You're standing in the Deep Dark, surrounded by those eerie, pulsating blue growths, and you've finally managed to craft a Calibrated Sculk Sensor. It’s a game-changer. Honestly, standard sculk sensors are kind of a mess for complex builds because they react to literally everything—a bat fluttering, a sheep eating grass, or you just accidentally crouching. But the calibrated version? It’s different. It listens for specific frequencies. If you want to build a door that only opens when you eat a golden apple, or a trap that only triggers when a player swings a sword, you need the full calibrated sculk sensor list of frequencies.
The redstone community, led by technical geniuses like Rays Works and the folks over at the SciCraft server, spent a lot of time deconstructing how these vibrations work when the 1.20 Trails & Tales update dropped. Basically, the calibrated sensor allows you to "filter" sounds by providing a redstone signal to its side. Each signal strength, from 1 to 15, corresponds to a specific category of actions.
It’s not just about "noise." It’s about data.
Why the Specific Frequencies Matter
Most players struggle with redstone because it feels like learning a second language. With the calibrated sculk sensor list, you're essentially teaching the game how to ignore the "chaff" and focus on the "wheat."
If you provide a redstone signal of level 1 to the amethyst side of the sensor, it will only detect movement. This includes walking, falling, or even a boat sliding across ice. If you bump that signal up to 2, it shifts focus entirely to landing. This distinction is huge. It means you can differentiate between someone walking past your base and someone jumping down from a ledge to sneak in.
The Low Frequencies (1–5)
Level 1 is your basic movement. Think of it as the "proximity" setting. It's the most common frequency, but also the most annoying if you're trying to be stealthy.
Level 2 is strictly for landing. This isn't just players; it's entities hitting the ground.
Level 3 covers "item interactions." This is a broad category. If you’re using a bow, or if a dispenser fires an item, the sensor picks it up. It’s the backbone of most automated sorting systems that rely on wireless signals.
Level 4 is where things get interesting: Gliding with Elytra or performing unique "physical actions." If you’re trying to build an automated hangar door for your Elytra base, 4 is your magic number.
Level 5 is for dismounting or mounting. Getting on a horse? Level 5. Hopping out of a minecart? Level 5.
The Mid-Range: Interaction and Combat
When you move into the 6 to 10 range of the calibrated sculk sensor list, you start dealing with player-driven world changes.
Level 6 is for "entity interactions." This is mostly about interacting with mobs.
Level 7 is a big one: "Damaging an entity." If you’re building a base defense system that only activates when a fight starts, you want your sensor set to 7. It won't care if you're walking around; it only wakes up when someone takes a hit.
Level 8 is for "consuming" things. Eating and drinking. You can actually make a secret entrance that only triggers when you drink a potion. It feels like something out of a fantasy novel, but it’s just basic redstone logic.
Breaking and Placing
- Signal Strength 9: This is for "Block De-equipping" or closing things. Think closing a chest or a door.
- Signal Strength 10: This is the opposite—opening things. Opening a chest, a gate, or a trapdoor sends out a frequency of 10.
If you’re trying to catch a thief on a multiplayer server, level 10 is your best friend. You can hide a calibrated sensor under the floorboards of your vault, set it to 10 using a lectern or a comparator, and have it trigger a silent alarm (like a remote redstone lamp) in your bedroom whenever your main chest is opened.
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High Frequencies: Destruction and Creation
The top tier of the calibrated sculk sensor list (11–15) deals with significant environmental changes.
Level 11 is for "Block Actions." This is specifically for things like bells ringing or blocks being tilted.
Level 12 is for "Block Destruction." This is a "griefing" sensor. If someone breaks a block, the sensor hits 12. It’s incredibly useful for building self-repairing walls or security systems.
Level 13 is for "Block Placement." Building something new? That's a 13.
Level 14 is "Simple Entity Death" or explosions. If a creeper goes off or a mob dies, the sensor rings out a 14.
Level 15 is the loudest: "Complex Entity Death" or lightning strikes. It’s the rarest signal, but it’s there for when things get truly chaotic.
How to Actually Set the Frequency
You can't just tell the sensor what to do; you have to feed it power. The "active" side of the calibrated sculk sensor has an amethyst input.
The easiest way to lock in a frequency from the calibrated sculk sensor list is by using a Lectern. Put a book in the lectern with 15 pages. The page you turn to determines the redstone signal strength it outputs through a comparator.
- Place your Lectern.
- Run a Comparator out of the back of it.
- Point that signal directly into the amethyst side of the Calibrated Sculk Sensor.
- Flip to page 7 if you want to detect combat, or page 10 for chest opening.
It’s surprisingly elegant. You don't need massive towers of redstone dust or complicated repeaters. Just a book and a piece of amethyst.
Common Mistakes People Make
People often forget that the calibrated sensor still has a cooldown. It’s not a constant stream of data. Once it "hears" a vibration, it goes into a cooldown phase for about one second (20 game ticks). If two things happen simultaneously, it might miss the second one.
Another thing: the range is 16 blocks. That’s a sphere, not a square. If you're building a multi-floor base, your sensor on the first floor might be picking up you opening a chest on the second floor if you're within that 16-block radius.
Also, wool still works. If you want to "shape" the hearing of your sensor, wrap the sides you don't want to use in wool blocks. This creates a directional microphone. You can point your sensor specifically at a doorway and ignore everything happening behind the sensor.
Practical Applications for Your World
Why bother with this? Because wireless redstone is the future of Minecraft building.
Imagine a "hidden" lighting system. Instead of having levers everywhere, you set a calibrated sculk sensor list frequency to 11 (Block Actions). Now, every time you ring a bell at the entrance of your base, all the lights toggle on or off. No wires, no mess.
Or consider a "sorting room" that only activates when it hears you dropping items into a hopper (Frequency 3). This saves lag because your hoppers and water streams aren't running 24/7—they only kick in when the sensor "hears" you starting your work.
Real-World "Expert" Setup
If you want to be really technical about it, use a Redstone Strength Filter. This involves using a container (like a dropper or chest) filled with a specific number of items to get a precise signal strength.
- To get a signal of 1: Put 1 to 12 items in a chest.
- To get a signal of 8: Fill roughly half the chest.
- To get a signal of 15: Fill the entire chest.
Honestly, the lectern is easier, but the chest method is more compact if you're tight on space in a 1x1 wall gap.
Actionable Steps for Your Next Session
Ready to actually use this? Start small. Don't try to build a wireless computer on your first go.
- Craft the Sensor: You need one Sculk Sensor and three Amethyst Shards.
- Set up a "Security Light": Place the sensor under your floor.
- Calibrate to Frequency 10: Use a lectern and a comparator to send a signal of 10 to the sensor.
- Connect to a Lamp: Run the output of the sensor into a Redstone Lamp.
- Test it: Walk around. The light should stay off. Open a chest. The light should turn on.
This simple exercise proves you’ve mastered the most important part of the calibrated sculk sensor list: isolation. Once you can isolate one sound, you can control your entire world with nothing but vibrations.