Vibration frequency table
A sculk sensor outputs a redstone signal equal to the frequency of the vibration it picks up. A calibrated sculk sensor reacts only to the single frequency set by the redstone level on its input side. Click a frequency to filter the full list below to just those events.
Frequencies map directly to redstone output: a level-15 frequency (an explosion or a mob death) gives a full-strength signal, a level-1 frequency (a footstep) gives the weakest.
All game events
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Minecraft fires a game event whenever something happens nearby, and a sculk sensor turns each one it can detect into a redstone signal whose strength equals that event's vibration frequency. This reference lists all 61 game events, the frequency (1 to 15) each detectable one produces, and a calibrated sculk sensor filter so you can see exactly what a sensor tuned to a given frequency will react to.
A game event is the game's internal notification that something occurred: a block placed, a mob hurt, a door opened, a splash in water. Sculk sensors listen for these vibrations within range and, when they pick one up, emit a redstone pulse equal to that event's frequency. The frequency is not arbitrary; the game assigns a fixed number from 1 to 15 to each detectable event, so a footstep always reads 1 and an explosion always reads 15.
Not every game event is detectable. Events like jukebox playback and the sensor's own resonance are not in the frequency map, so a sculk sensor never reacts to them. The table at the top of this page is the authoritative list, read directly from the game's vibration system, of which event maps to which frequency.
A calibrated sculk sensor is crafted from a sculk sensor and three amethyst shards. It adds a redstone input on one side and a longer detection range. The redstone level you supply to that input, from 1 to 15, picks the single frequency the sensor will respond to; it ignores every vibration of any other frequency. Feed it a signal of 13 and it fires only when a block or fluid is placed nearby. Leave the input empty and it behaves like a normal sculk sensor, reacting to whatever it hears.
This is the heart of compact vibration logic: pair a calibrated sensor with a comparator and you have a detector that triggers on one kind of activity and stays silent for everything else. The filter in the tool above mirrors this exactly. Pick a frequency and it shows the precise set of game events that a sensor calibrated to that level will detect.
To stop a sensor detecting something you do not want, use wool. Wool blocks occlude vibrations: any game event that happens behind, under or wrapped in wool never reaches the sensor. Builders line floors and walls with wool to keep their own footsteps from setting off a sculk-based alarm.
Each row of the frequency table is one redstone level and the game events that produce it. Low frequencies are quiet, common movement: 1 is stepping, swimming and wing flaps; 2 is landing, bouncing and splashing. The middle of the range covers interaction: 8 is eating and drinking, 9 and 10 are closing and opening blocks and containers. The top of the range is loud, decisive action: 13 places blocks, 14 covers teleporting and lightning, and 15 is reserved for an entity dying or an explosion.
Because the sensor's redstone output equals the frequency, you can read the strength straight off a comparator without a calibrated sensor at all. A plain sculk sensor next to a comparator gives you the frequency of whatever it last heard, which is enough to drive different outputs for quiet versus loud activity.
A game event is a signal the game fires whenever something happens in the world, such as a block being placed, a mob dying, an item being eaten or a projectile landing. Game events are how the sculk sensor knows that activity occurred nearby. There are 61 game events in the registry, and each detectable one is tied to a specific vibration frequency.
Each game event a sculk sensor can detect maps to a frequency from 1 to 15, and the sensor outputs a redstone signal of that exact strength. For example a footstep (step) is frequency 1, eating or drinking is 8, placing a block is 13, and an explosion or a mob death is 15. Events that are not in the frequency map, such as jukebox playback, are not detected by sculk sensors at all.
A calibrated sculk sensor has a dedicated redstone input on one side. The redstone level you feed into that side (1 to 15) sets the single frequency the sensor will respond to, and it ignores every other vibration. Set the input to 13, for example, and it only reacts to block and fluid placement. With no redstone input it behaves like a normal sculk sensor and reacts to any frequency.
Surround the sensor with wool, or place wool between the sensor and the source. Wool blocks occlude vibrations, so any game event that happens behind or under wool never reaches the sensor. This is the standard way to silence footsteps, item use or other unwanted activity around a sculk-based detector.
A plain sculk sensor reacts to any vibration within range and outputs redstone equal to that vibration's frequency. A calibrated sculk sensor, crafted from a sculk sensor plus amethyst shards, adds a redstone input that locks it to one chosen frequency and gives it a wider detection range. Use a plain sensor to catch all activity and a calibrated sensor to react to one specific kind of event.
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