[Applause] Hey guys welcome back to another snapshot video today the new redstone component the skulk sensor was added we’ll definitely focus on this this video but also check out some of the other changes so i’ll come back to the skulk sensor in a moment let’s quickly check out some world generations i’m in A special world that only consists out of the drip stone caves biome so here we can check out the other new drip stone caves ripstone was added in last week’s snapshot if you fly around shouldn’t take long and we can find some caves that have the new yeah stalagmites and stalactites Here for example looks pretty good but at the moment this wasn’t added to the normal world generation yet so i had to make a world that only consists out of this biome so you might find yeah the ravines you can also find the drip stone this thing fits in very nice There’s also a very interesting change in the patch notes you can no longer adjust the maximum build limit in the world so you could do this before for example in the server set at 228 and players couldn’t build above it can no longer do this I am quite sure you will be able to do this again the woman are changing a lot in the background for some bigger changes people told me about this they removed all the fixed numbers like 0 and 256 and replace them with variables so in the future we will Definitely be able to probably set our own uh build limit maybe we can build higher than 256 i definitely expect something like this also if you’ve seen the videos of the giant caves that will be added i think it might be possible that they might even expand the world downwards This could be maybe quite interesting that we can build in the negative y values let’s see about that it’s just a big speculation on my side but i will see how they implemented it later so next let’s check out the skulk sensor the new block that got added that can Detect vibrations the moment you can only get it in creative mode in survival you can’t find it yet and also not crafted so there’s a big list of things that will cause vibrations and can be detected by the skull sensor one of those things for example is running The player running around can be picked up by skulk since up to eight blocks away another thing would be dropping down an item or another entity also if the player would fall down could be picked up there you can also see the range of the detection it’s eight blocks It also takes a while for the vibrations to travel so if i would drop down an item here this skull sensor would detect it immediately but it takes some time until the one over there picks it up so the information or the vibrations travel at one block per tick it takes approximately Eight ticks until it drives over there also you can see there’s some redstone output coming from the skull sensor this is also dependent on the distance of the detection so if we would drop down an item here the skull sensor over there oh need to Be a bit closer can pick it up the signal strength output is very low because what happened was so far away from the skull sensor well this one here is not full signal strength there’s also a little technicality so the skull sensor has a cooldown of one Tick after it depowers so this basically prevents that a piston placed right next to the skull sensor would activate it again if you want something like this to happen we could for example just add a repeater there let’s do that real quick and add something that also causes Vibrations like a fence gate or placing a fence gate then we could create a little clock that activates about every two seconds observers can also detect the skull sensor turning on and off and we’ve got a couple more effects so the skeletons are weakly powers so The redstone dusty on the side will be powered blocks on the side will be powered for example also redstone lamp below replace that but not the redstone dust on the side because the block is only weakly powered not strongly powered it’s also interesting that the skull sensor sends Block updates two blocks below so if it qc powers a piston or dropper dispenser it will also update it a couple more interesting attributes of the skull sensor at the moment it’s not movable and wool blocks can be used to prevent the vibrations from reaching the skull sensor if they’re Directly in the way of it so if i drop down the item here skelet sensor doesn’t pick it up if we would drop it down here can pick it up you can also place for example a wool block diagonally it should also prevent it from being picked up seems like it’s Always the direct path if it intersects with a wool block then the skull sensor doesn’t detect it one of the most interesting applications of the skull sensor is definitely being able to send a signal without directly connecting in an output so we can activate this fence gate here then a Skull sensor will pick it up and we can also chain that for example so we have an observer or redstone dust to power the next fence gate and then just have a chain of skull sensors and fence skates and basically clicking here we can activate a redstone lamp Okay it is definitely very nice something we couldn’t do before yeah that easily next let’s take a look at the interaction between the comparator and the skull sensor is definitely one of the most interesting features about it so depending on the action the comparator would give out a Different signal strength so this is not to be confused with the redstone output you get depending on the distance so here gets an output depending on the action you do for example if i place a block i would get a much higher output then if we would just walk for example So stepping has the output of one let’s take a look at some of the others let’s just go through the list so we should get a signal strength output of two if there’s flapping nearby so an entity flapping its wings i tried this with the bed first and i Couldn’t get it to work tried with the phantom next that also didn’t give out any output except sometimes would uh step on the ground but the bees do give an output of two if they flap their wings nearby so maybe it will be added later for the Bats but definitely you can detect bees flying we get signal strength three if the skull sensor is detecting an entity swimming so if the wolf in water give out the signal strength three or if the player is swimming it’s also quite interesting a wolf shaking would give out a signal strength Of six so we could use that to detect when rainfall stops so if we set the weather to rain the wolf will get wet and then as soon turn it to clear wolf will shake its fur and we get a signal strength of six if a player is using an enlightened Nearby we would get a signal strength of four an entity hitting the ground would cause the skull sensor to give out a signal strength of five let’s try that but this one got one let’s try it again okay we’ve got five would also work in case an entity falls down It’s interesting if an entity gets damaged at the same time then we would get signal strength nine so sometimes we got scenarios where two things happen at the same time and then it seems like the higher signal strength is applied there’s a second action that would also Give out signal strength six besides the wolf shaking if an entity falls into water you also get six next we have projectile shooting and landing so if you shoot it you would get seven let’s try that out seven and if the arrow lands again you should get eight there we go Next one is player eating this will cause signal strength seven and stop eating because signal strength eight it’s kinda hard to recreate because if i just eat once then we still get the output before the player would stop eating but if you eat twice we can recreate Getting the output of stopping to eat signature fade single string nine we already had so if an entity takes damage this will give our signal strength nine but there’s a second one if you put a piece of armor on an arm stand you also get nine it’s a bit unfortunate if you Would try to get rid of the armor stand they also get nine and we’ve got a whole bunch of actions that would cause signal strength 11 or 10 so opening a container energized chest etc would give you a single strength of 11 and closing it signal strength of 10. Same goes for something like a button or a lever that you could activate also for trap door or the door so 11 if you open it and 10 if you’re close then also interesting tripwire hook would also give out 11 and if you step out of it 10. I think the next one is also very interesting and i could imagine this might be used in a lot of cases dispenser failing to do something because for example it doesn’t have any items in it give you a signal strength of 10. very interesting you could for example something that Comes to mind um yeah detect if dispenser has items in it example it has normal items in it if it doesn’t do anything special we’ll just drop them and then we’ll get to five because the entity hits the ground but you could for example have a clock here and then Eventually if it runs out of items we would get a different output and we could detect it and now we get 10. obviously a comparator would work just as well but it wouldn’t work remotely there’s definitely a lot of things that are possible now time will Tell what’s useful what will be used and what not so next one would be placing a block or placing a fluid or using a flint and steel this would give you 12. let’s try it yep 12. destroy the fire um we don’t get any output but if you would destroy another block So we get 12 replacing it you get 13 for destroying it let’s try water next 12 and if use a bucket we should get 13. okay in some cases the interaction of the dispenser doesn’t work yet for example if it places a pumpkin then we don’t get any output That attracts with the water bucket before that worked yeah get 12. use it again you get 13. we’re almost at the end of the list next one is casting a fishing rod this would give you 14 if you read it back in you get 15. you’ll also get 15 if lightning strikes There we go or if an explosion is detected so it’s the block placing and you have the explosion last thing in the list is a piston extending we’ll get 15 whole signal strength and if it’s retracting get 14. this circuit here might be quite useful for you in case you want to detect Something specific for example it would only turn on if you have a signal strength of 11 so pressing a button opening a door etc will cause it to give out that signal strength so in case we would just walk around to signal strength one then the comparator Wouldn’t power the redstone us in front because on the side he gets an input for signal strength of 10 because there’s this corresponding amount of items in the hopper here in case we for example trigger a piston so that’s 15 then the redstone dust on the side is Also powering the repeater which blocks the comparator here so only pressing a button would cause the redstone lamp to turn on or for example we got a door it’s too far away now let’s try it again should also work with the door there we go So that’s all we can do with the skull sensor at the moment mulching is still asking for feedback on the skeleton sensor so things might still change in upcoming snapshots definitely i was reporting those changes if there are any but so far i think the skull sensor is Very well done it’s definitely not the big revolution some people saw it would be it’s more useful for niche cases so exotic contraptions like for example the idea to use a wolf to detect rain that something is probably better than what we have right now uh yeah using the wolves that are Shaking the detect range we like that one for example i think the feature here of the comparator it’s really interesting that we get different frequencies that’s something i didn’t see coming because they haven’t announced it at the minecon but the synth is one of the best features here Also the wool feature to prevent it from activating is also very nice that’s all for today thanks guys for watching and see you in the next video bye [Applause] [Applause] You Video Information
This video, titled ‘Minecraft News: 20w49a Sculk Sensor Can Detect Shaking Dogs!’, was uploaded by ilmango on 2020-12-02 23:45:01. It has garnered 159131 views and 10018 likes. The duration of the video is 00:13:58 or 838 seconds.
A vibration detection block was added to the game
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