Template:BlockTileEntity
A Daylight Sensor is a block for use with redstone circuitry, added in the Redstone Update. It works like a solar panel, emitting a redstone signal if it is bright enough (sunlight level) to do so. The strength of the redstone signal varies by the time of day. For example, the sensor will emit redstone for 15 blocks at midday but roughly 5 blocks at evening. The daylight detector emits a redstone current to any/all blocks placed directly (within 1 block) above/below/next to it.
If the Daylight Sensor has an opaque block above it, then it will emit a weaker signal, or none at all, as it is directly proportional to the sky light, which can be useful for controlling light levels with redstone lamps and pistons to cover and uncover the sensor. Using a NOT gate (also known as an inverted Redstone signal) can reverse the sensor's signal, creating a "night sensor." This can, for example, allow redstone lamps to come on at night and off during daytime or a bunker that locks itself at night using the reverse signal and sticky pistons.
Crafting
| Ingredients | Input » Output |
|---|---|
| Glass + Nether Quartz + Wooden Slabs |
Template:Grid/Crafting Table |
Uses
As a night time detector
The simplest NOT gate that can be created. The redstone lamp will turn on during the night, and turn off at sunrise. The block in the middle can be anything on which a Redstone Torch can hang.
By connecting the sensor to a NOT Gate(inverter), it will output a signal when the light level is LESS than 4, so you can, for example, make lights that turn on at night, or gates that automatically close.
You can also detect moonlight by blocking off the detector so it cannot see light, then pointing a comparator away from it.
As Decoration
Because energy is not something currently measured in Minecraft, you can use the sensor for decoration.
As a clock
Because you can measure exactly what light level it is, you can make a clock. For example, for every light level it is, 1 light goes on a board. When it is night, the word "Night" is illuminated on the board displaying light level or time. This can be useful for servers, especially if you do not have the ability to create one using piston memory, or do not wish for one as complicated or laggy.
As a bomb
The daylight sensor can be placed atop TNT unlike most redstone devices. If planted at about midnight, this can make for an excellent timebomb, as the TNT will be ignited when the sun rises. Since the skylight is measured, which is shadowed out by blocks above, the sensor on TNT can be used in traps for players breaking the (e.g. ore or cake) blocks above the sensor. The Daylight sensor bomb can be rigged to go off at different times. If you want it to go off during the day, wire red-stone to the TNT from the daylight sensor. While you can just place the sensor on top of the TNT, the TNT will glitch, and you will see the TNT go above the daylight sensor. If you want a bomb to go off during the Night, You will need a NOT-Gate (See NOT gate), but other than that, its the same. For a bomb to go off at noon, you will need a comparator. The Daylight sensor will go through the TNT, but since the lever is always full power, and the daylight sensor gets best power at noon, the bomb will go off at noon.
Timed jingle
Using some note blocks and redstone circuitry, you could make a set jingle that plays at certain times of the day, such as a device that warns you that nighttime is over, or is beginning. This could be used as a sort of morning alarm if you do not use a bed, and instead design redstone in a laboratory all night or construct underground buildings. Or this could just be a pleasant thing to get out of bed to.
As a signal
The daylight sensor can easily be used to signal things at different times of day. With command blocks in the game, it can do many more things, like broadcast messages or change everyone's gamemodes (For whatever reason). Below are different methods for it.
Mining signal
If you are mining and you want to come up at a time of day, you can connect the day light sensor and make it either send a redstone pulse down your mine or broadcast a command block message.
Command block command for message:
/say <message>
NOTE: On servers this will broadcast a message to the entire server. So use this command:
/tell <your name> <message>
As a server signal
Message
You can send out a message to the entire server at a certain point of day. The command block command for this is:
/say <message>
OR
/tell <player> <message>
First broadcasts a message to the server, second one tells a message to a player.
As a Weather Monitoring Station
Using an old fashioned Red Stone Clock that is synched with the Minecraft day that is broken up into segments according to the Daylight detector Power Output schedule, it is possible use many Daylight Detectors to build a rainstorm and thunderstorm detector. Use a comparator to reduce the Redstone clock's signal strength to below that of the Daylight Sensor's clear day output. Wire this into the side of another comparator that has a daylight detector wired to the back. The wire coming out of the end of the comparator will deactivate whenever there is a storm. Using this you can detect both rain and thunderstorms using to lines with adequate comparator sensitivity. Using this you can signal an alarm whenever there is a storm, count the number of storms, count the duration of the storms using another clock and some type of memory, and even all three.
Output
These tables link output values to the time they occur as well as co-occurring light levels. Note that while the sensor responds to changes in light level, the light level only modulates a separate scale that more or less follows sunlight. This modulation does make the tables invalid if the sensor doesn't have a direct view of the sky.
Clear skies
Graphed sensor output in clear weather
| Signal strength | Time level reached | Time level dissipates | Light levels |
|---|---|---|---|
| 0 | N/A | N/A | 4–5 |
| 1 | 22340 | 13680 | 4–7 |
| 2 | 22800 | 13220 | 7–9 |
| 3 | 23080 | 12940 | 9–11 |
| 4 | 23300 | 12720 | 11–12 |
| 5 | 23540 | 12480 | 12–13 |
| 6 | 23780 | 12240 | 13–14 |
| 7 | 23960 | 12040 | 15 |
| 8 | 180 | 11840 | 15 |
| 9 | 540 | 11480 | 15 |
| 10 | 940 | 11080 | 15 |
| 11 | 1380 | 10640 | 15 |
| 12 | 1880 | 10140 | 15 |
| 13 | 2460 | 9560 | 15 |
| 14 | 3180 | 8840 | 15 |
| 15 | 4300 | 7720 | 15 |
Rain
| Signal strength | Time level reached | Time level dissipates | Light levels |
|---|---|---|---|
| 0 | N/A | N/A | 4–5 |
| 1 | 22340 | 13680 | 4–7 |
| 2 | 22800 | 13220 | 6–8 |
| 3 | 23240 | 12780 | 8–10 |
| 4 | 23520 | 12500 | 9–11 |
| 5 | 23760 | 12260 | 10–12 |
| 6 | 0 | 12020 | 11–12 |
| 7 | 400 | 11620 | 12 |
| 8 | 900 | 11120 | 12 |
| 9 | 1440 | 10580 | 12 |
| 10 | 2080 | 9940 | 12 |
| 11 | 2880 | 9140 | 12 |
| 12 | 4120 | 7900 | 12 |
Thunderstorm
| Signal strength | Time level reached | Time level dissipates | Light levels |
|---|---|---|---|
| 0 | N/A | N/A | 4–5 |
| 1 | 22340 | 13680 | 4–6 |
| 2 | 22960 | 13060 | 6–8 |
| 3 | 23360 | 12660 | 7–8 |
| 4 | 23700 | 12300 | 8–10 |
| 5 | 60 | 11940 | 10 |
| 6 | 460 | 11560 | 10 |
| 7 | 1040 | 10980 | 10 |
| 8 | 1740 | 10280 | 10 |
| 9 | 2620 | 9400 | 10 |
| 10 | 3960 | 8060 | 10 |
Night
Due to a bug, a covered sensor currently emits a signal at night. The following table corresponds to a sensor that cannot receive any daylight. Weather is irrelevant at night.
| Signal strength | Time level reached | Time level dissipates |
|---|---|---|
| 1 | 14360 | 21660 |
| 2 | 14740 | 21280 |
| 3 | 15120 | 20900 |
| 4 | 15500 | 20520 |
| 5 | 15900 | 20120 |
| 6 | 16320 | 19700 |
| 7 | 16760 | 19260 |
| 8 | 17240 | 18780 |
| 9 | 17780 | 18240 |
Video
Daylight Detector/video
History
| release | |||||
|---|---|---|---|---|---|
| [[[Redstone Update||24 November, 2012]]] | |||||
| Jeb stated that there may be a daylight sensor. | |||||
| 2 January, 2013 | Jeb tweeted an image of the daylight sensors. | ||||
13w01a{{Extension DPL}}<ul><li>[[Sparkler|Sparkler]]<br/>{{About|the Education Edition exclusive item|the new melee weapon available from the ''Minecraft Dungeons'' anniversary event|MCD:Sparkler}}
{{Item
| image = <gallery>
Orange Sparkler.png | Orange
Blue Sparkler.png | Blue
Red Sparkler.png | Red
Purple Sparkler.png | Purple
Green Sparkler.png | Green
</gallery>
| image2 = <gallery>
Active Orange Sparkler.png | Active Orange
Active Blue Sparkler.png | Active Blue
Active Red Sparkler.png | Active Red
Active Purple Sparkler.png | Active Purple
Active Green Sparkler.png | Active Green
</gallery>
| renewable = No
| stackable = No
}}
{{education feature}}
{{exclusive|bedrock|education}}
A '''sparkler''' is a [[Chemistry Update|chemistry]]-related [[item]] that emits particles when lit.
Sparklers are available in orange, blue, red, purple, and green colors.
== Obtaining ==
=== Crafting ===
{{Crafting
|showdescription=1
|B1=Chloride |B2=Magnesium |B3=Stick
|Output=Sparkler
|description= Calcium Chloride: Orange<br>Cerium Chloride: Blue<br>Mercuric Chloride: Red<br>Potassium Chloride: Purple<br>Tungsten Chloride: Green<br>{{only|bedrock|education}}
|type=Miscellaneous
}}
== Usage ==
{{ctrl|Using}} a sparkler ignites it, causing its texture to change. When lit, the sparkler emits colored [[particles]]; the [[durability]] meter depletes while the sparkler is burning. Sparklers are one of the few [[item]]s that can be held in the [[off-hand]] {{in|be}}. Unlit sparklers have normal lighting like most items, while lit sparklers appear to glow when held in the player's hand, similarly to [[glow stick]]s.
When the [[player]] uses another item while a sparkler is lit, or holds the sparkler in the off-hand, the sparkler's durability stops depleting.
If the player has a lit sparkler in their [[inventory]] and goes into the [[water]], the sparkler is destroyed immediately. However, it does not get destroyed if dropped in water. It also cannot float.
Despite having durability, sparklers cannot be enchanted with [[Unbreaking]] or [[Mending]].
== Sounds ==
{{Sound table
|type=bedrock
|sound=Fuse.ogg
|source=sound
|description=While a sparkler is active
|id=sparkler.active
|volume=0.25
|pitch=0.8/1.2}}
{{Sound table
|sound=Fizz.ogg
|source=block
|description=While a sparkler is being lit
|id=random.fizz
|volume=1.0
|pitch=2.4/2.6
|foot=1}}
== Data values ==
=== ID ===
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Sparkler
|spritename=sparklers
|spritetype=item
|nameid=sparkler
|id=600
|form=item
|translationkey=item.sparkler.orange.name,item.sparkler.blue.name,item.sparkler.red.name,item.sparkler.purple.name,item.sparkler.green.name
|foot=1}}
== History ==
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.20.1|[[File:Orange Sparkler BE1.png|32px]] [[File:Blue Sparkler BE1.png|32px]] [[File:Red Sparkler BE1.png|32px]] [[File:Purple Sparkler BE1.png|32px]] [[File:Green Sparkler BE1.png|32px]] <br>[[File:Active Orange Sparkler BE1.png|32px]] [[File:Active Blue Sparkler BE1.png|32px]] [[File:Active Red Sparkler BE1.png|32px]] [[File:Active Purple Sparkler BE1.png|32px]] [[File:Active Green Sparkler BE1.png|32px]] Added sparklers.}}
{{History|education}}
{{History||1.0.27|[[File:Orange Sparkler BE1.png|32px]] [[File:Blue Sparkler BE1.png|32px]] [[File:Red Sparkler BE1.png|32px]] [[File:Purple Sparkler BE1.png|32px]] [[File:Green Sparkler BE1.png|32px]] <br>[[File:Active Orange Sparkler BE1.png|32px]] [[File:Active Blue Sparkler BE1.png|32px]] [[File:Active Red Sparkler BE1.png|32px]] [[File:Active Purple Sparkler BE1.png|32px]] [[File:Active Green Sparkler BE1.png|32px]] Added sparklers.}}
{{History|foot}}
== Issues ==
{{issue list}}
== Trivia ==
* The formula for sparkler roughly works in real life. Magnesium itself burns white in air, while the metal salts add [[wikipedia:flame test|color to the flame]].
{{items}}
{{Education Edition}}
[[Category:Non-renewable resources]]
[[Category:Education Edition items]]
[[de:Wunderkerze]]
[[ja:手持ち花火]]
[[ko:스파클러]]
[[pl:Zimne ognie]]
[[pt:Vela-Faísca]]
[[zh:烟花棒]]</li><li>[[Cooked Porkchop|Cooked Porkchop]]<br/>{{Item
| title = Cooked Porkchop
| image = Cooked Porkchop.png
| renewable = Yes
| heals = {{hunger|8}}
| stackable = Yes (64)
}}
'''Cooked porkchop''' is a [[food]] [[item]] that can be eaten by the [[player]].
== Obtaining ==
{{see also|Tutorials/Animal farming|title1=Animal farming}}
Cooked porkchops can be obtained by cooking [[raw porkchop]]s or by [[trading]] with butchers, and is a [[drops|drop]] from [[pig]]s and [[hoglin]]s that die while on [[fire]].
=== Mob loot ===
==== Pigs ====
Adult [[pig]]s drop 1–3 cooked porkchop if killed while on fire. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 1-6 with Looting III.
==== Hoglins ====
Adult [[hoglin]]s drop 2–4 cooked porkchop if killed while on fire. The maximum amount is increased by 1 per level of Looting, for a maximum of 7 with Looting III.
=== Cooking ===
[[Raw porkchop]] can be cooked in a [[furnace]], [[smoker]], or [[campfire]]. Each piece of cooked porkchop removed from a furnace output slot gives 0.35 [[experience]] (22.4 experience per stack).
{{Smelting
|Raw Porkchop
|Cooked Porkchop
|0,35
}}
=== Trading ===
{{IN|java}}, apprentice-level butcher [[villager]]s have a {{frac|2|3}} chance of selling 5 cooked porkchop for 1 [[emerald]].
Butcher villagers may give players with the [[Hero of the Village]] effect a cooked porkchop.{{only|java}}
{{IN|bedrock}}, apprentice-level butcher villagers have a 25% chance to sell 5 cooked porkchop for 1 emerald.
=== Chest loot ===
{{LootChestItem|cooked-porkchop}}
== Usage ==
=== Food ===
{{see also|Tutorials/Hunger management|title1=Hunger management}}
To eat cooked porkchop, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|8}} [[hunger]] and 12.8 [[Hunger#Mechanics|saturation]].
=== Wolves ===
Cooked porkchops can be used to [[breeding|breed]] and heal tamed [[wolf|wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.
=== Piglins ===
[[Piglin]]s pick up any cooked porkchops in their [[item (entity)|item]] form. However, they do not eat it.
==Sounds==
{{Sound table/Entity/Food}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Cooked Porkchop
|spritetype=item
|nameid=cooked_porkchop
|itemtags=piglin_food
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Cooked Porkchop
|spritetype=item
|nameid=cooked_porkchop
|id=263
|form=item
|foot=1}}
== Achievements ==
{{load achievements|Pork Chop}}
== Advancements ==
{{load advancements|Husbandry;A Balanced Diet}}
== History ==
{{History|java indev}}
{{History||20100219|[[File:Cooked Porkchop JE1.png|32px]] Added cooked porkchops.
|Cooked porkchops restore {{hp|8}} and do not stack in the [[inventory]].
|Created by cooking [[raw porkchops]] in the inventory.}}
{{History|java alpha}}
{{History||v1.2.0|snap=preview|[[Zombie pigmen]] now [[drops|drop]] 0-2 cooked porkchops upon [[death]].}}
{{History|java beta}}
{{History||1.5|[[Pig]]s now [[drops|drop]] cooked porkchops when killed with [[fire]].}}
{{History||1.8|snap=Pre-release|[[File:Cooked Porkchop JE2 BE1.png|32px]] The texture of cooked porkchops has been changed to avoid confusion with [[steak]].
|Cooked porkchops are now stackable to 64 and restore [[hunger]] instead of [[health]].
|Cooked porkchops now restore {{hunger|8}} to the food bar.
|Cooked porkchops are no longer dropped by [[zombie pigmen]] upon their [[death]].}}
{{History|java}}
{{History||1.2.1|snap=12w03a|Cooked porkchop can now be used to breed wolves.}}
{{History||1.3.1|snap=12w21a|Butcher [[villager]]s now [[trading|sell]] 6–7 cooked porkchops for 1 [[emerald]].}}
{{History||1.4.2|snap=12w37a|[[File:Cooked Porkchop JE3 BE2.png|32px]] The texture of cooked porkchops has been changed, so that it no longer has a dark outline.}}
{{History||1.8|snap=14w02a|Butcher [[villager]]s now [[trading|sell]] 5–7 cooked porkchops for 1 [[emerald]].}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 320.}}
{{History||1.14|snap=18w43a|[[File:Cooked Porkchop JE4 BE3.png|32px]] The texture of cooked porkchops has been changed.}}
{{History|||snap=19w13a|Butcher villagers now give cooked porkchops to players under the [[Hero of the Village]] effect.}}
{{History||1.16|snap=20w07a|[[Hoglin]]s now drop cooked porkchops if killed while on fire.}}
{{History|||snap=20w16a|Cooked porkchops can now be found in hoglin stable chests in [[bastion remnant]]s.}}
{{History||1.16.2|snap=20w30a|Cooked porkchops can now be found in generic bastion remnant chests as well.}}
{{History|pocket alpha}}
{{History||v0.4.0|[[File:Cooked Porkchop JE2 BE1.png|32px]] Added cooked porkchops.}}
{{History||v0.5.0|Cooked porkchops now restore {{hp|8}} instead of {{hp|4}}.}}
{{History||v0.8.0|snap=build 1|[[File:Cooked Porkchop JE3 BE2.png|32px]] The texture of cooked porkchops has been changed, so that it no longer has a dark outline.}}
{{History||v0.12.1|snap=build 1|Cooked porkchops now restore [[hunger]] instead of [[health]].}}
{{History|pocket}}
{{History||1.0.4|snap=alpha 1.0.4.0|Butcher [[villager]]s now [[trading|sell]] 5–7 cooked porkchops for 1 [[emerald]].}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Cooked Porkchop JE4 BE3.png|32px]] The texture of cooked porkchops has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|[[Trading]] has been changed, butcher [[villager]]s now have a 25% chance to [[trading|sell]] 4 cooked porkchops as part of their second-tier [[trading|trade]].}}
{{History||1.16.0|snap=beta 1.16.0.57|Trading has been changed, apprentice butcher [[villager]]s now have a 25% chance to [[trading|sell]] 5 cooked porkchops instead of 3.}}
{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Cooked Porkchop JE1.png|32px]] Added cooked porkchops.}}
{{History||xbox=TU3|[[File:Cooked Porkchop JE2 BE1.png|32px]] The texture of cooked porkchops has been changed to be consistent with [[Java Edition]].}}
{{History||xbox=TU5|Cooked porkchops are now stackable to 64.
|Cooked porkchops now fill [[hunger]] instead of [[health]].}}
{{History||xbox=TU12|[[File:Cooked Porkchop JE3 BE2.png|32px]] The texture of cooked porkchops has been changed, so that it no longer has a dark outline.}}
{{History|PS4}}
{{History||1.90|[[File:Cooked Porkchop JE4 BE3.png|32px]] The texture of cooked porkchops has been changed.}}
{{History|new3DS}}
{{History||0.1.0|[[File:Cooked Porkchop JE3 BE2.png|32px]] Added cooked porkchops.}}
{{History|foot}}
== Issues ==
{{issue list}}
== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--porkchop Taking Inventory: Porkchop] – Minecraft.net on February 13, 2020
{{Items}}
[[Category:Food]]
[[Category:Renewable resources]]
[[cs:Pečená kotleta]]
[[de:Gebratenes Schweinefleisch]]
[[es:Chuleta de cerdo cocinada]]
[[fr:Côtelette de porc cuite]]
[[hu:Sült sertésszelet]]
[[ja:焼き豚]]
[[nl:Gebraden varkensvlees]]
[[pl:Pieczony schab]]
[[pt:Costeleta de porco assada]]
[[ru:Жареная свинина]]
[[uk:Смажена свинина]]
[[zh:熟猪排]]</li></ul> | Daylight sensors were added to the game. | ||||
Issues
Issues relating to "Daylight Detector" are maintained on the bug tracker. Report issues there.
Trivia
- Daylight Sensors only work by sunlight and cannot be activated by other light sources such as luminescent blocks or torches.
- Daylight Sensors are less than a slab tall, which is like redstone repeaters, redstone comparators and trapdoors.
- A daylight sensor connected to a powered dispenser via redstone wire will cause the dispenser to fire every time the light level changes.
- Rain will affect the sensor.
- Daylight Sensors, as well as most redstone technology, appear more similar to modern technology compared to most other blocks.
- Daylight Sensors can be used as fuel in furnaces.
- Due to the fact that a covered sensor gives output at night, it is possible to create a 24H Redstone clock that is synchronous with the Day-night cycle, that still works during the night.
Gallery
- DaylightDoors.png
Iron doors opening during daytime and shut during the night because of the daylight sensors.
- Daylightsensorscomparison.png
A comparison of sensor outputs, depending on conditions.
- Automatic Lighting.png
An example of using the daylight sensor to provide lighting at night.
- 13w01a mojang release.png
The 13w01a Snapshot image.
- Sensordec.png
A picture of how the sensor can be used as decoration.
- DaylightMeterFront.png
Using a sensor and an analog-to-digital converter to make a meter.
- DaylightMeterBack.png
The sensor and analog-to-digital converter making the meter.