I find it hilarious that the feature meant for technical players is seen as "gimmicky" (or even considered useless by some people) but the random decorative plant Is extremely useful
Eh, just because technical players might not be enthused, doesn't mean there aren't technical uses, even if thise uses aren't "practical". Tango's Decked Out 2 could probably have benefited greatly from the Calibrated Skulk Sensor.
well, the sculk sensor gets compared to other redstone components, and it's rarely essential unless you _need_ to open your secret door by eating a potato.The pitcher plant gets to be compared to flowers, and it is the first flower that does anything at all.
@@bradycondron5782 maybe, but if they end up adding a use for the reinforced deepslate down there *cough* portal *cough,* the ability to move it could be potentially problematic. Especially if it was something that players grew accustomed to, only for it to be made impossible when it's real use becomes revealed
What about the way to collect sus sand as an item by letting it fall on bubbling water, surely they wouldn't remove a harmless feature like that, it can't even drop items after its placed.
Sign editing was never a thing before 1.20 so trollers or griefers were never able to edit signs in the first place. Waxed signs make no difference to that.
@@artemis_furrson I think it is just a quality of life thing, so if you would place the sign on a chest and you miss the chest and right click the sign instead you dont automatically open the sign edit
@@artemis_furrson yeah but it would be a thing if they didn’t add the wax functionality, which is what they’re saying. They prevented a possible problem
To make a slightly more compact Block Place emitter, you could use a block of sand on top of an upward-facing piston. Extend and retract the piston, and the sand should make the Block Place noise when it lands.
@@DialecticRed the pumpkin thing is the first thing that comes to my mind too when for any reason automatic block placement is brought up, so I really don't find it weird that it was the same for ilmango
@@fdagpigj I wouldn't be surprised if that's the case for most of those with an especially intimate understanding of the game mechanics. I knew that pumpkins could be placed by dispensers to make iron/snow golems (and wither skulls for the wither), but I was not aware of the glitch where the game to trick the dispenser into placing the pumpkin even when a snow golem cannot actually be formed.
Shelter is the roof above one's head but standing under a tree in a thunderstorm is a really bad idea. I mean irl, in minecraft it probably doesn't matter that much lol
@@pumkin610 It's because branches and its leaves are being used as shelter against the sun, not only by skeletons and zombies in Minecraft, but also by animals and humans in real life.
would be nice that if with the calibrated skulk sensor the signal strength was again relative to the source that triggered it. So we have trigger groups that deliver a specific signal on a regular sensor. With the calibrated one, we set it to be sensitive to a particular group, and then the signal is down to the specific source within that group, allowing for finer granularity on triggers.
That's really what's missing on those sensors. Plus right now, the comparator on a calibrated sensor doesn't have any use because it always output the same power when it has an input (otherwise, it's just a normal sculk sensor)
That's awesome to see the sculk sensor updated! It's super exciting to see Mojang listening to gripes of the redstone community. Even if it's not everything we wanted, it at least is something in the right direction.
the calibrated sensor has goofy "pinapple+pen" energy, but i love it xD it definitely helps fill the frustrating hole in minecraft where mojang refuses to give new recipes that combines existing items, and instead almost always add new items
Yeah I think it's a great block. It appeals to the folks who dabble in redstone since it allows for direct player interactions to result in outcomes. Making a mob sorter for instance with it could be a lot easier.
YES! I have been saying this for AGES, That they keep adding new items, And not adding recipes to old items. It's one of the reasons I voted for the Copper Golem, Copper is THE MOST ABUNDANT ORE, And yet it's used for TWO items that you will ONLY craft like, Once, Not counting decoration blocks. There is no reason to mine a large amount of copper. Amethyst is/was the same way. It is used in the spyglass, Which you only craft once, And only requires one shard, And Tinted Glass, Which is a block with some EXTREMELY niche functionality... But it requires 4 SHARDS. Not blocks. So what do I do with the ~3 stacks of amethyst blocks in each geode? Now, Now they have a use. I am pleased.
@@milokiss8276 I'm hoping to see copper buckets, for example. Maybe even copper hoppers (funny name). As for amethyst blocks, one way to "use" them is a sound decoration : make a doorbell by firing an upwards firework rocket into an amethyst block, it makes a neat sound xD But frankly the case of amethyst is limited by its extremely slow farming. If we could uncraft blocks into shards, then mojang can justify adding more uses for the amethyst, but then a single goede would provide oodles of shards more than necessary
@@YounesLayachi I don't see the the copper buckets/hoppers happening anytime soon, Unless they have their own functionality. Iron has been made more and more abundant over time due to the ever-increasing amount of recipes that use it, Though I would give them copper doors/trapdoors as an iron reskin, Maybe even a copper weighted pressure plate. Not like anyone uses weighted pressure plates, Though. As for amethyst, Making the blocks un-craftable would just make budding amethyst basically useless, Except to say that shards are "TECHNICALLY renewable". I do, However, Think that more blocks need to be able to be uncrafted... I was very mad when I found out I couldn't uncraft all my nether wart blocks I made, And I definitely have too much Quartz, That could use storing. Now, About that doorbell... ...Just, A firework with no star, Into an amethyst block? I'll have to try that out... ((P.S. I had to rewrite this comment three times, Because three times, For some reason, The entire draft was deleted! I am very mad at this point. I started writing this literally as soon as you posted this comment.))
It would be cool if instead of fixing the plant, they made it so the pod itself is a separate block you can get when harvesting the plant as a bonus drop, or maybe when using a silk touch tool. Then you can place the pods around without the plant attached and they can keep their own use, while fixing the buginess of removing soil from under a plant and having it float :D
What would be a nice change for the calibrated sensor is the introduction of subgroups. So if you have it set to pay attention to signal 13 sounds prehaps the signal it sends out when it detects something in that group would be a represented
If no one has done so yet, I would recommend a bug report titled "Pitcher pod crop has no bottom texture" and explain the benefits of keeping the non-supported block behavior. Even if it is removed, you can plant a seed with the development team.
honestly even functionality aside it would be cool to have them as decorations i was hoping at girst that shears wpuld let you pick up the pod as an item tbh
waxed copper has a feature of removing wax because waxed and unwaxed copper block are 2 different blocks you can put in your inventory, the sign will always be just a sign, there is no "waxed sign" so to remove the effect you just need to destroy the sign and place it again (unless it actually doesn't work that way, but I'd be very surprised)
@@turtles10 But the point of waxing the signs is that other people can't grief your signs by editing it, Adding that would make it pointless because everyone has an axe at this point and could easily edit your signs
@@SkimBee i took it that locking a sign was less about griefing and more about not accidentally clicking it and entering the edit menu, so making it so you cant remove the wax just makes sure you dont do that on accident either. I doubt they did it specifically to prevent griefing because yeah, you can just destroy the sign.
Stopping sign from being edited is to stop other players from changing signs. There are plugins to block players from placing and breaking blocks, but not interacting with it, so they can use doors in other peoples builds. Its obviously not vanilla, but i think thats the usecase that prompted non removable wax. If you were the one to place the sign, and you want to edit it, you can break it too.
Not only plugins but also adventure mode in general, yeah, I defo think this was made so that people couldn't run around editing signs. A little bit annoying that the default is to be editable, as someone would need to wax all their signs in order for trollers to not mess with it
@@TobyTopF yeah maybe they should deal with it like petrified wood, and set all older signs to waxed. (At the past wooden slabs didnt burn down. When they fixed it, they added a petrified wood slab, and made it so older slabs, from previous worlds, stay as petrified wood, so older builds will not set on fire)
@@MazerTime This would be a perfect addition, especially since there's no need to make a new item. Support for updating old worlds could use some more work. I'd like more things like this that practically just execute an in-game command on every loaded chunk before the first session on a new version.
A potential fix to the calibrated skulk sensor being limited to 15 ambiguous signal strengths would be to have two inputs and two outputs at the 4 edges of the block, where each event represents a combination of both. This would allow for 255 inputs and outputs: 16 * 16 - 1 = 255 (There are 16 signal strengths including 0, but two signal strengths of 0 would be invalid since that is the state of the skulk sensor when it is inactive) The texture could resemble a + symbol, where two ends are inputs and two are outputs, like so (O=output, I=input): I O+O I Or perhaps the placement of inputs can be tweaked through the placement of amethyst shards in the crafting recipe
I'd love if you could just time these new skulk sensors like noteblocks. Then you could have more than 15 events, to differentiate a bat landing from a player walking for example and it would be a lot more compact. Like it is now it's still too gimmicky.
Anorher way to distinguish different events could use the comparator output of calibrated sculk sensors. Right now their comparator output is pretty redundant, since it is the same signal strength that you put into the calibrated sculk sensor. If you could use this comparator output to further differentiate each frequency, then you would be able to distinguish up to 15*15 = 225 different sounds.
@@Lumberjack_king nah we’ve been pretty clear from the beginning that a way to uniquely identify the events would be best. all mojang has to do is listen and comply instead of doing a halfway compromise that confuses beginners and isn’t as useful to advanced players
@@Lumberjack_king right click tuning or placing a representative block into the center of the sculk sensor. again, things players have proposed both of these since the sensor was first shown years ago.
The calibrated skulk sensor is exactly what I wanted them to do with the standard skull sensor. I also want something along the lines of the resonance, but in such a way that it works in the ancient cities, creating an atmosphere of all the skulk being one organism that communicates with itself.
The pitcher plant is 100% unintentional. The bottom side is not just untextured, but missing entirely. I would like to see it become a thing though. Being able to put the seed anywhere would look nice. Also the inability to dewax the sign seems intentional. There'd be no reason to wax it otherwise, as someone else could just right click to remove and change it.
@@DialecticRed The entire waxing thing is very much a superficial security. Nothing really protects the sign, but at least destroying it would mean colors would reset, requiring them to be fixed and the materials gathered to fix it else the original sign creator notices the tampering. It just makes griefing a bit more involved than simply right clicking on the sign.
The waxed signs would be great for adventure maps where you can't break blocks. Otherwise it's just an interaction that's possible now, but doesn't really add anything to the game.
I am so glad they finally did this with skulk sensors, this is what I wanted on them from day 1! No more useless signal noise slowing them down. It's also very nice having the amethyst have such a cool use
@@DialecticRed Plus if I want a bit of greenery it's really nice. I like how carrots look in the second to final stage, (in the programmer art version) Either way it would be super nice for builders, even technical redstoners too.
I'd like to see a reverse-tuned sculk sensor, maybe right-clicking with an echo shard gives it blacklist functionality? Also i still think the torchflower should "trick" mobs into not spawning around them, without emitting light. Would be great for dark builds.
They should make it so you can add Redstone to shards so that only certain directions of pots can power lines. Then you can have funny combination puzzles for adventure maps
The new interaction between amethysts and skulk sensors opens up some really interesting opportunities. It basically allows you to send 15 different kinds of signals over a single "Channel" There are some pretty incredible interactions just waiting to be explored
@@charcoaleater343yeah theres already minecraft tech that reliably sends as much data as u want over any distance through the same dimension as long as the transmitter and receiver are both chunkloaded
The calibrated skulk sensor output ought to have a signal strength that expresses some sort of "sub-category" classification within the category selected by the input -- e.g. if you feed it the signal strength to filter to 'eat food' actions, then the signal strength output should indicate _which_ food.
I think an interesting way to give the calibrated sculk sensor a unique use would be to make it give out a different comparator strength based on the specific event it reacted to, instead of just the broad category. For example, when tuned to frequency 10 it could give comparator strength 1 for doors, 2 for trapdoors, 3 for fence gates, 4 for levers, 5 for buttons, 6 for tripwires, 7 for pressure plates, 8 for chests, 9 for trapped chests, 10 for ender chests, 11 for barrels, 12 for shulkers, 13 for shulker boxes, 14 for chest minecarts, and 15 for hoppers (That probably isn't the exactly what counts as frequency 10, I'm just guessing based on the current categories and the vague descriptors Mojang gave). 15 values might not be enough for every source event, but those frequencies could give the 14 most common sources specific values and all the rest would be in a final catch-all value, or just do general subcategories, something like stone materials, wood materials, metal materials, glass materials, and dirt materials as subcategories for breaking and placing. There could also be fewer values for some frequencies. Frequency 5 could be broken up into 1 for dismounting, 2 for helmet, 3 for chest plate, 4 for leggings, and 5 for boots, or it could even differ based on armor material. This rework probably still won't be super useful for technical players, but it could definitely make the calibrated sculk sensor more interesting for other players.
with the tuned skulk sensor, I wish theyd done something more customisable. Like, a skulk sensor that records the first exact sound bit it hears and then only triggers on that exqct sound in the future
The calibrated skulk sensor should be able to be placed on top of certain blocks like note blocks to then send and receive very specific sound resonances, it could allow multiple lines next to each other without triggering each other.
I believe it's very intentional that you can't remove the honey comb from the signs again; this is to make it possible to make permanent signs that e.g. can't be edited by passing trolls (I know they can still break and edit, but that's more effort, meaning less attempts)
Wow now I'm excited for this update. Re: sensors, I think it's exactly what I need to simplify a more hands free 4 way junction for a single piston bolt network. I've seen other channels do this but it's really complicated and I wanted to see if I could build a very simple one. I could prob encode certain signals for specific destinations and retain that signal for the entire journey on a piston bolt using more of a graph structure.
That's a really, really smart idea. I hope someone sees this... maybe even consider posting on r/MinecraftSuggestions if someone else hasn't beat you to it
I would love if the attuned sensors would have alternative mode where they would not listen to any sound, instead they would just relay the signal strength you put in them, attuned sensors with amethyst block next to them would also listen only to other sensors. This would allow you to for example code redstone strenght 3 to signal that one, or several farms are out of bonemeal, and have signal decoder that starts bonemeal farm with that redstone strength, essentially one line of sensors would act as bus line signaling different events to different farms.
Very interesting additions to the game! The last thing the sculk sensor now needs to make it truly wireless redstone is a way to send a specific signal strength without having to do various things. An idea would be to place a sculk sensor, or the calibrated sculk sensor, on a noteblock and each tune corresponds to a certain signal strength! This way we can choose what signal strength we want to send. (And changing the tune shouldnt activate the sculk sensor if its directly above the noteblock, but activating/playing the tune should active the sculk sensor and send the desired signal) (The lectern might also work and it is a bit more readable which frequency you are sending and currently at).
And while we are at it, some people feel that the 1-15 signal strength range and the groupings are to limited and that some form of „subsignals“ would be nice too have. Well there is another metric we can change other than signal strength and that is signal length! Since the sculk sensor has a cooldown of 40 gameticks, we have some room for signal length variation and use this to differenciate between subsignals of the same group/signal strength.
The hidden trails look a lot more like ruins if you just remove all the sand and gravel, so it's just as if they filled up with loose earth over time. I think it's neat. One room even has a smithing table and other useful blocks
could you make a "combination lock" which requires a certain combo of sounds to unlock something? like using a subtract comparator off of the original skulk sensor to change the signal into a new skulk sensor to detect a different sound
Setting to one side the general concept of all the sound based things you could do with this. You feed it a signal strength of X, an event happens, it outputs a signal strength of X. Not all possible signal strengths are automatable, but for some of them this is a repeatable delay circuit. It's also a box that when an input signal matches the operation inside of it, gives an output signal. Course you can get fixed redstone signals from the slotted book shelves....
I wonder if you could bypass the calibrated sculk sensor's cooldown by using multiple sensors that are by default tuned to a completely irrelevant signal strength, but get changed to the one you actually want to listen to when the previous sensor triggers. For instance, let's say you're trying to detect mobs taking damage (frequency 7.) You'd have one calibrated sensor permanently set to frequency 7, and several additional sensors tuned to something like frequency 14 (mobs spawning) that's unlikely to be triggered accidentally. When the first sensor activates, it changes the frequency of the next sensor to frequency 7, so that if another mob takes damage right afterwards, that will also be detected. And of course, you could chain this together to detect any number of activations in quick succession.
I wish there was a high frequency sculk sensor isntead of this. A sensor with no cooldown that overwrites the previous output immediately when theres a new sound. That way, you could filter out unwanted "noise" with redstone but you could also send long streams of data encoded as signal strengths really quickly. It'd be closer to real life digital communications systems
Morning Ilmango. The one thing I have see the calibrated skulk sensor would worked well for is the fish farm rayswork designed. He had to stack some boats so when the line was cast the bobber bobbing wouldn't trigger the skulk sensor, however the bobber being pulled under would be detected. It may be possible to simplify his farm design using a calibrated sensor, calibrated to the bobber being pulled under instead of it bobbing.
I think it'd be cool if you used a sponge, or a wet sponge, to wipe the wax off of signs, instead of scraping it off. makes it seem like you're not damaging the sign by using a blade, but instead simply scrubbing it off.
While I agree that would be nice, it would also make it a lot more difficult to take wax off, as you usually have to kill Elder Guardians to get sponge
@@pianochannel100 Maybe you should have to combine coal (ash) with new item dolphin blubber to make soap, the add that to a wet sponge to make soapy sponge.
In relation to triggering a sensor using a cauldron, you might be able to use a composter instead. You can add to a compostor using a hopper or dropper.
Since skulk sensors detect multiple different sounds on the same frequency, it would be nice if the calibrated sensor, which could only trigger on one 'frequency' anyway, it would be nice if it output a signal for the specific type within the specific range, like a sort of 'sub-frequency'
Something really cool for the calibrated sculk sensor would be the output signal strength being different depending on the type of sound that it detected, in the group. For example, in a "block broken" group there could be signal strengths for dirt-like blocks, stone-like blocks, etc. Also, they should fix the weird pulse length
I think, to make the calibrated sensor useful for the 99% of players who aren't going to read wikis whilst playing, it should have an inventory. Think of it like a hopper that can hear. Put a trapdoor in its inventory, and it listens only to blocks that give the same volume
@ilmango There might be another snapshot. Since, Roger Bagerman did show two new plants not just one. The second one, the wall one, may be another snapshot in and of itself.
i feel like the amethyst was supposed to be echo shard in the recipe (it's green and sound related), but due to the rarity and non renewability of the echo shard, they decided to have 2 wrongs make a right
the amethyst already makes perfect sense. it is sound related (it makes musical notes when interacted with) and being a crystal it will resonate. why would you want a redstone component to be non-renewable? (rhetorical)
0:48 I think they should rather make you click on a skulk sensor with a amethyst shard to make it a calibrated one, with the crafting they are basically adding another item to the inventory.
Given the fact that the underside of the flower is transparent, I'm 120% sure it's an unintentional bug that the flower isn't destroyed when removing the bottom block and that it will be fixed. Mojang do be a joykill at times after all.
A note on the signs, I hope they don’t allow you to remove the honeycomb with an axe for the sake of multiplayer. Most people will use this to prevent people from changing their signs, but there’s no point if anyone can just unlock it with an axe
@@SamJNE122 Yeah, seems more like preventing accidental changes to signs. Considering signs are also used in a decorative manner, not accidentally accessing the sign UI seems very useful, just like not accidentally removing said protection. (Now if only there was a way to prevent accidental log stripping…)
you could line up a row of calibrated sculk sensors that only enable when the previous one is triggered allowing for a much higher temporal resolution if audio events
This calibrated sculk sensor in different calibrations and with an AND gate, can turn into a "lock" that requires specific actions in sequence/combination.
I actually hope that when updating minecraft all existing signs are by default pre-waxed and that there will never be a feature to unwax them. Some minecraft servers are insanely old and signs are one of those precious historical landmarks left behind by previous players. Sure you can just break those anyway for the most cruel griefing but people usually don't bother, I think being able to edit them however would encourage editorial griefing to a whole new level, erasing a lot of history.
Just thinking: 🤔💭 Could this one *pottery shard* called *_"shelter"_* be a hidden reference to the *baobab tree?!* --- Would definitely fit the overall theme, so with the camel and desert temple/fountain update. Of course, an _"warm ocean"_ pottery shard, where one finds this, could just mean the already known *acacia tree,* which also grows in the _"warm"._ But the *baobab tree* would really be cool!
16:20 i interpreted the "shelter" shard as being an acacia tree, its not quite the right shape for being a mushroom and the little side bit looks like an acacia branch
Not being able to axe honeycomb off of signs is probably intentional, since being able to do that essentially means anyone who has an axe can just edit them- this way makes it ao that you would instead have to actually break the sign like before. In any case, I suppose I don't care if they do or don't add the ability to scrape off the honeycomb, since it doesn't make too much of a difference either way.
personally, I feel like the fact that you can't scrape the signs was intentional. no point making a sign uneditable if someone can just come along and scrape it off anyways.
3 years ago the Redstone Community had a plan to infiltrate Mojang and get their godblock. A Block so powerful, it could actually trap the most powerful mob in the game! After a few month of planning they decided to send one of their best players. His name was gnembon. It is said that If he should succeed, he shall have eternal glory. Praise gnembon!
If it was intentional the pod would be fully textured, but the fact that the bottom texture is missing entirely shows you're not meant to be able to see it from below.
Would be cool if the calibrated skulk sensor and the normal skulk sensor has different arrangements of the vibration signal strength. So using both of them could allow you to precisely detect one particular (or one type of) vibration.
The calibrated skulk sensor should output different power levels based on subcategories, i.e. for blocks, there could be different power levels based on the type of block placed. The community could probably figure out the most efficient categorization of blocks.
The sniffer egg only hatching if its undisturbed for a while makes me think it'd work really well as a timer that can be reset by piston or as a fail-safe that triggers if your machine doesnt work for a while
1:21 - "While a sculk sensor is triggered,it can't be triggered by any other event" Ah, now it makes sense. That's why it's worth having a calibrated sensor instead of just decoding a regular sensor's signal strength...
I find it hilarious that the feature meant for technical players is seen as "gimmicky" (or even considered useless by some people) but the random decorative plant Is extremely useful
Emergent behavior is the best
Eh, just because technical players might not be enthused, doesn't mean there aren't technical uses, even if thise uses aren't "practical". Tango's Decked Out 2 could probably have benefited greatly from the Calibrated Skulk Sensor.
On the 1.16 update, the ancient debrie was added as the first tnt resistance block that is moved by pistons. This is technically the rarest ore xD.
Classic Minecraft
well, the sculk sensor gets compared to other redstone components, and it's rarely essential unless you _need_ to open your secret door by eating a potato.The pitcher plant gets to be compared to flowers, and it is the first flower that does anything at all.
The wither cage thing reminds me of the movable reinforced deepslate. Surely Mojang won't remove it this time :)
They will remove it
That would have been less OP than this even too. super limited supply and the challenge of collecting it and moving it
@@bradycondron5782 maybe, but if they end up adding a use for the reinforced deepslate down there *cough* portal *cough,* the ability to move it could be potentially problematic. Especially if it was something that players grew accustomed to, only for it to be made impossible when it's real use becomes revealed
What about the way to collect sus sand as an item by letting it fall on bubbling water, surely they wouldn't remove a harmless feature like that, it can't even drop items after its placed.
@@bradycondron5782 woulda been cool to build with it
I like that you can permanently seal signs. If you don't want people trolling/griefing your signs you can perm lock them.
Agreed, though if they wanted to change the signs they can always just replace them
Break and replace sign would always work for trolling/griefing.
Sign editing was never a thing before 1.20 so trollers or griefers were never able to edit signs in the first place. Waxed signs make no difference to that.
@@artemis_furrson I think it is just a quality of life thing, so if you would place the sign on a chest and you miss the chest and right click the sign instead you dont automatically open the sign edit
@@artemis_furrson yeah but it would be a thing if they didn’t add the wax functionality, which is what they’re saying. They prevented a possible problem
To make a slightly more compact Block Place emitter, you could use a block of sand on top of an upward-facing piston. Extend and retract the piston, and the sand should make the Block Place noise when it lands.
That was the first thing I thought of. Actually didn't know about the buggy pumpkin placing mechanic lol
my first thought was powdered snow for some reason but this makes good sense
@@PureAsbestos Powdered snow seems even better tbh, at least if it works
@@DialecticRed the pumpkin thing is the first thing that comes to my mind too when for any reason automatic block placement is brought up, so I really don't find it weird that it was the same for ilmango
@@fdagpigj I wouldn't be surprised if that's the case for most of those with an especially intimate understanding of the game mechanics.
I knew that pumpkins could be placed by dispensers to make iron/snow golems (and wither skulls for the wither), but I was not aware of the glitch where the game to trick the dispenser into placing the pumpkin even when a snow golem cannot actually be formed.
The shelter shard looks more like an acacia tree than a mushroom to me. Maybe because skeletons take shelter under trees during the day
Or because actual animals that live in savannahs take shelter under acacia trees?
Shelter is the roof above one's head but standing under a tree in a thunderstorm is a really bad idea.
I mean irl, in minecraft it probably doesn't matter that much lol
Maybe it's because people use wood to build shelter?
@@pumkin610 It's because branches and its leaves are being used as shelter against the sun, not only by skeletons and zombies in Minecraft, but also by animals and humans in real life.
It is a tree not a mushroom
That took like 3 hours for the tech community to figure that out... Just incredible!
Shorter than that, it took them 3 hours to discover this, produce a video, edit the video, and upload it
Lego commenter on a Minecraft video lmao
@@xb70valkyriechwhy is that funny
Humanity's best minds have to do something
@@xb70valkyriechpeople can have multiple interests? 😲😲
would be nice that if with the calibrated skulk sensor the signal strength was again relative to the source that triggered it. So we have trigger groups that deliver a specific signal on a regular sensor. With the calibrated one, we set it to be sensitive to a particular group, and then the signal is down to the specific source within that group, allowing for finer granularity on triggers.
That could be cool
That's really what's missing on those sensors. Plus right now, the comparator on a calibrated sensor doesn't have any use because it always output the same power when it has an input (otherwise, it's just a normal sculk sensor)
@@cactuskipic ok why say this here go to slice lime or someone who works at mojang and give them your feedback
Yes, that'd be perfect
That's awesome to see the sculk sensor updated! It's super exciting to see Mojang listening to gripes of the redstone community. Even if it's not everything we wanted, it at least is something in the right direction.
>Mojang: heres a new redstone skulksensor for you technical minecrafters!
>Technical community: OMG NEAT a plant with a weird hitbox
lmao
the calibrated sensor has goofy "pinapple+pen" energy, but i love it xD
it definitely helps fill the frustrating hole in minecraft where mojang refuses to give new recipes that combines existing items,
and instead almost always add new items
Yeah I think it's a great block. It appeals to the folks who dabble in redstone since it allows for direct player interactions to result in outcomes. Making a mob sorter for instance with it could be a lot easier.
YES! I have been saying this for AGES, That they keep adding new items, And not adding recipes to old items. It's one of the reasons I voted for the Copper Golem,
Copper is THE MOST ABUNDANT ORE, And yet it's used for TWO items that you will ONLY craft like, Once, Not counting decoration blocks. There is no reason to mine a large amount of copper.
Amethyst is/was the same way. It is used in the spyglass, Which you only craft once, And only requires one shard, And Tinted Glass, Which is a block with some EXTREMELY niche functionality... But it requires 4 SHARDS. Not blocks. So what do I do with the ~3 stacks of amethyst blocks in each geode? Now, Now they have a use. I am pleased.
@@milokiss8276 The blocks are pretty, but yeah they're too rare to really farm easily so having a nifty crafting recipe is really nice.
@@milokiss8276 I'm hoping to see copper buckets, for example. Maybe even copper hoppers (funny name).
As for amethyst blocks, one way to "use" them is a sound decoration : make a doorbell by firing an upwards firework rocket into an amethyst block, it makes a neat sound xD
But frankly the case of amethyst is limited by its extremely slow farming.
If we could uncraft blocks into shards, then mojang can justify adding more uses for the amethyst, but then a single goede would provide oodles of shards more than necessary
@@YounesLayachi I don't see the the copper buckets/hoppers happening anytime soon, Unless they have their own functionality. Iron has been made more and more abundant over time due to the ever-increasing amount of recipes that use it, Though I would give them copper doors/trapdoors as an iron reskin, Maybe even a copper weighted pressure plate. Not like anyone uses weighted pressure plates, Though.
As for amethyst, Making the blocks un-craftable would just make budding amethyst basically useless, Except to say that shards are "TECHNICALLY renewable". I do, However, Think that more blocks need to be able to be uncrafted... I was very mad when I found out I couldn't uncraft all my nether wart blocks I made, And I definitely have too much Quartz, That could use storing.
Now, About that doorbell...
...Just, A firework with no star, Into an amethyst block? I'll have to try that out...
((P.S. I had to rewrite this comment three times, Because three times, For some reason, The entire draft was deleted! I am very mad at this point. I started writing this literally as soon as you posted this comment.))
It would be cool if instead of fixing the plant, they made it so the pod itself is a separate block you can get when harvesting the plant as a bonus drop, or maybe when using a silk touch tool. Then you can place the pods around without the plant attached and they can keep their own use, while fixing the buginess of removing soil from under a plant and having it float :D
What would be a nice change for the calibrated sensor is the introduction of subgroups. So if you have it set to pay attention to signal 13 sounds prehaps the signal it sends out when it detects something in that group would be a represented
If no one has done so yet, I would recommend a bug report titled "Pitcher pod crop has no bottom texture" and explain the benefits of keeping the non-supported block behavior. Even if it is removed, you can plant a seed with the development team.
honestly even functionality aside it would be cool to have them as decorations i was hoping at girst that shears wpuld let you pick up the pod as an item tbh
waxed copper has a feature of removing wax because waxed and unwaxed copper block are 2 different blocks you can put in your inventory, the sign will always be just a sign, there is no "waxed sign" so to remove the effect you just need to destroy the sign and place it again (unless it actually doesn't work that way, but I'd be very surprised)
You could scrape wax off a smooth copper surface to some extent. Good luck scraping it off wood 😂
honestly it just probably hasnt been implemented yet
@@turtles10 But the point of waxing the signs is that other people can't grief your signs by editing it, Adding that would make it pointless because everyone has an axe at this point and could easily edit your signs
@@msiio the only problem with the honey thing is that you could just break and replace the sign to edit it.
@@SkimBee i took it that locking a sign was less about griefing and more about not accidentally clicking it and entering the edit menu, so making it so you cant remove the wax just makes sure you dont do that on accident either. I doubt they did it specifically to prevent griefing because yeah, you can just destroy the sign.
It's funny how they added a block that would be literally perfect for you in the last Skyblock episode in TWO ways.
Stopping sign from being edited is to stop other players from changing signs.
There are plugins to block players from placing and breaking blocks, but not interacting with it, so they can use doors in other peoples builds. Its obviously not vanilla, but i think thats the usecase that prompted non removable wax. If you were the one to place the sign, and you want to edit it, you can break it too.
Not only plugins but also adventure mode in general, yeah, I defo think this was made so that people couldn't run around editing signs. A little bit annoying that the default is to be editable, as someone would need to wax all their signs in order for trollers to not mess with it
@@TobyTopF yeah maybe they should deal with it like petrified wood, and set all older signs to waxed.
(At the past wooden slabs didnt burn down. When they fixed it, they added a petrified wood slab, and made it so older slabs, from previous worlds, stay as petrified wood, so older builds will not set on fire)
@@TobyTopF i doubt adventure mode will have edit on (might now, but on release)- but maybe idk
@@MazerTime This would be a perfect addition, especially since there's no need to make a new item. Support for updating old worlds could use some more work. I'd like more things like this that practically just execute an in-game command on every loaded chunk before the first session on a new version.
A potential fix to the calibrated skulk sensor being limited to 15 ambiguous signal strengths would be to have two inputs and two outputs at the 4 edges of the block, where each event represents a combination of both. This would allow for 255 inputs and outputs:
16 * 16 - 1 = 255 (There are 16 signal strengths including 0, but two signal strengths of 0 would be invalid since that is the state of the skulk sensor when it is inactive)
The texture could resemble a + symbol, where two ends are inputs and two are outputs, like so (O=output, I=input):
I
O+O
I
Or perhaps the placement of inputs can be tweaked through the placement of amethyst shards in the crafting recipe
I'd love if you could just time these new skulk sensors like noteblocks. Then you could have more than 15 events, to differentiate a bat landing from a player walking for example and it would be a lot more compact.
Like it is now it's still too gimmicky.
You redstone players are really hard to please no wonder mojang barly listens there's nothing that can make you happy
Anorher way to distinguish different events could use the comparator output of calibrated sculk sensors. Right now their comparator output is pretty redundant, since it is the same signal strength that you put into the calibrated sculk sensor. If you could use this comparator output to further differentiate each frequency, then you would be able to distinguish up to 15*15 = 225 different sounds.
@@Lumberjack_king nah we’ve been pretty clear from the beginning that a way to uniquely identify the events would be best. all mojang has to do is listen and comply instead of doing a halfway compromise that confuses beginners and isn’t as useful to advanced players
@@extremepayne how would have done that and have it make sense...put some kind of awkward menu select on it?!
@@Lumberjack_king right click tuning or placing a representative block into the center of the sculk sensor. again, things players have proposed both of these since the sensor was first shown years ago.
The calibrated skulk sensor is exactly what I wanted them to do with the standard skull sensor.
I also want something along the lines of the resonance, but in such a way that it works in the ancient cities, creating an atmosphere of all the skulk being one organism that communicates with itself.
The pitcher plant is 100% unintentional. The bottom side is not just untextured, but missing entirely.
I would like to see it become a thing though. Being able to put the seed anywhere would look nice.
Also the inability to dewax the sign seems intentional. There'd be no reason to wax it otherwise, as someone else could just right click to remove and change it.
someone could also just destroy the sign and replace it as well, to the same effect. so at least in vanilla, it's only a delay
@@DialecticRed The entire waxing thing is very much a superficial security. Nothing really protects the sign, but at least destroying it would mean colors would reset, requiring them to be fixed and the materials gathered to fix it else the original sign creator notices the tampering. It just makes griefing a bit more involved than simply right clicking on the sign.
The waxed signs would be great for adventure maps where you can't break blocks.
Otherwise it's just an interaction that's possible now, but doesn't really add anything to the game.
@@DialecticRed people would edit a sign 1000x more than they’d waste their wood resource to destroy a sign and replace it just to troll
@@Nessinby Toché, that's a good point.
I am so glad they finally did this with skulk sensors, this is what I wanted on them from day 1! No more useless signal noise slowing them down. It's also very nice having the amethyst have such a cool use
I really hope they make 2 tall flowers be able to be pot in flowerpots! Atleast a small version similar to the azalea
Me: Oh look, pretty flowers for decorating.
ilmango: Oh look, a new way to trap the most destructive force in the game.
The power of the POT. All shall fall before it, fear it and it shall be magnificent
I suspect the pitcher plant not being supported is a bug, as indicated by the fact that the bottom of it doesn't render.
The warden shard being called "mourner" definitely seems open to some lore interpretations, especially given the contents of the 5 music disk.
I wish you could shear crops/flowers to keep them at a certain growth stage.
^^^ THIS
I thought the exact same thing, the 3rd stage looks so pretty!
@@DialecticRed Plus if I want a bit of greenery it's really nice. I like how carrots look in the second to final stage, (in the programmer art version) Either way it would be super nice for builders, even technical redstoners too.
Or "wax" them
@@Let_Toons ah yes just wax everything why don't we.
I'd like to see a reverse-tuned sculk sensor, maybe right-clicking with an echo shard gives it blacklist functionality?
Also i still think the torchflower should "trick" mobs into not spawning around them, without emitting light. Would be great for dark builds.
They should make it so you can add Redstone to shards so that only certain directions of pots can power lines. Then you can have funny combination puzzles for adventure maps
the sculk sensor should have one dedicated channel for only noteblocks, so we can make reliable wireless redstone.
That would also add a lot of functionality to music making. Then you can just send the signal through a skulk instead of wiring it up.
Powdered snow can trigger the block place/break signals, composter can be used to get the block state change
The new interaction between amethysts and skulk sensors opens up some really interesting opportunities. It basically allows you to send 15 different kinds of signals over a single "Channel"
There are some pretty incredible interactions just waiting to be explored
"I created the internet in minecraft" kind of thing?
@@RustyhairedAlp9575 more like radio i think, with different frequencies and stuff.
@@charcoaleater343we already have infinite bandwidth wireless redstone actually
@@marcusquek1 i don't understand a word because i'm dumb but i assume that means radio?
@@charcoaleater343yeah theres already minecraft tech that reliably sends as much data as u want over any distance through the same dimension as long as the transmitter and receiver are both chunkloaded
Can’t wait to see mango break the game once again in the next update
The calibrated skulk sensor output ought to have a signal strength that expresses some sort of "sub-category" classification within the category selected by the input -- e.g. if you feed it the signal strength to filter to 'eat food' actions, then the signal strength output should indicate _which_ food.
I think the honeycomb is designed to be permanent, so it wouldn't make much sense to be able to remove it with an axe
I think an interesting way to give the calibrated sculk sensor a unique use would be to make it give out a different comparator strength based on the specific event it reacted to, instead of just the broad category. For example, when tuned to frequency 10 it could give comparator strength 1 for doors, 2 for trapdoors, 3 for fence gates, 4 for levers, 5 for buttons, 6 for tripwires, 7 for pressure plates, 8 for chests, 9 for trapped chests, 10 for ender chests, 11 for barrels, 12 for shulkers, 13 for shulker boxes, 14 for chest minecarts, and 15 for hoppers (That probably isn't the exactly what counts as frequency 10, I'm just guessing based on the current categories and the vague descriptors Mojang gave).
15 values might not be enough for every source event, but those frequencies could give the 14 most common sources specific values and all the rest would be in a final catch-all value, or just do general subcategories, something like stone materials, wood materials, metal materials, glass materials, and dirt materials as subcategories for breaking and placing. There could also be fewer values for some frequencies. Frequency 5 could be broken up into 1 for dismounting, 2 for helmet, 3 for chest plate, 4 for leggings, and 5 for boots, or it could even differ based on armor material.
This rework probably still won't be super useful for technical players, but it could definitely make the calibrated sculk sensor more interesting for other players.
Block place and block remove can also be automated with a dispenser and powdered snow.
Yes! The calibrated sculk sensor is exactly what I've been wanting sculk sensors to be ever since they added comparator support!
with the tuned skulk sensor, I wish theyd done something more customisable. Like, a skulk sensor that records the first exact sound bit it hears and then only triggers on that exqct sound in the future
That would be cool
It's poetic that the pitcher plant, a plant that traps bugs can be used to make a witcher trap
The calibrated skulk sensor should be able to be placed on top of certain blocks like note blocks to then send and receive very specific sound resonances, it could allow multiple lines next to each other without triggering each other.
I believe it's very intentional that you can't remove the honey comb from the signs again; this is to make it possible to make permanent signs that e.g. can't be edited by passing trolls (I know they can still break and edit, but that's more effort, meaning less attempts)
Wow now I'm excited for this update. Re: sensors, I think it's exactly what I need to simplify a more hands free 4 way junction for a single piston bolt network. I've seen other channels do this but it's really complicated and I wanted to see if I could build a very simple one. I could prob encode certain signals for specific destinations and retain that signal for the entire journey on a piston bolt using more of a graph structure.
You should've spawned in a hidden trail with a structure block to see what it's meant to look like without the sand covering it
I think the calibrated sensor would be useful for elytra maps!! having checkpoint rings that are pure redstone could be cool
In my opinion, a comparator from a calibrated skulk sensor should allow further resolution in the sound detection, for overlaps
That's a really, really smart idea. I hope someone sees this... maybe even consider posting on r/MinecraftSuggestions if someone else hasn't beat you to it
I would love if the attuned sensors would have alternative mode where they would not listen to any sound, instead they would just relay the signal strength you put in them, attuned sensors with amethyst block next to them would also listen only to other sensors. This would allow you to for example code redstone strenght 3 to signal that one, or several farms are out of bonemeal, and have signal decoder that starts bonemeal farm with that redstone strength, essentially one line of sensors would act as bus line signaling different events to different farms.
Very interesting additions to the game!
The last thing the sculk sensor now needs to make it truly wireless redstone is a way to send a specific signal strength without having to do various things.
An idea would be to place a sculk sensor, or the calibrated sculk sensor, on a noteblock and each tune corresponds to a certain signal strength! This way we can choose what signal strength we want to send.
(And changing the tune shouldnt activate the sculk sensor if its directly above the noteblock, but activating/playing the tune should active the sculk sensor and send the desired signal)
(The lectern might also work and it is a bit more readable which frequency you are sending and currently at).
And while we are at it, some people feel that the 1-15 signal strength range and the groupings are to limited and that some form of „subsignals“ would be nice too have. Well there is another metric we can change other than signal strength and that is signal length!
Since the sculk sensor has a cooldown of 40 gameticks, we have some room for signal length variation and use this to differenciate between subsignals of the same group/signal strength.
The hidden trails look a lot more like ruins if you just remove all the sand and gravel, so it's just as if they filled up with loose earth over time. I think it's neat. One room even has a smithing table and other useful blocks
could you make a "combination lock" which requires a certain combo of sounds to unlock something? like using a subtract comparator off of the original skulk sensor to change the signal into a new skulk sensor to detect a different sound
The most terrifying monster in Minecraft *The Witter* ... getting defeated by a plant lol.
Setting to one side the general concept of all the sound based things you could do with this.
You feed it a signal strength of X, an event happens, it outputs a signal strength of X.
Not all possible signal strengths are automatable, but for some of them this is a repeatable delay circuit.
It's also a box that when an input signal matches the operation inside of it, gives an output signal. Course you can get fixed redstone signals from the slotted book shelves....
That "mushroom" shard definitely is an acacia tree
It would be so cool if you could paint the individual sides of the pots by clicking on it with dye
never clicked a video faster
I was waiting for him to upload after the snapshot 😂
Really ?
I want to see more calibrated blocks, such as a calibrated observer, which will only give an update if a specific block is detected.
I think it makes sense that you can't un-wax a sign, because the whole idea is to prevent further griefing or modification.
Casual: oh cool a new plant >_>
Technical: *HOLY JESUS THIS IS THE GREATEST FEATURE OF THE DECADE*
I wonder if you could bypass the calibrated sculk sensor's cooldown by using multiple sensors that are by default tuned to a completely irrelevant signal strength, but get changed to the one you actually want to listen to when the previous sensor triggers. For instance, let's say you're trying to detect mobs taking damage (frequency 7.) You'd have one calibrated sensor permanently set to frequency 7, and several additional sensors tuned to something like frequency 14 (mobs spawning) that's unlikely to be triggered accidentally. When the first sensor activates, it changes the frequency of the next sensor to frequency 7, so that if another mob takes damage right afterwards, that will also be detected. And of course, you could chain this together to detect any number of activations in quick succession.
Lmao he was like this is such a great block. And then sinisterly said we can use this for a either cage lmao
I wish there was a high frequency sculk sensor isntead of this. A sensor with no cooldown that overwrites the previous output immediately when theres a new sound. That way, you could filter out unwanted "noise" with redstone but you could also send long streams of data encoded as signal strengths really quickly. It'd be closer to real life digital communications systems
Interesting idea... now I want this too haha
High frequency sounds like it involve maybe some redstone and quartz in it's crafting recipe
It would be cool to have that too
Morning Ilmango. The one thing I have see the calibrated skulk sensor would worked well for is the fish farm rayswork designed. He had to stack some boats so when the line was cast the bobber bobbing wouldn't trigger the skulk sensor, however the bobber being pulled under would be detected. It may be possible to simplify his farm design using a calibrated sensor, calibrated to the bobber being pulled under instead of it bobbing.
nice to see a redstone guy like you to be so excited about a decorative flower!
I think it'd be cool if you used a sponge, or a wet sponge, to wipe the wax off of signs, instead of scraping it off. makes it seem like you're not damaging the sign by using a blade, but instead simply scrubbing it off.
Whole point of wax is that it is waterproof
While I agree that would be nice, it would also make it a lot more difficult to take wax off, as you usually have to kill Elder Guardians to get sponge
@@pianochannel100 Maybe you should have to combine coal (ash) with new item dolphin blubber to make soap, the add that to a wet sponge to make soapy sponge.
@@headlessnotahorseman mojang would never add a mechanic that encourages killing dolphins, especially with the firefly thing
@@DialecticRed lol
No wonder why sniffers got extinct, they need players to place their eggs down in order to reproduce 🤣
Not like any passive mobs reproduce on their own
In relation to triggering a sensor using a cauldron, you might be able to use a composter instead. You can add to a compostor using a hopper or dropper.
You could do a bat cave entrance that opens just because you a flying towards it. That seems pretty fun.
They didn't forget to add honey-removal on signs, it's intentional so that other players can't easily tamper with your signs in multiplayer.
Since skulk sensors detect multiple different sounds on the same frequency, it would be nice if the calibrated sensor, which could only trigger on one 'frequency' anyway, it would be nice if it output a signal for the specific type within the specific range, like a sort of 'sub-frequency'
Something really cool for the calibrated sculk sensor would be the output signal strength being different depending on the type of sound that it detected, in the group. For example, in a "block broken" group there could be signal strengths for dirt-like blocks, stone-like blocks, etc. Also, they should fix the weird pulse length
RIP to the pitcher plant
I think, to make the calibrated sensor useful for the 99% of players who aren't going to read wikis whilst playing, it should have an inventory.
Think of it like a hopper that can hear. Put a trapdoor in its inventory, and it listens only to blocks that give the same volume
"Shelter: I'm pretty sure that's a giant mushroom, not entirely sure."
Acacia Tree: Am I a joke to you?
@ilmango
There might be another snapshot. Since, Roger Bagerman did show two new plants not just one. The second one, the wall one, may be another snapshot in and of itself.
Saved this one for sure!! I have SO many ideas running through my head for what to try with these new features!
i feel like the amethyst was supposed to be echo shard in the recipe (it's green and sound related),
but due to the rarity and non renewability of the echo shard, they decided to have 2 wrongs make a right
the amethyst already makes perfect sense. it is sound related (it makes musical notes when interacted with) and being a crystal it will resonate. why would you want a redstone component to be non-renewable? (rhetorical)
@@seiretzym the opposite. I wanted the echo shard to be renewable, just like every other item in Minecraft should.
Not easily, but renewable
0:48
I think they should rather make you click on a skulk sensor with a amethyst shard to make it a calibrated one, with the crafting they are basically adding another item to the inventory.
The pitcher plant thing seems mostly like a bug
seeing as how there's no bottom texture
Yeah. it is already "fixed" according to the Mojang bug tracker...rip easy wither cages
wow that speed, in wich this video is made is insane
that one pixel makes a difference
Given the fact that the underside of the flower is transparent, I'm 120% sure it's an unintentional bug that the flower isn't destroyed when removing the bottom block and that it will be fixed. Mojang do be a joykill at times after all.
A note on the signs, I hope they don’t allow you to remove the honeycomb with an axe for the sake of multiplayer. Most people will use this to prevent people from changing their signs, but there’s no point if anyone can just unlock it with an axe
In fairness, they can still "unlock" it with an axe, in the way traditionally used to modify signs.
@@SamJNE122 Yeah, seems more like preventing accidental changes to signs. Considering signs are also used in a decorative manner, not accidentally accessing the sign UI seems very useful, just like not accidentally removing said protection. (Now if only there was a way to prevent accidental log stripping…)
you could line up a row of calibrated sculk sensors that only enable when the previous one is triggered allowing for a much higher temporal resolution if audio events
This calibrated sculk sensor in different calibrations and with an AND gate, can turn into a "lock" that requires specific actions in sequence/combination.
I actually hope that when updating minecraft all existing signs are by default pre-waxed and that there will never be a feature to unwax them.
Some minecraft servers are insanely old and signs are one of those precious historical landmarks left behind by previous players. Sure you can just break those anyway for the most cruel griefing but people usually don't bother, I think being able to edit them however would encourage editorial griefing to a whole new level, erasing a lot of history.
Just thinking:
🤔💭
Could this one *pottery shard* called *_"shelter"_* be a hidden reference to the *baobab tree?!* --- Would definitely fit the overall theme, so with the camel and desert temple/fountain update.
Of course, an _"warm ocean"_ pottery shard, where one finds this, could just mean the already known *acacia tree,* which also grows in the _"warm"._
But the *baobab tree* would really be cool!
16:20 i interpreted the "shelter" shard as being an acacia tree, its not quite the right shape for being a mushroom and the little side bit looks like an acacia branch
Not being able to axe honeycomb off of signs is probably intentional, since being able to do that essentially means anyone who has an axe can just edit them- this way makes it ao that you would instead have to actually break the sign like before.
In any case, I suppose I don't care if they do or don't add the ability to scrape off the honeycomb, since it doesn't make too much of a difference either way.
Very interesting stuff! Thanks for showing the new stuff ^^
Strait to the point as always great video
I think the shelter design for pots is supposed to be an acacia tree
sign update is the highlight of my whole day
personally, I feel like the fact that you can't scrape the signs was intentional. no point making a sign uneditable if someone can just come along and scrape it off anyways.
Imagine if the pitcher plant was intentional for technical players.
Imagine if it was someone from SciCraft working at Mojang who thought of it...
I highly doubt it
_Hi guys, gnembon here_
3 years ago the Redstone Community had a plan to infiltrate Mojang and get their godblock. A Block so powerful, it could actually trap the most powerful mob in the game! After a few month of planning they decided to send one of their best players. His name was gnembon. It is said that If he should succeed, he shall have eternal glory.
Praise gnembon!
If it was intentional the pod would be fully textured, but the fact that the bottom texture is missing entirely shows you're not meant to be able to see it from below.
As someone who owns 9 pitcher plants irl I see this as an absolute win
Would be cool if the calibrated skulk sensor and the normal skulk sensor has different arrangements of the vibration signal strength. So using both of them could allow you to precisely detect one particular (or one type of) vibration.
The calibrated skulk sensor should output different power levels based on subcategories, i.e. for blocks, there could be different power levels based on the type of block placed. The community could probably figure out the most efficient categorization of blocks.
You could use the calibrated skulk sensors for (relatively) high speed data transfer. with 8 lines you can hit 1% the speed of dial-up
The sniffer egg only hatching if its undisturbed for a while makes me think it'd work really well as a timer that can be reset by piston or as a fail-safe that triggers if your machine doesnt work for a while
A feature meant specificly for redstone: "nah"
A random pot that is intended to be completly useless: "that's what I am looking for"⠀⠀⠀⠀⠀⠀
1:21 - "While a sculk sensor is triggered,it can't be triggered by any other event"
Ah, now it makes sense. That's why it's worth having a calibrated sensor instead of just decoding a regular sensor's signal strength...