vibration of frequency <code>13</code>.}}
|{{MC/HistoryLine||1.21|dev=24w19a|Frosted ice being placed by Frost Walker emits a <code>block_place</code> vibration of frequency <code>13</code>.}}
|{{HistoryLine||1.21.4|dev=24w45a|Resin clump being placed by creaking heart emits a <code>block_place</code> vibration of frequency <code>13</code>.}}
|{{MC/HistoryLine||1.21.4|dev=24w45a|Resin clump being placed by creaking heart emits a <code>block_place</code> vibration of frequency <code>13</code>.}}
|{{HistoryLine||1.21.5|dev=25w02a|Attacking a creaking spawned by a creaking heart emits an <code>entity_action</code> vibration of frequency <code>4</code>.}}
|{{MC/HistoryLine||1.21.5|dev=25w02a|Attacking a creaking spawned by a creaking heart emits an <code>entity_action</code> vibration of frequency <code>4</code>.}}
|{{HistoryLine|java upcoming}}
|{{MC/HistoryLine|java upcoming}}
|{{HistoryLine||26.2|dev=snap1|Entities bouncing off of blocks or a collidable entity will emit a vibration frequency of {{cd|2}}.}}
|{{HistoryLine||26.2|dev=snap1|Entities bouncing off of blocks or a collidable entity will emit a vibration frequency of {{MC/Cd|2}}.}}
}}
}}


=== ''Bedrock Edition'' ===
=== ''Bedrock Edition'' ===
{{HistoryTable
{{HistoryTable
|{{HistoryLine|bedrock}}
|{{MC/HistoryLine|bedrock}}
|{{HistoryLine||1.16.210|exp=Caves and Cliffs|dev=beta 1.16.210.56|[[File:Sculk Sensor BE1.gif|32px]] Added the sculk sensor. It uses a different texture from the one in {{JE}}.
|{{HistoryLine||1.16.210|exp=Caves and Cliffs|dev=beta 1.16.210.56|[[File:Sculk Sensor BE1.gif|32px]] Added the sculk sensor. It uses a different texture from the one in {{MC/JE}}.
|<code>sculk_sensor_redstone_signal</code> particles are also different from the ones in ''Java Edition''.}}
|<code>sculk_sensor_redstone_signal</code> particles are also different from the ones in ''Java Edition''.}}
|{{HistoryLine||1.17.0|exp=Caves and Cliffs|dev=beta 1.17.0.50|Sculk sensors can now detect walking vibrations below y{{=}}0.}}
|{{HistoryLine||1.17.0|exp=Caves and Cliffs|dev=beta 1.17.0.50|Sculk sensors can now detect walking vibrations below y{{=}}0.}}
|{{HistoryLine||1.17.10|exp=Caves and Cliffs|dev=beta 1.17.10.20|[[File:Sculk Sensor BE2.gif|32px]] Texture changed to match ''Java Edition''. But not the animation.}}
|{{MC/HistoryLine||1.17.10|exp=Caves and Cliffs|dev=beta 1.17.10.20|[[File:Sculk Sensor BE2.gif|32px]] Texture changed to match ''Java Edition''. But not the animation.}}
|{{HistoryLine||1.18.0|dev=beta 1.18.0.20|Sculk sensors are now available outside experimental gameplay.}}
|{{MC/HistoryLine||1.18.0|dev=beta 1.18.0.20|Sculk sensors are now available outside experimental gameplay.}}
|{{HistoryLine||1.18.0|exp=Vanilla Experiments|dev=beta 1.18.0.22|Sculk sensors have been moved behind the "Vanilla Experiments" Experimental Gameplay toggle.
|{{MC/HistoryLine||1.18.0|exp=Vanilla Experiments|dev=beta 1.18.0.22|Sculk sensors have been moved behind the "Vanilla Experiments" Experimental Gameplay toggle.
|Sculk sensors are now broken faster with a hoe.}}
|Sculk sensors are now broken faster with a hoe.}}
|{{HistoryLine||1.18.10|exp=Wild Update|dev=beta 1.18.10.21|Sculk sensors have been moved behind the "Wild Update" Experimental Gameplay toggle.}}
|{{MC/HistoryLine||1.18.10|exp=Wild Update|dev=beta 1.18.10.21|Sculk sensors have been moved behind the "Wild Update" Experimental Gameplay toggle.}}
|{{HistoryLine||1.18.30|exp=Wild Update|dev=Preview 1.18.30.23|Added wool occlusion to sculk sensors.
|{{MC/HistoryLine||1.18.30|exp=Wild Update|dev=Preview 1.18.30.23|Added wool occlusion to sculk sensors.
|Sculk sensors no longer make clicking sounds if they are waterlogged.}}
|Sculk sensors no longer make clicking sounds if they are waterlogged.}}
|{{HistoryLine|||dev=Preview 1.18.30.29|Sculk sensors now generate in the deep dark biome.}}
|{{MC/HistoryLine|||dev=Preview 1.18.30.29|Sculk sensors now generate in the deep dark biome.}}
|{{HistoryLine||1.19.0|dev=Preview 1.19.0.21|Added more game events to match ''Java Edition''.
|{{MC/HistoryLine||1.19.0|dev=Preview 1.19.0.21|Added more game events to match ''Java Edition''.
|Sculk sensors now always activate when stepped on, even when sneaking.
|Sculk sensors now always activate when stepped on, even when sneaking.
|Sculk sensors are now available without enabling experimental gameplay again.}}
|Sculk sensors are now available without enabling experimental gameplay again.}}
|{{HistoryLine|||dev=Preview 1.19.0.25|Sculk sensors now drop experience when mined without [[Minecraft:Silk Touch]].}}
|{{MC/HistoryLine|||dev=Preview 1.19.0.25|Sculk sensors now drop experience when mined without [[Minecraft:Silk Touch]].}}
|{{HistoryLine||1.20.10|dev=Preview 1.20.10.20|Sculk sensors can now detect the following events:
|{{MC/HistoryLine||1.20.10|dev=Preview 1.20.10.20|Sculk sensors can now detect the following events:


* Placing, rotating, or removing an item in an item frame or a glow item frame.
* Placing, rotating, or removing an item in an item frame or a glow item frame.
Line 597: Line 597:
* Placing a [[Minecraft:door]].
* Placing a [[Minecraft:door]].
* Planting seeds in [[Minecraft:farmland]].}}
* Planting seeds in [[Minecraft:farmland]].}}
|{{HistoryLine||1.20.30|dev=Preview 1.20.30.20|Sculk sensors can now detect the following events:
|{{MC/HistoryLine||1.20.30|dev=Preview 1.20.30.20|Sculk sensors can now detect the following events:


* Throwing an eye of ender.
* Throwing an eye of ender.
Line 607: Line 607:
* Using [[Minecraft:dye]]s to change cauldrons' water color.
* Using [[Minecraft:dye]]s to change cauldrons' water color.
* Non-player actors event when equipping [[Minecraft:shield]]s in their off-hand slot.}}
* Non-player actors event when equipping [[Minecraft:shield]]s in their off-hand slot.}}
|{{HistoryLine|||dev=Preview 1.20.30.21|Sculk sensors can now detect the following events:
|{{MC/HistoryLine|||dev=Preview 1.20.30.21|Sculk sensors can now detect the following events:


* Applying a name tag.
* Applying a name tag.
Line 624: Line 624:
* Adding/destroying a turtle egg.
* Adding/destroying a turtle egg.
* Turtle eggs cracking.}}
* Turtle eggs cracking.}}
|{{HistoryLine||1.21.60|dev=Preview 1.21.60.21|Resin clump being placed by creaking heart emits a <code>block_place</code> vibration of frequency <code>13</code>.}}
|{{MC/HistoryLine||1.21.60|dev=Preview 1.21.60.21|Resin clump being placed by creaking heart emits a <code>block_place</code> vibration of frequency <code>13</code>.}}
}}
}}


== Issues ==
== Issues ==
{{Issue list}}
{{MC/Issue list}}


== Trivia ==
== Trivia ==
Line 662: Line 662:


== References ==
== References ==
{{reflist}}
{{MC/Reflist}}


== External links ==
== External links ==
Line 668: Line 668:


== Navigation ==
== Navigation ==
{{Navbox redstone|Components}}
{{MC/Navbox redstone|Components}}
{{Navbox blocks|Natural}}
{{MC/Navbox blocks|Natural}}


[[Category:Natural blocks]]
[[Category:Natural blocks]]

Latest revision as of 20:55, 9 April 2026

Template:Hatnote Template:Infobox block A sculk sensor is a sculk block that detects Minecraft:vibrations caused by nearby actions and events and emits a Minecraft:redstone signal in response. Player-caused vibrations can also trigger nearby sculk shriekers. {{#vardefine: control | shift on keyboard or right button on the right side of gamepad }}Sneaking prevents the creation of vibrations while moving, and Minecraft:wool can be used to block or prevent them. Placing an amethyst block next to a sculk sensor allows it to "relay" detected vibrations to other sculk sensors.

Obtaining

Breaking

A sculk sensor can be mined with any tool, but Minecraft:hoes are the quickest. It drops itself only if mined with any tool enchanted with Minecraft:Silk Touch. If mined with a non-Silk Touch tool, it drops 5 experience instead.

Script error: No such module "breaking row".

Natural generation

Sculk sensors generate within the deep dark biome and ancient cities.

  1. REDIRECT Template:Block distribution

Generated loot

Script error: No such module "lootChest".

Post-generation

A sculk catalyst has a 9% chance of generating a sculk sensor on top of a Minecraft:sculk block.

Usage

Crafting ingredient

Sculk sensors can be used to craft calibrated sculk sensors.

Template:Crafting usage

Light

A sculk sensor has a light level of 1. When active, it changes to a lighter block state without a change to the light level.

Vibration detection

File:Vibration JE1 BE1.gif
The sculk sensor vibration particle.

Sculk sensors detect vibrations in an 8 block spherical radius around it. Vibrations are caused by various events, such as players and mobs walking, placing or breaking blocks (except Minecraft:wool or Minecraft:carpet), gliding with Minecraft:elytra, items falling on the ground, shooting projectiles, a Minecraft:piston extending or a wet Minecraft:wolf shaking itself off. Vibrations have an associated frequency; different events create vibrations of different frequencies.

When a vibration is made within the range of a sculk sensor, a signal travels from the vibration source to the sensor at a speed of one block per game tick (20 blocks per second). When the signal arrives, the sensor is activated for Script error: No such module "convert".. The sensor cannot detect any other vibrations while activated or while a signal is traveling to it.

Sculk sensors have a cooldown period of Script error: No such module "convert". after being placed or after deactivating. During this cooldown period, they cannot detect vibrations. This prevents a sensor from reactivating when a contraption it is powering (such as a piston) becomes unpowered.

Sculk sensors don't detect vibrations from other sculk sources or the Minecraft:warden in Minecraft:Java Edition.

Sneaking
While sneaking, a player is not detected while performing most actions corresponding to vibration frequencies 1, 2, or 3, such as moving, hitting the ground without taking damage, interacting with items, and shooting projectiles (although the projectile itself creates a vibration when it hits the ground).

Wool occlusion
Minecraft:Wool and Minecraft:carpets have a special interaction with sculk sensors. If a wool block is placed between a sensor and a vibration source, the sensor is not able to detect the placed wool nor vibrations behind it. Specifically, if the ray joining the cube centers of the sensor block and the vibration source passes through any wool blocks, the vibration is occluded. If the ray passes diagonally through the edge between two blocks, either one or the other block may occlude it but not both. Sculk sensors are not able to detect footsteps or dropped items on wool or carpet, placement or breaking of wool or carpet, or wool or carpets dropping as items.

Sculk shriekers
Sculk sensors pass on the vibrations made by players to sculk shriekers within 8 blocks of the sensor. For example, an item dropped by a player triggers the shrieker, but an item dropped by a dispenser or from a broken block does not; a player flying around with elytra triggers the shrieker, but a bat flying around does not. Alarms can be blocked by wool placed in between the sensor and shrieker, similar to how wool can block vibrations from reaching the sensor itself.

Redstone emission

File:SculkSensorPower.png
An activated Sculk Sensor. Only the block below the sensor is strongly powered. All other sides react as though the sensor itself were strongly powered.

Sculk sensors emit a Minecraft:redstone signal in every direction (including top and bottom) when they are activated. The redstone signal emitted from the bottom powers the block below the sensor strongly, whereas in all other directions it appears as though the sensor itself is the strongly powered block.

The strength of the redstone signal is

  1. REDIRECT Template:Wikipedia

Template:Redr to the distance the vibration signal traveled – the closer the vibration is to the sculk sensor, the stronger the redstone signal is, so it reaches the maximum redstone signal strength when the vibration is directly on top of the sensor. The distance is measured from the block at which the vibration occurred; moving within a block never results in a different strength.

redstone_strength = max(1, 15 - floor(15 / detection_range * distance))

Vibration frequencies

{{#vardefine:params|0 }}Template:Hatnote Vibration

Vibration resonance

When a sculk sensor detects a vibration, any adjacent block of amethyst re-emits a vibration of the same frequency that the sculk sensor detected, which can be detected by other sensors and calibrated sculk sensors.

Things which are not detected

The following occurrences, despite presumably causing physical motion, do not produce vibrations and therefore cannot be detected:

  • Blocks destroyed by a fluid flowing into their space<ref>Template:Bug</ref>
  • Several blocks being destroyed due to their supporting block being removed:<ref>Template:Bug</ref>
    • Rails
    • Powered rails
    • Detector rails
    • Activator rails
    • Redstone wire
    • Redstone repeaters
    • Redstone comparators
  • Several cases where a Minecraft:dispenser fails to perform an action:<ref>Template:Bug</ref>
    • Flint and steel not creating fire
    • Bone meal not growing something
    • Heads and carved pumpkins, if not equipped on something or placed
    • Shulker boxes, if not placed
    • Shears, if there's nothing to shear
    • Glowstone, if it doesn't charge a respawn anchor
  • Inserting an eye of ender into an end portal frame<ref>Template:Bug</ref>
  • Eyes of ender breaking<ref>Template:Bug</ref>
  • Silverfish entering blocks<ref>Template:Bug</ref>
  • Minecraft:Water and Minecraft:lava flowing into existing spaces, or drying up<ref>Template:Bug</ref>
  • Changing the mode of a redstone comparator<ref>Template:Bug</ref>
  • Changing the delay on a redstone repeater<ref>Template:Bug</ref>
  • Changing the shape of a single unit of redstone wire<ref>Template:Bug</ref>
  • Minecraft:Fire extinguished by rain<ref>Template:Bug</ref>

The following cases have been confirmed to be intentional:

  • Axolotls being bred via tropical fish buckets<ref name="axo-bucket">Template:Bug</ref>
  • Moss blocks replacing existing blocks<ref>Template:Bug</ref>

Piston interactivity

Sculk sensors are immovable. Minecraft:Pistons cannot push them, and sticky pistons cannot push or pull them. Slime blocks and honey blocks do not stick to sculk sensors and have no effect whether the slime block or honey block is being pushed or pulled.

Sounds

A sculk sensor is silent if waterlogged. It can still detect vibration, but does not produce sounds itself.

Generic

Template:Edition: Template:Sound table/Block/Sculk sensor/JE

Template:Edition: Template:Sound table/Block/Sculk sensor/BE

Unique

Minecraft:Sculk Sensor/Sounds

Data values

ID

Template:!((Java EditionTemplate:))!: Template:ID table Template:ID table

  1. REDIRECT Template:Edition

Template:Rcat: Template:ID table Template:ID table

Block states

{{#vardefine:params|0 }}Template:Hatnote

  1. REDIRECT Template:Edition

Template:Rcat: Template:Bst Template:Bst Template:Bst

  1. REDIRECT Template:Edition

Template:Rcat: Template:Bst

Block data

A sculk sensor has a block entity associated with it that holds additional data about the block.

  1. REDIRECT Template:Edition

Template:Rcat: {{#vardefine:params|0 }}Template:Hatnote

<section begin="block data"/>

<section end="block data"/>

  1. REDIRECT Template:Edition

Template:Rcat:

See Minecraft:Bedrock Edition level format/Block entity format.

Achievements

Script error: No such module "Achievement".

Advancements

Script error: No such module "Advancement".

Videos

  1. REDIRECT Template:YouTube

Template:Redr

History

Development

Template:HistoryTable

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

Issues

Script error: No such module "Issue list".

Trivia

  • "Sculk" is derived from "skulk", meaning "keep out of sight, typically with a sinister or cowardly motive".<ref>Template:Tweet</ref>
  • In one of the early "hollowed" concepts of the sculk sensor, it used to require 4 vibrations before it would emit a redstone signal, indicated by the markings on the top texture, which would light up for each vibration received and would slowly go down over time.<ref>Template:Tweet</ref>

Gallery

Development images

References

<references group="">

 </references>

External links

Navigation

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de:Sculk-Sensor es:Sensor de sculk fr:Capteur Sculk it:Sensore di sculk ja:スカルクセンサー ko:스컬크 감지체 pl:Skulkowy czujnik pt:Sensor de sculk ru:Скалк-сенсор uk:Скалковий сенсор zh:幽匿感测体