| 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 |
| Map color | 23 COLOR |
| Note block instrument | Default (Harp) |
A calibrated sculk sensor is a craftable type of sculk sensor that functions similarly, but detects vibrations more often and from further away. Its amethyst-covered input side can be powered to make the sensor only detect vibrations from specific sources, depending on the signal strength used. Placing an amethyst block next to a calibrated sculk sensor allows it to "relay" detected vibrations to sculk sensors or other calibrated sculk sensors.
Obtaining
Breaking
A calibrated sculk sensor can be broken 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 (JE) 2.25 (BE) | |
| 1.15 (JE) 1.15 (BE) | ||
| 0.6 (JE) 0.6 (BE) | ||
| 0.45 (JE) 0.45 (BE) | ||
| 0.4 (JE) 0.4 (BE) | ||
| 0.3 (JE) 0.3 (BE) | ||
| 0.25 (JE) 0.25 (BE) | ||
| 0.2 (JE) 0.2 (BE) | ||
- 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 any other influential factors (e.g., Mining Fatigue) and are measured in seconds. For more information, see Breaking § Mining efficiency.
Crafting
| Ingredients | Crafting recipe |
|---|---|
| Amethyst Shard + Sculk Sensor |
Usage
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, whereas 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.)
A calibrated sculk sensor can activate a sculk shrieker within a distance of 8 blocks and if the sculk shrieker is naturally generated, it can cause a warden to spawn.
Filtering
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.
Vibration frequency
Each vibration in the game falls under a certain frequency value. This value can be measured with a comparator. With the right contraption utilizing a calibrated sculk sensor or sculk sensor, the player could detect if a certain action has occurred or is occurring nearby.
| Output | Vibration type | Game event | Description |
|---|---|---|---|
| Step | minecraft:step
|
Player or entity steps | |
| Swim | minecraft:swim
|
Player or entity swims, or boat paddles | |
| Flap | minecraft:flap
|
Entity flaps (bat) | |
| Resonate 1 | minecraft:resonate_1
|
Block of amethyst re-emits a vibration with a frequency value of 1 | |
| Projectile Land | minecraft:projectile_land
|
Projectile lands (Snowball hits a block) | |
| Hit Ground | minecraft:hit_ground
|
Player or entity hits ground after a jump or fall | |
| Bounce | minecraft:bounce
|
Player or entity bounces off a slime block or a bed | |
| Splash | minecraft:splash
|
Player or entity splashes in water, enters water or enters bubble column | |
| Resonate 2 | minecraft:resonate_2
|
Block of amethyst re-emits a vibration with a frequency value of 2 | |
| Item Interact Finish | minecraft:item_interact_finish
|
Any interaction using a shield, spyglass, or bone meal | |
| Projectile Shoot | minecraft:projectile_shoot
|
Projectile is shot (can be an arrow, a firework, etc.) | |
| Instrument Play | minecraft:instrument_play
|
Goat horn plays | |
| Resonate 3 | minecraft:resonate_3
|
Block of amethyst re-emits a vibration with a frequency value of 3 | |
| Entity Action | minecraft:entity_action
|
Entity roars (Ravager), entity shakes water off (wolf after swimming), entity holds or stops holding item (Villager, copper golem, fox, allay), sniffer digs, armadillo rolls up or unrolls, or creaking stops or starts moving | |
| Elytra Glide | minecraft:elytra_glide
|
Player glides | |
| Unequip | minecraft:unequip
|
Armor gets unequipped from an armor slot or an armor stand | |
| Resonate 4 | minecraft:resonate_4
|
Block of amethyst re-emits a vibration with a frequency value of 4 | |
| Entity Dismount | minecraft:entity_dismount
|
Player dismounts from a mount or vehicle | |
| Equip | minecraft:equip
|
Armor gets equipped to an armor slot or an armor stand | |
| Resonate 5 | minecraft:resonate_5
|
Block of amethyst re-emits a vibration with a frequency value of 5 | |
| Entity Mount | minecraft:entity_mount
|
Player mounts a mount or vehicle | |
| Entity Interact | minecraft:entity_interact
|
Player interaction with entity (breeding) | |
| Shear | minecraft:shear
|
A sheep, mooshroom, or bogged gets sheared | |
| Resonate 6 | minecraft:resonate_6
|
Block of amethyst re-emits a vibration with a frequency value of 6 | |
| Entity Damage | minecraft:entity_damage
|
Entity takes damage | |
| Resonate 7 | minecraft:resonate_7
|
Block of amethyst re-emits a vibration with a frequency value of 7 | |
| Drink | minecraft:drink
|
Entity drinks (i.e. uses a bottled liquid or milk bucket) | |
| Eat | minecraft:eat
|
Entity eats. This includes players eating items, sheep attempting to eat grass, and pandas finishing eating bamboo. Not triggered by horses grazing, players feeding other animals, or frogs eating slimes and magma cubes | |
| Resonate 8 | minecraft:resonate_8
|
Block of amethyst re-emits a vibration with a frequency value of 8 | |
| Container Close | minecraft:container_close
|
Container (chest, barrel, shulker box) closes | |
| Block Close | minecraft:block_close
|
Door, trapdoor, or fence gate closes | |
| Block Deactivate | minecraft:block_deactivate
|
Block deactivation (piston retracts, lever is switched off, button or pressure plate turn off) | |
| Block Detach | minecraft:block_detach
|
Tripwire gets detached from a tripwire hook | |
| Resonate 9 | minecraft:resonate_9
|
Block of amethyst re-emits a vibration with a frequency value of 9 | |
| Container Open | minecraft:container_open
|
Container (chest, barrel, shulker box) opens | |
| Block Open | minecraft:block_open
|
Door, trapdoor, or fence gate opens | |
| Block Activate | minecraft:block_activate
|
Block activation A piston, button, lever, or pressure plate is powered, or potent sulfur erupts. Not triggered by a crafter, dispenser, dropper, or jukebox | |
| Block Attach | minecraft:block_attach
|
Tripwire gets attached to a tripwire hook | |
| Prime Fuse | minecraft:prime_fuse
|
TNT block or creeper is ignited | |
| Note Block Play | minecraft:note_block_play
|
Note block plays a note | |
| Resonate 10 | minecraft:resonate_10
|
Block of amethyst re-emits a vibration with a frequency value of 10 | |
| Block Change | minecraft:block_change
|
Block changes state (chiseled bookshelf, lectern, composter, decorated pot, bell ringing, cake, item frame etc.) | |
| Resonate 11 | minecraft:resonate_11
|
Block of amethyst re-emits a vibration with a frequency value of 11 | |
| Block Destroy | minecraft:block_destroy
|
Block destruction Triggered by block breaking, removing a block required to support it, or pushing it with a piston (if the block is broken when moved). Not triggered when blocks are destroyed by an explosion. | |
| Fluid Pickup | minecraft:fluid_pickup
|
Liquid is picked up into a glass bottle or empty bucket (i.e. the bottle or bucket is used, filling it with water, lava, milk, honey, powder snow, or a potion from a cauldron[Bedrock Edition only]) | |
| Resonate 12 | minecraft:resonate_12
|
Block of amethyst re-emits a vibration with a frequency value of 12 | |
| Block Place | minecraft:block_place
|
Block placement | |
| Fluid Place | minecraft:fluid_place
|
Fluid placement | |
| Resonate 13 | minecraft:resonate_13
|
Block of amethyst re-emits a vibration with a frequency value of 13 | |
| Entity Place | minecraft:entity_place
|
Entity placement Triggered by vehicle, armor stand, or item frame is placed; or a mob is spawned via spawn egg, mob spawner, creaking heart, or evoker magic Not triggered by random mob spawning or breeding | |
| Lightning Strike | minecraft:lightning_strike
|
Lightning strikes | |
| Teleport | minecraft:teleport
|
Endermen, shulker, or player eating a chorus fruit teleports. Not triggered by wolves, cats, or ender pearls. | |
| Resonate 14 | minecraft:resonate_14
|
Block of amethyst re-emits a vibration with a frequency value of 14 | |
| Entity Die | minecraft:entity_die
|
Entity dies or is broken (vehicle, armor stand, or item frame), firework finishes | |
| Explode | minecraft:explode
|
TNT, end crystal, bed, respawn anchor, creeper, ghast fireball, wind charge or wither skull explodes | |
| Resonate 15 | minecraft:resonate_15
|
Block of amethyst re-emits a vibration with a frequency value of 15 |
Piston interactivity
Calibrated sculk sensors cannot be moved by pistons or sticky pistons.
Vibration resonance
When a calibrated sculk sensor detects a vibration, any adjacent block of amethyst re-emits a vibration of the same frequency that the calibrated sculk sensor detected, which can be detected by sculk sensors and other calibrated sculk sensors. If the calibrated sculk sensor is filtered, the block of amethyst re-emits only the vibrations matching the filtered redstone signal strength.
Shape of detection bubble
For reference, here is the range of a calibrated sculk sensor at each y-level:
Detection zones at each y-level
Sounds
A calibrated sculk sensor is silent if waterlogged. It can still detect vibrations (and transmit them to blocks of amethyst and sculk shriekers), but does not produce audible sounds nor the associated subtitles.
Generic
sculk_sensor sound type | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| Block broken | Blocks | Once the block has broken | block | subtitles | 0.9 | 0.96 | 16 | |
| Block placed[until: JE 26.4] | 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 | |
sculk_sensor sound type | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| Block broken | Blocks | Once the block has broken | break | subtitles | 0.8 | 0.8–1.0 | |
| Block placed | Blocks | When the block is placed | place | subtitles | 0.8 | 0.8–1.0 | |
| Block breaking | Blocks | While the block is in the process of being broken | hit | subtitles | 0.35 | 0.5 | |
| Footsteps | Players | Falling on the block with fall damage or the player flying with elytra | fall | subtitles | 0.4 | 1.0 | |
| Footsteps | Players | Walking on the block | step | subtitles | 0.17 | 1.0 | |
| Footsteps | Players | Jumping from the block | jump | subtitles | 0.12 | 1.0 | |
| Something falls on a block | Players | Falling on the block without fall damage | land | subtitles | 0.14 | 1.0 | |
Unique
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | 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.
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| Sculk Sensor clicks | Blocks | When a calibrated sculk sensor detects a vibration | power | subtitles | 0.73 | 0.8–1.2 | |
| Sculk Sensor stops clicking | Blocks | When a calibrated sculk sensor deactivates | power | subtitles | 0.62 | 0.8–1.2 | |
| Amethyst resonates | Blocks | When an amethyst block re-emits a vibration | resonate | subtitles | 3.0 | varies[sound 1] | |
| None | None[sound 2] | None | Undefined sound event | block | None[sound 2] | 1.0 | 0.73 |
| None | None[sound 2] | None | Undefined sound event | block | None[sound 2] | 1.0 | 0.62 |
Data values
ID
| Name | Identifier | Form | Translation key |
|---|---|---|---|
calibrated_sculk_sensor | Block & Item | block |
| Name | Identifier |
|---|---|
calibrated_sculk_sensor |
| Name | Identifier | Numeric ID | Form | Item ID[i 1] | Block tags | Translation key |
|---|---|---|---|---|---|---|
calibrated_sculk_sensor | 835 | Block & Giveable Item[i 2] | Identical[i 3] (Numeric: -580) | minecraft:is_hoe_item_destructible |
tile |
| Name | Savegame ID |
|---|---|
CalibratedSculkSensor |
Block states
| Name | Default value | Allowed values | Description |
|---|---|---|---|
| facing | north | eastnorthsouthwest | 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 | 0123456789101112131415 | The calibrated sculk sensor's current power level. |
| sculk_sensor_phase | inactive | activecooldowninactive | Whether or not the calibrated sculk sensor is active. |
| waterlogged | false | falsetrue | 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 |
Description |
|---|---|---|---|---|---|
| minecraft:cardinal_direction | Not Supported | south | eastnorthsouthwest | 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 | 012 | Unsupported | The calibrated sculk sensor phase. |
Block data
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.
- [Long] tick: The game time when the vibration occurs, or -1 if there is no vibration to choose from.
- [NBT Compound / JSON Object] event: Candidate game event, with the same structure as the [NBT Compound / JSON Object] event tag above.
- [NBT Compound / JSON Object] event: Exists only if there is an incoming vibration.
Videos
History
Mention
| October 12, 2020 | Brandon Pearce mentioned adding "habituation" to the sculk sensor. | ||||||
|---|---|---|---|---|---|---|---|
Java Edition
| 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 a 16 block radius instead of 8 blocks. | ||||||
| Calibrated sculk sensors' active cooldown has been reduced from 2 seconds to 1 second. | |||||||
| 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 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 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 the following events: | |||||||
| 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. | |||||
| 26.2 | snap1 | Entities bouncing off of blocks or a collidable entity will emit a vibration frequency of 2. | |||||
Bedrock Edition
| 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
| 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
Issues relating to "Calibrated Sculk Sensor" are maintained on the bug tracker. Issues should be reported and viewed there.
Gallery
-
One interpretation of how the old texture could have looked -
Another interpretation
References
- ↑ 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".







