Calibrated Sculk Sensor
A calibrated sculk sensor is a craftable variant of the sculk sensor. Like its counterpart, it detects vibrations, but it has twice the range and can detect multiple vibrations in quicker succession. It outputs a signal on all sides except for its input, which can receive power to make the sensor listen only to specific vibrations, depending on the input signal strength.
Renewable |
Yes |
---|---|
Stackable |
Yes (64) |
Tool | |
Blast resistance |
1.5 |
Hardness |
1.5 |
Luminous |
Yes (1) |
Transparent |
Yes |
Waterloggable |
Yes |
Flammable |
No |
Catches fire from lava |
No |
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Obtaining Edit
Breaking Edit
A calibrated sculk sensor can be mined with any tool, but hoes are the quickest. It drops itself only if mined with any tool enchanted with Silk Touch. If mined with a non-Silk Touch tool, it drops 5 experience instead.
Block | ![]() | |
---|---|---|
Hardness | 1.5 | |
Tool | ![]() | |
Breaking time (sec)[A] | ||
Default | 2.25 | |
![]() |
1.15 | |
![]() |
0.6 | |
![]() |
0.4 | |
![]() |
0.3 | |
![]() |
0.25 | |
![]() |
0.2 |
- incorrect tool, drops nothing
- correct tool, drops nothing or something other than the block itself
- correct tool, drops the block itself
- italicized can be instant mined
- ↑ These durations ignore other influential factors (e.g. Mining Fatigue), and are measured in seconds. For more information, see Breaking § Speed.
Crafting Edit
Ingredients | [hide]Crafting recipe |
---|---|
Amethyst Shard + Sculk Sensor |
Usage Edit
When a calibrated sculk sensor detects a vibration, it is activated and emits redstone signal in every direction (including top and bottom), except the side with the amethyst stripe. The redstone signal emitted from the bottom will strongly power the block below the sensor, where as in all other directions (excluding the side with the amethyst stripe), it is as though the sensor itself is the strongly powered block.

The calibrated sculk sensor is different from the basic sculk sensor in multiple ways:
- can detect vibrations within a distance of 16 blocks, instead of 8.
- is activated for 10 game ticks after detecting a vibration instead of 30 game ticks
- can be filtered (see below) to react only to some sounds.
- one side does not emit a redstone signal when activated (the side with the amethyst stripe).
When a calibrated sculk sensor detects a vibration, it is activated for 10 game ticks, then has a 10 game tick cooldown before it can detect another vibration. This means that a calibrated sculk sensor can detect a vibration once every 1.05 seconds, as opposed to once every 2.05 seconds for a regular sculk sensor. (Plus 0.05 for every block of distance from the vibration past the first.)
Filtering Edit
When a redstone signal powers a calibrated sculk sensor on its crystalized side, the sensor is filtered to respond only to vibrations that match the strength of that signal. Every vibration in the game has a frequency associated with it, and every vibration frequency directly matches a specific redstone signal strength. For example, a vibration with a frequency of 5 matches the redstone signal with a strength of 5.
Some events can create multiple vibrations simultaneously. For example, eating most food items creates vibrations of frequency 3 (item interaction) and 8 (entity eats). Hitting the ground and taking fall damage creates vibrations of frequency 2 (hit ground) and 7 (entity damage). Using a redstone signal, the sensor can be filtered to detect either frequency. If no redstone signal is provided, the sensor detects the highest frequency.
Redstone | Sounds with that frequency | |
---|---|---|
Signal | Wire | |
1 | ![]() |
Walking (not sneaking), climbing, jumping, swimming, crawling on a non-wool block. |
2 | ![]() |
Landing on any solid block (i.e. stone, a slime block, or a honey block) or in any liquid (water, lava, or powder snow). |
3 | ![]() |
Using an item (casting a fishing pole, throwing a snowball, drinking a potion, drinking milk, etc.). |
4 | ![]() |
A player gliding with an elytra, unequipping a piece of gear, or a mob performing a unique action (e.g. a ravager roaring, a wolf shaking, etc.). |
5 | ![]() |
Dismounting a mob or equipping a piece of gear. |
6 | ![]() |
Mounting a mob or interacting with a mob (e.g. trading with a villager, etc). |
7 | ![]() |
A mob or player taking damage. |
8 | ![]() |
Eating a food item. |
9 | ![]() |
A block 'deactivating' (e.g. closing a door or chest, a pressed button becoming unpressed, etc.). |
10 | ![]() |
A block 'activating' (e.g. opening a door or chest, a button being pressed, etc.). |
11 | ![]() |
A block changing (e.g. adding food to campfire, bell ringing, etc.). |
12 | ![]() |
A non-wool block getting destroyed. |
13 | ![]() |
A non-wool block getting placed. |
14 | ![]() |
A mob or player teleporting or spawning. |
15 | ![]() |
A mob or player dying, or an explosion happening. |
Sounds Edit
A calibrated sculk sensor is silent if waterlogged. It can still detect vibration, but does not produce sounds itself.
Generic Edit
[hide]![]() sculk_sensor sound type | ||||||||
---|---|---|---|---|---|---|---|---|
Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
Block broken | Blocks | Once the block has broken | block | subtitles | 0.9 | 0.96 | 16 | |
Block placed | Blocks | When the block is placed | block | subtitles | 0.8 | 0.96 | 16 | |
Block breaking | Blocks | While the block is in the process of being broken | block | subtitles | 0.25 | 0.5 | 16 | |
Something falls on a block | Entity-Dependent | Falling on the block with fall damage | block | subtitles | 0.5 | 0.75 | 16 | |
Footsteps | Entity-Dependent | Walking on the block | block | subtitles | 0.15 | 1.0 | 16 |
[hide]![]() sculk_sensor sound type | |||||
---|---|---|---|---|---|
Sound | Source | Description | Resource location | Volume | Pitch |
Blocks | Once the block has broken | break | 0.8 | 0.8-1.0 | |
Blocks | When the block is placed | place | 0.8 | 0.8-1.0 | |
Blocks | While the block is in the process of being broken | hit | 0.35 | 0.5 | |
Players | Falling on the block with fall damage | fall | 0.4 | 1.0 | |
Players | Walking on the block | step | 0.17 | 1.0 | |
Players | Jumping from the block | jump | 0.12 | 1.0 | |
Players | Falling on the block without fall damage | land | 0.14 | 1.0 |
Unique Edit
[hide] Sounds | ||||||||
---|---|---|---|---|---|---|---|---|
Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
Sculk Sensor clicks | Blocks | When a calibrated sculk sensor detects a vibration | block | subtitles | 0.73 | 0.8-1.0 | 16 | |
Sculk Sensor stops clicking | Blocks | When a calibrated sculk sensor deactivates | block | subtitles | 0.62 | 0.8-1.0 | 16 | |
Amethyst resonates | Blocks | When an amethyst block re-emits a vibration | block | subtitles | 1.0 | varies[sound 1] | 48 |
- ↑ Picks number from 0, 0, 2, 4, 6, 7, 9, 10, 12, 14, 15, 18, 19, 21, 22, or 24 using the vibration's signal strength, and applies . It uses the same equation that note blocks do.
[hide] Sounds | |||||
---|---|---|---|---|---|
Sound | Source | Description | Resource location | Volume | Pitch |
Blocks | When a calibrated sculk sensor detects a vibration | power | 0.73 | 0.8-1.2 | |
Blocks | When a calibrated sculk sensor deactivates | power | 0.62 | 0.8-1.2 | |
Blocks | When an amethyst block re-emits a vibration | resonate | 3.0 | varies[sound 1] | |
None | None | Undefined sound event | block | 1.0 | 0.73 |
None | Undefined sound event | block | 1.0 | 0.62 |
Data values Edit
ID Edit
Name | Identifier | Form | [hide]Translation key |
---|---|---|---|
![]() | calibrated_sculk_sensor | Block & Item | block |
Name | [hide]Identifier |
---|---|
![]() | calibrated_sculk_sensor |
Name | Identifier | Numeric ID | Form | Item ID[i 1] | [hide]Translation key |
---|---|---|---|---|---|
![]() | calibrated_sculk_sensor | 835 | Block & Giveable Item[i 2] | Identical[i 3] (Numeric: -580 ) | tile |
Name | [hide]Savegame ID |
---|---|
![]() | CalibratedSculkSensor |
Block states Edit
Name | Default value | Allowed values | [hide]Description |
---|---|---|---|
facing | north | east north south west | The direction the calibrated sculk sensor's amethyst input is facing. The opposite from the direction the player faces while placing the calibrated sculk sensor. |
power | 0 | 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 | The calibrated sculk sensor's current power level. |
sculk_sensor_phase | inactive | active cooldown inactive | Whether or not the calibrated sculk sensor is active.[more information needed] |
waterlogged | false | false true | Whether or not there's water in the same place as this calibrated sculk sensor. |
Name | Metadata Bits | Default value | Allowed values | Values for Metadata Bits |
[hide]Description |
---|---|---|---|---|---|
minecraft:cardinal_direction | Not Supported | south | east north south west | Unsupported | The direction the calibrated sculk sensor's amethyst input is facing. The opposite from the direction the player faces while placing the calibrated sculk sensor. |
sculk_sensor_phase | Not Supported | 0 | 0 1 2 | Unsupported | The calibrated sculk sensor phase.[more information needed] |
Block data Edit
A calibrated sculk sensor has a block entity associated with it that holds additional data about the block.
- [NBT Compound / JSON Object]: Block entity data.
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Int] last_vibration_frequency: The frequency of the last vibration.
- [NBT Compound / JSON Object] listener: The vibration event listener for this sculk shrieker, sculk sensor, or calibrated sculk sensor.
- [NBT Compound / JSON Object] event: Exists only if there is an incoming vibration.
- [Float] distance: The distance between this vibration's source and the block.
- [String] game_event: The resource location of the vibration event that caused the current incoming vibration.
- [NBT List / JSON Array] pos: The coordinates of the source of this vibration.
- [Double]: X coordinate.
- [Double]: Y coordinate.
- [Double]: Z coordinate.
- [Int Array] projectile_owner: If the vibration was caused by a projectile, this is the UUID of the entity that launched the projectile. Does not exist if vibration was not caused by a projectile.
- [Int Array] source: The UUID of the entity that caused the vibration. Does not exist if vibration was not caused by an entity.
- [Int] event_delay: How many ticks remain until triggered by the vibration. Set to 0 if there is no incoming vibration
- [NBT Compound / JSON Object] selector: The data of the vibration selector.[more information needed]
- [Long] tick: The game time when the vibration occurs, or -1 if there is no vibration to choose from.[more information needed]
- [NBT Compound / JSON Object] event: Candidate game event, with the same structure as the [NBT Compound / JSON Object] event tag above.[more information needed]
- [NBT Compound / JSON Object] event: Exists only if there is an incoming vibration.
Video Edit
History Edit
October 12, 2020 | Brandon Pearce mentioned adding "habituation" to the sculk sensor. | ||||||
---|---|---|---|---|---|---|---|
[hide]Java Edition | |||||||
1.17 | 20w49a | ![]() ![]() | |||||
The top texture is a translucent version of the block of amethyst texture, where the side texture is composed of the sculk sensor's side texture overlaid on the amethyst texture. | |||||||
However, the sculk sensor side texture used is actually the pre-release one shown in Minecraft Live 2020. | |||||||
The amethyst textures are based on those from 20w45a, despite these textures being added after the amethyst block textures were redone twice, implying these textures come from a scrapped functionality of the sculk sensor coupled with amethyst. | |||||||
21w13a | Removed texture files from the game files.[1] | ||||||
1.20 | 23w12a | ![]() | |||||
23w14a | Calibrated sculk sensors now detect vibrations up to 16 blocks radius instead of 8 blocks. | ||||||
Calibrated sculk sensors now have 1 second active cooldown instead of 2 seconds. | |||||||
Calibrated sculk sensors now accept signals into the calibration input side more consistently with other redstone components. | |||||||
Calibrated sculk sensors can now be activated by sniffer digging. | |||||||
Calibrated sculk sensors can now glow when they trigger, just like a regular sculk sensor. | |||||||
Default redstone output has been modified to be more reliable for distance calculations. | |||||||
Calibrated sculk sensors can now strongly power the block they are placed on. | |||||||
23w16a | ![]() | ||||||
23w17a | Now lasts 10 game ticks when in "Active" phase instead of 20. | ||||||
Now lasts 10 game ticks when in "Cooldown" phase instead of 1. | |||||||
23w18a | Landing or jumping on the edge of wool no longer triggers calibrated sculk sensors.[2] | ||||||
Walking on the edge of blocks now properly triggers sculk sensors.[3] | |||||||
1.20.2 | 23w31a | Calibrated sculk sensors can now detect totems of undying activating. | |||||
Calibrated sculk sensors can now detect witches drinking a potion. | |||||||
Calibrated sculk sensors can now detect turtles clearing away sand. | |||||||
Calibrated sculk sensors can now detect camels standing up, sitting down, or dashing. | |||||||
23w32a | Vibrations no longer risk being lost on simulation distance limit. | ||||||
Unequipping items emits a new unequip vibration of frequency 4 .
| |||||||
Chiseled bookshelves emit a block_change vibration of frequency 11 when receiving books from hoppers.
| |||||||
Turtle eggs cracking emit a block_change vibration of frequency 11 .
| |||||||
Turtle eggs hatching emit a block_destroy vibration of frequency 12 .
| |||||||
Using bone meal emits an item_interact_finish vibration of frequency 3 .
| |||||||
Fire being doused by water potion emits a block_destroy vibration of frequency 12 .
| |||||||
Evokers evoking vexes or fangs emit an entity_place vibration of frequency 14 .
| |||||||
Carrots being eaten by rabbits emit a block_change vibration of frequency 11 .
| |||||||
Sweet berries being eaten by fox emit a block_change vibration of frequency 11 .
| |||||||
Camels eating cactus emit an eat vibration of frequency 8 . | |||||||
1.21 | 24w19a | Frosted ice being placed by Frost Walker emits a block_place vibration of frequency 13 . | |||||
[hide]Bedrock Edition | |||||||
1.19.80 Experiment | Preview 1.19.80.22 | ![]() | |||||
1.20.0 | Preview 1.20.0.21 | Calibrated sculk sensors are now available without using the "Next Major Update" experimental toggle. | |||||
1.20.10 | Preview 1.20.10.20 | Calibrated sculk sensors can now detect the following events:
| |||||
1.20.30 | Preview 1.20.30.20 | Calibrated sculk sensors can now detect the following events:
| |||||
Preview 1.20.30.21 | Calibrated sculk sensors can now detect the following events:
|
Data history Edit
[hide]Bedrock Edition | |||||||
---|---|---|---|---|---|---|---|
1.20.30 | Preview 1.20.30.20 | Calibrated sculk sensors now use the minecraft:cardinal_direction block state instead of direction . |
Issues Edit
Issues relating to "Calibrated Sculk Sensor" are maintained on the bug tracker. Issues should be reported and viewed there.
Java Edition
- MC-252482 – Sculk sensors and calibrated sculk sensors cannot detect TNT minecarts being ignited
- MC-261419 – Sculk sensors and calibrated sculk sensors detect ender pearl teleportation as player landing instead of teleportation
- MC-261424 – Sculk sensors and calibrated sculk sensors don't detect when players respawn
- MC-261652 – Sheep eating grass does not trigger calibrated sculk sensors as expected
- MC-274256 – Sculk sensors and calibrated sculk sensors at power level 14 do not detect natural spawns
- MC-274648 – Calibrated sculk sensors detect a witch drinking a potion at level 4 instead of level 3
- MC-275185 – Sneak 100 achievement can be unlocked with calibrated sculk sensor
- MC-276000 – Sneak 100 achievement can be unlocked with calibrated sculk sensor even when not calibrated for steps
Bedrock Edition
- MCPE-190469 – Calibrated sculk sensor amethyst model is not double-sided
- MCPE-169777 – Amethyst in calibrated sculk sensor is not stretched
- MCPE-171903 – Calibrated sculk sensor and sticky pistons not updating correctly
- MCPE-173005 – Calibrated sculk sensors at power level 14 do not detect natural spawns
- MCPE-176455 – Calibrated Sculk Sensor at frequency 11 doesn't detect certain block changes
- MCPE-182296 – Sculk Sensors and Calibrated Sculk Sensors aren't activating if a player is not close to them
Gallery Edit
-
One interpretation of how the old texture could have looked.
-
Another interpretation.
References Edit
- ↑ MC-208551 — Calibrated Sculk Sensor are unused in-game files — resolved as "Fixed".
- ↑ MC-252389 — When landing (or jumping) on wool with your hitbox over the edge, it produces a vibration — resolved as "Fixed".
- ↑ MC-207290 — Calibrated sculk sensors don't detect vibrations while walking on the edge of a block — resolved as "Fixed".
Edit
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