Sculk Shrieker

A sculk shrieker is a sculk block found in the deep dark biome that produces a "shrieking" noise when a player either stands on it (regardless of ) or triggers a nearby sculk sensor. Shriekers found in the deep dark can summon the warden when they are triggered.

Natural generation
Sculk shriekers can be found within the deep dark biome. These shriekers can summon the warden.

Breaking
Sculk shriekers can be mined with any tool, but hoes are the quickest. It drops 5 experience when mined without Silk Touch. When a sculk shrieker is broken it loses the ability to summon the warden, even if mined with Silk Touch.

Post-generation
A sculk catalyst has a 1% chance of generating a sculk shrieker on top of a sculk block. These shriekers do not summon the warden.

Usage
Sculk shriekers "shriek" after being activated. A sculk shrieker activates when any player stands on the black part in the center of the block, even when. Sculk shriekers are also activated by any sculk sensor triggered within an 8-block spherical radius of itself, but only if the vibration was caused by a player. However, a sculk sensor cannot activate the sculk shrieker if the line between the two contains a wool block. The shrieker shrieks for exactly 90 game ticks (4.5 seconds).

Spawning wardens
Sculk shriekers that naturally generate in the deep dark biome are capable of inflicting the Darkness effect upon players and summoning wardens. If a sculk shrieker is placed by a player or generated via a sculk catalyst, the tag is set to, and therefore a warden cannot be summoned and Darkness cannot be inflicted by that sculk shrieker. Each time a naturally generated sculk shrieker is activated, it adds 1 to a "warning" level to alert the warden. The warning level is specific to each player, not each sculk shrieker, meaning that the same player can activate a different sculk shrieker for each of the four times, and a warden still spawns on the fourth activation, even though any particular shrieker had been activated once. If a player does not activate any sculk shrieker, the warning level decreases by 1 every 10 minutes (12000 ticks). After the shrieking ends, all players in Survival or Adventure mode within 40 blocks are given the Darkness effect for 12 seconds. After a warden is summoned, a player's warning level does not reset back to 0, meaning multiple wardens can be summoned.

Naturally generated sculk shriekers have a 10-second cooldown per player. This means that if a player triggers one shrieker, they are completely unable to trigger any other shrieker within 10 seconds. The cooldown period includes the 4.5-second shrieking, which means 5.5 seconds after the previous shrieking ends, the player can activate sculk shriekers again.

When a player's warning level reaches level 4, the sculk shrieker attempts to spawn a warden after its shrieking ends. Up to 20 attempts are made to spawn a warden within an 11×13×11 box centered on the shrieker. If there isn't another warden within 24 blocks, a warden emerges from the ground. The warden always spawns at the highest available block.

If the player that triggered the sculk shrieker is outside the shrieker's range when the shrieking ends, the sculk shrieker does not apply the Darkness effect to any player. The player's warning level still increases by 1.

It is possible to make a warden spawn from a distance, by shooting a projectile into the direction of known sensors that are near shriekers.

The warnings have unique subtitles at different levels of warning: 1) "Warden approaches." 2) "Warden advances." 3) "Warden draws close."

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Trivia

 * The sculk shrieker's design was inspired by the.
 * The old shrieker was a combination of the modern day shrieker and scrapped sculk jaw as it would both scream and show teeth