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This article describes content that may be included in a future update. 
This content has appeared in development versions, but the full update containing it has not been released yet.
Blue Beaker BE1
The features on this page are exclusive to Experimental Gameplay in Bedrock Edition. 
These features may be properly added in a future update, but currently require enabling one or more settings in the "Experiments" section of the Game Settings menu.

The sculk sensor is a block that can detect vibrations and emit a redstone signal.

Obtaining

Sculk sensors can currently be obtained only from the creative inventory or commands.

Breaking

Sculk sensors can be mined with any tool, but hoes are the quickest.

Block Sculk Sensor
Hardness 1.5
Tool
Breaking time[A]
Default 2.25
Wooden 1.15
Stone 0.6
Iron 0.4
Diamond 0.3
Netherite 0.25
Golden 0.2
  1. Times are for unenchanted tools as wielded by players with no status effects, measured in seconds. For more information, see Breaking § Speed.

Usage

Light

Sculk sensors have a light level of 1, which is very inconspicuous. However, when active it visually shows a brighter yellowish light illuminating the surroundings.

Vibration detection

File:Particle of the Vibration.gif

The sculk sensor vibration particle.

Sculk sensors can detect vibrations in an 8 block radius around it. A vibration is anything that causes physical motion, although there are some motions that are undetectable to sensors by sneaking; these sneak-friendly vibrations include walking, falling to the ground or throwing/shooting projectiles.

Wool has a special interaction with sculk sensors. If a wool block is in the way of a vibration source, the sensor will not be able to detect it. In addition, sensors will not be able to detect walking on wool or throwing wool on the ground. ‌[Java Edition only]

When a vibration is detected, a signal is sent from the source location to the sensor at a speed of one block per game tick (20 blocks per second). Other vibrations cannot be detected by a sensor when a signal is already travelling to it. When the signal has arrived, the sensor is activated for 40 game ticks (2 seconds). While activated, the sensor cannot detect other vibrations.

Sculk sensors have a cooldown period of 1 tick after being placed or after deactivating. During this short cooldown period, it cannot detect vibrations. This is to prevent it from activating itself when a contraption it is powering is being unpowered.

Sculk sensors don't listen to vibrations that are directly created by other sculk sources.

Sculk sensors can be silent if waterlogged, meaning that it can still detect vibration but don't make a sound while doing so.

Redstone emission

Sculk sensors emit a redstone signal when they are activated. The strength of the redstone signal is inversely proportional to the distance the vibration signal traveled – the closer the vibration is to the sculk sensor, the stronger the redstone signal is, so it reaches the maximum redstone signal strength when the vibration is directly on top of the sensor.

Vibration frequencies

Sculk sensors have a unique interaction with comparators. Each vibration in the game falls under a certain frequency value, and this value can be measured with a comparator as redstone output. With the right contraption, this allows the player to detect when a certain action has occurred nearby.

Output Vibration type Game event Description
1 Step minecraft:step An entity walks on the ground or a minecart rolls[note 1]
2 Flap minecraft:flap A flying entity (e.g. a bat) flaps its wings
3 Swim minecraft:swim Entity swimming[note 1]
4 Elytra Free Fall minecraft:elytra_free_fall Glides with an elytra
5 Hit Ground minecraft:hit_ground An entity falls from enough height to take fall damage[note 1]
6 Block Change minecraft:block_change A book is placed in a lectern, an item is added to or removed from a flower pot, a campfire is put out,[note 2] a candle is placed on a cake, a big dripleaf is tilted, or a candle is put out
Minecart Moving minecraft:minecart_moving Does not function currently[1]
Ring Bell minecraft:ring_bell A bell is rung
Splash minecraft:splash An entity splashes in water, a boat is above a bubble column, or a boat paddles[note 3]
Wolf Shaking minecraft:wolf_shaking A wolf shakes off water after getting wet
7 Drinking Finish minecraft:drinking_finish A potion is finished drinking.[note 4]
Prime Fuse minecraft:prime_fuse TNT or a creeper begins exploding
Projectile Shoot minecraft:projectile_shoot A projectile is fired[note 1]
8 Mob Interact minecraft:mob_interact Giving a golden apple to a zombie villager with Weakness, healing a tamed wolf, healing an iron golem, a panda is given a food item, or most instances of successfully feeding an animal.
Projectile Land minecraft:projectile_land A projectile hits something
Eat minecraft:eat A slice of cake is eaten, a horse eats,[3] a panda eats, an animal eats grass, a player eats food.[note 5]
Entity Damaged minecraft:entity_damaged An entity is damaged or any entity except an armor stand is killed
9 Equip minecraft:equip An item is put on an armor stand or armor is equipped through the use button.
Shear minecraft:shear Use shears to disarm a tripwire, carve a pumpkin, harvest honeycomb,[note 2] remove a snow golem's pumpkin,[note 2] remove wool from a sheep[note 2], or convert a mooshroom into a cow[note 2]
Ravager Roar minecraft:ravager_roar A ravager roars
10 Block Close minecraft:block_close A door, trapdoor, or fence gate closes
Block Unswitch minecraft:block_unswitch A lever is turned off
Block Unpress minecraft:block_unpress A button, tripwire, or pressure plate reverts to its unpressed state
Block Detach minecraft:block_detach A tripwire is detached
Dispense Fail minecraft:dispense_fail A dispenser fails to dispense an item. Does not work with droppers.
11 Block Open minecraft:block_open A door, trapdoor, or fence gate opens
Block Switch minecraft:block_switch A lever is turned on
Block Press minecraft:block_press A button, tripwire, or pressure plate is activated
Block Attach minecraft:block_attach A tripwire is set
12 Block Place minecraft:block_place A block is placed; flint and steel or a fire charge is used to light a candle, cake, or campfire; or powder snow is placed on the ground[note 6]
Entity Place minecraft:entity_place An entity is spawned with an item, for example, a painting or a spawn egg[note 2]
Fluid Place minecraft:fluid_place Increasing the fluid level in a cauldron, including through weather and stalactites;[note 2] placing a fluid using a bucket, not including powder snow[4][note 2][note 7][note 8]
13 Block Destroy minecraft:block_destroy A block is destroyed[note 2] or an enderman picks up a block[note 9]
Entity Killed minecraft:entity_killed An armor stand is killed[6]
Fluid Pickup minecraft:fluid_pickup Honey is harvested with a bottle, a fluid is picked up in a bucket,[note 2] powder snow is picked up in a bucket,[note 2] a glass bottle is filled with water or dragon's breath,[note 2] or a fluid is removed from a cauldron[note 2]
14 Fishing Rod Reel-In minecraft:fishing_rod_reel_in A player reels in a fishing rod
Container Close minecraft:container_close A chest, trapped chest, ender chest, barrel, or shulker box closes[note 10]
Piston Contract minecraft:piston_contract A piston contracts
Shulker Close minecraft:shulker_close Currently does not function[7]
15 Fishing Rod Cast minecraft:fishing_rod_cast A player casts a fishing rod
Container Open minecraft:container_open A chest, trapped chest, ender chest, barrel, shulker box, or a minecart with a chest or hopper opens
Explode minecraft:explode TNT, a creeper, or a firework rocket explodes
Lightning Strike minecraft:lightning_strike Lightning strikes
Piston Extend minecraft:piston_extend A piston extends
Shulker Open minecraft:shulker_open A shulker opens its shell
  1. a b c d Is ignored when crouching.
  2. a b c d e f g h i j k l m Also works with dispensers.
  3. Despite being an occurrence of splashing, sculk sensors will not detect the sounds of fishing bobbers hooking a fish; this has been confirmed by Mojang to be intentional.[2]
  4. Milk does not trigger any vibration, and honey and stews trigger the eating event. See MC-213937
  5. Honey bottles and stews count as food for this case.
  6. This includes placing fire with flint and steel or a fire charge, and blocks placed by a dispenser or enderman
  7. Using fish buckets to breed axolotls does not cause this vibration. This inconsistency is intentional.[5]
  8. Replacing an existing fluid, in and out of a cauldron, does not trigger the event. See MC-213965.
  9. This does not include blocks broken by flowing water (MC-207410), nor redstone dust, redstone repeaters, redstone comparators or any type of rail being broken due to its supporting block being removed (MC-207411), nor the last slice of cake being eaten (MC-213968).
  10. Closing a minecart with a chest or with a hopper does not trigger this event. See MC-210707.

Sounds

Java Edition:

SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
distance
Block brokenBlocksBreaking the blockblock.sculk_sensor.breaksubtitles.block.generic.break???
Sculk Sensor starts clickingBlocksPlays when sculk sensor is activatedblock.sculk_sensor.clickingsubtitles.block.sculk_sensor.clicking???
Sculk Sensor stops clickingBlocksPlays when sculk sensor is deactivatedblock.sculk_sensor.clicking_stopsubtitles.block.sculk_sensor.clicking_stop???
None[sound 1]BlocksFalling on the block with fall damageblock.sculk_sensor.fallNone[sound 1]???
Block breakingBlocksMining the blockblock.sculk_sensor.hitsubtitles.block.generic.hit???
Block placedBlocksPlacing the blockblock.sculk_sensor.placesubtitles.block.generic.place???
FootstepsBlocksWalking on the blockblock.sculk_sensor.stepsubtitles.block.generic.footsteps???
  1. a b MC-177082

Data values

ID

Java Edition:

NameIdentifierTranslation key
Sculk Sensorsculk_sensorblock.minecraft.sculk_sensor

Bedrock Edition:

NameIdentifierNumeric ID Translation key
Sculk Sensorsculk_sensor?tile.sculk_sensor.name

Block states

Java Edition:

Name Default value Allowed values Description
power00
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
The sculk sensor's current power level.
sculk_sensor_phaseinactiveactive
cooldown
inactive
Whether or not the sculk sensor is active.[more information needed]
waterloggedfalsefalse
true
Whether or not there's water in the same place as this sculk sensor.

Bedrock Edition:

NameMetadata Bits Default value Allowed valuesValues for
Metadata Bits
Description
sculk_sensor_phaseNot Supported00
1
2
UnsupportedThe sculk sensor phase.[more information needed]

History

This section is missing information about 21w05a fixes. 
Please expand the section to include this information. Further details may exist on the talk page.
October 3, 2020Sculk Sensor (pre-release 1)The sculk sensor is shown off at Minecraft Live 2020.
November 13, 2020Sculk Sensor (pre-release 2) The sculk sensor has a new texture and clicking animation in a tweet from Brandon Pearce.
November 23, 2020Sculk Sensor (pre-release 3) The sculk sensor has a new clicking animation in a tweet from Brandon Pearce.
November 27, 2020Inactive Sculk Sensor JE1 The sculk sensor has a new final texture in a tweet from Brandon Pearce.
Upcoming Java Edition
1.17Tropical fish also have assigned names that can be seen after capture. In Java Edition, the smaller text under the item name is displayed showing the fish name, similar to the text that displays enchantments under enchanted items. In Bedrock Edition, the item name is displayed showing "Bucket of <fish name>". Their colors are mostly named according to the colored block names, though with a few exceptions:
  • White
  • Silver
  • Gray
  • Black
  • Brown
  • Red
  • Orange
  • Yellow
  • Lime
  • Green
  • Teal
  • Sky
  • Blue
  • Plum
  • Magenta
  • Rose

The base color comes first, and if the pattern color is different, it comes after that. Lastly, the fish bucket is given a name according to the shape and pattern of the fish:

Flopper Glitter Betty
Stripey Blockfish Clayfish
Tropical Fish Patterns
Kob Snooper Brinely
SunStreak Dasher Spotty

Some tropical fish don't follow the normal naming system, and instead, reference real-life fish species. Apart from these names, these types of fish aren't different from regular tropical fish in terms of design or behavior.

These varieties are:

Name Type
Anemone Orange-Gray Stripey
Black Tang Gray Flopper
Blue Dory ‌[Bedrock Edition only] Gray-Sky SunStreak
Blue Tang ‌[Java Edition only] Gray-Blue Flopper
Butterfly Fish ‌[Bedrock Edition only]/Butterflyfish ‌[Java Edition only] White-Gray Clayfish
Cichlid Blue-Gray SunStreak
Clownfish Orange-White Kob
Cotton Candy Betta Rose-Sky Spotty
Dottyback Plum-Yellow Blockfish
Emperor Red Snapper White-Red Clayfish
Goatfish White-Yellow Spotty
Moorish Idol White-Gray Glitter
Ornate Butterfly ‌[Bedrock Edition only]/Ornate Butterflyfish ‌[Java Edition only] White-Orange Clayfish
Parrotfish Teal-Rose Dasher
Queen Angel Fish ‌[Bedrock Edition only]/Queen Angelfish ‌[Java Edition only] Lime-Sky Brinely
Red Cichlid Red-White Betty
Red Lipped Blenny Gray-Red Snooper
Red Snapper Red-White Blockfish
Threadfin White-Yellow Flopper
Tomato Clown ‌[Bedrock Edition only] Red-White SunStreak
Tomato Clownfish ‌[Java Edition only] Red-White Kob
Triggerfish Gray-White SunStreak
Yellowtail Parrot ‌[Bedrock Edition only]/Yellowtail Parrotfish ‌[Java Edition only] Teal-Yellow Dasher
Yellow Tang Yellow Flopper
20w49aInactive Sculk Sensor JE1 Active Sculk Sensor JE1 Added sculk sensor with a new inactive and clicking animation.
20w51aEating Start has been removed as an event.
Entity Hit's frequency value has changed from 9 to 8.
Container Close's frequency value has changed from 10 to 14.
Container Open's frequency value has changed from 11 to 15.
Walking on wool no longer causes vibrations.
Throwing wool as an item onto the ground no longer causes vibrations.
Sculk sensors are now silent while waterlogged.
21w05aAdded the following game events (frequency value in brackets): Minecart Moving, Ring Bell, Block Change (6), Drinking Finish, Prime Fuse (7), Mob Interact (8), Equip, Shear, Ravager Roar (9), Entity Place (12), Entity Killed (13), Shulker Close (14), Shulker Open (15)
Upcoming Bedrock Edition
1.16.210
{{Extension DPL}}<ul><li>[[Cooked Salmon|Cooked Salmon]]<br/>{{Dungeons hatnote|type=consumable}}
{{Item
| title = Cooked Salmon
| image = Cooked Salmon.png
| renewable = Yes
| heals = {{hunger|6}}
| stackable = Yes (64)
}}
'''Cooked salmon''' is a [[food]] item obtained by cooking [[raw salmon]].

== Obtaining ==

=== Mob loot ===

====Salmon====
[[Salmon]] always drops 1 raw salmon when killed, unaffected by Looting.<ref>{{bug|MC-212795||Salmon & Fish mobs are not affected by Looting}}</ref> If it is killed while on [[fire]], it drops 1 [[Cooked Salmon|cooked salmon]] instead.
====Guardians and elder guardians====
[[Guardian|Guardians]] and [[Elder Guardian|elder guardians]] have a 2.5% chance to drop a random fish, with 25% of them being raw salmon, which drops as cooked if the guardian was on fire. The chance of getting the fish drop is increased by 1% per level with [[Looting]] (for a maximum of 5.5% with Looting III), but the type of fish is not affected.
====Polar bears ====
[[Polar bear]]s have a 25% chance of dropping 0–2 raw salmon when killed. The maximum amount can be increased by 1 per level of Looting, for a maximum of 0-5 with Looting III. If killed while on fire, they drop cooked salmon instead.
=== Cooking ===

Cooked salmon can be obtained by cooking raw salmon in a [[furnace]], [[smoker]], or on a [[campfire]]. Each piece of cooked salmon removed from a furnace output slot gives 0.35 [[experience]] (22.4 experience per stack).

{{smelting|Raw Salmon|Cooked Salmon|0,35}}

=== Chest loot ===
{{LootChestItem|cooked-salmon}}

=== Trading ===

Apprentice-level fishermen villagers have a 50%{{only|bedrock}} or {{frac|2|3}}{{only|java}} chance to sell 6 cooked salmon for 6 raw salmon and an [[emerald]].

== Usage ==

=== Food ===

To eat cooked salmon, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|6}} and 9.6 [[Hunger#Mechanics|saturation]], the same as [[cooked mutton]].

=== Wolves ===

{{IN|Bedrock}}, cooked salmon can be fed to [[wolves]] only if they are not at full health, healing them by {{hp|6|mob=1}}. Cooked salmon does not accelerate the growth of baby wolves and cannot be used to [[breed]] them.

==Sounds==
{{Sound table/Entity/Food}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Cooked Salmon
|spritetype=item
|nameid=cooked_salmon
|itemtags=fishes
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Cooked Salmon
|spritetype=item
|nameid=cooked_salmon
|id=269
|form=item
|foot=1}}

== Achievements ==

{{load achievements|Lion Hunter}}

== Advancements ==
{{load advancements|Husbandry;A Balanced Diet;Fishy Business}}

== Video ==
<div style="text-align:center">{{yt|s_GcAFeoREk}}</div>

== History ==

{{History|java}}
{{History||1.7.2|snap=13w36a|[[File:Cooked Salmon JE1 BE1.png|32px]] Added cooked salmon.}}
{{History||1.8|snap=14w02a|Cooked salmon can no longer be [[trading|traded]] by [[villager]]s.}}
{{History||1.13|snap=17w47a|The different data values for the <code>cooked_fish</code> IDs have been split up into their own IDs.
|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 349 and 250.}}
{{History|||snap=18w08b|Salmon has been added as a [[mob]], which drops raw salmon when killed (cooked while on [[fire]]).
|[[File:Cooked Salmon JE2 BE2.png|32px]] The texture of cooked salmon has been changed.}}
{{History|||snap=18w10a|Cooked salmon now generates in [[buried treasure]] [[chest]]s.}}
{{History|||snap=19w11a|Fisherman [[villager]]s can now convert raw salmon to cooked salmon, if [[trading|paid]] with emeralds.}}

{{History|pocket alpha}}
{{History||v0.11.0|snap=build 1|[[File:Cooked Salmon JE1 BE1.png|32px]] Added cooked salmon.}}
{{History||v0.12.1|snap=build 1|Salmon now restores [[hunger]] instead of [[health]].}}
{{History||v0.16.0|snap=build 1|Salmon is now dropped by [[guardian]]s and [[elder guardian]]s.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.14.2|Salmon has been added as a [[mob]], which drops raw salmon when killed (cooked while on [[fire]]).
|[[File:Cooked Salmon JE2 BE2.png|32px]] The texture of cooked salmon has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|Cooked salmon can now be obtained from [[trading]] with fishermen [[villager]]s.}}
{{History||1.16.100|snap=beta 1.16.100.52|Salmon now drops cooked salmon when killed on [[fire]].}}

{{History|console}}
{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Cooked Salmon JE1 BE1.png|32px]] Added cooked salmon.}}
{{History||xbox=TU69|ps=1.76|wiiu=Patch 38|[[File:Cooked Salmon JE2 BE2.png|32px]] The texture of cooked salmon has been changed.}}

{{History|new 3ds}}
{{History||0.1.0|[[File:Cooked Salmon JE1 BE1.png|32px]] Added cooked salmon.}}
{{History|foot}}

== Issues ==

{{issue list}}

== See also ==

* [[Fishing]]
* [[Cooked Cod]]

{{items}}

[[Category:Food]]
[[Category:Renewable resources]]

[[de:Gebratener Lachs]]
[[es:Salmón ahumado]]
[[pt:Salmão assado]]
[[ko:익힌 연어]]
[[zh:熟鲑鱼]]
[[ru:Жареный лосось]]</li><li>[[Light Gray Dye|Light Gray Dye]]<br/>{{Item
| image = Light Gray Dye.png
| renewable = Yes
| stackable = Yes (64)
}}
'''Light gray dye'''{{fn|Known as '''Light Grey Dye''' in British, Canadian, Australian, and New Zealand English variants.}} is a [[Dyeing#Primary Colors|quasi-primary dye]].

== Obtaining ==

=== Crafting ===

{{Crafting
  |head=1
  |showname=0
  |showdescription=1
  |Azure Bluet;Oxeye Daisy;White Tulip
  |Output=Light Gray Dye
  |type=Material
}}
{{Crafting
  |Black Dye
  |White Dye
  |White Dye
  |Output=Light Gray Dye,3
  |type=Material
  |description={{IN|bedrock}}, the black and white dye can be replaced with [[ink sac]]s and [[bone meal]], respectively.
}}
{{Crafting
  |Gray Dye
  |White Dye
  |Output=Light Gray Dye,2
  |type=Material
  |description={{IN|bedrock}}, the white dye can be replaced with [[bone meal]].
  |foot=1
}}

=== Trading ===

[[Wandering trader]]s sell 3 light gray dye for an [[emerald]].

== Usage ==

{{dye usage}}

=== Crafting ingredient ===

{{crafting usage|ignore=Banner|continue=1}}
{{banner crafting usage}}

=== Loom ingredient ===
{{Banner loom usage|Light Gray Dye}}

=== Trading ===
Expert-level shepherd villagers have {{frac|1|6}} chance to buy 12 light gray dye for an emerald.

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Light Gray Dye
|spritetype=item
|nameid=light_gray_dye
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Light Gray Dye
|spritetype=item
|nameid=light_gray_dye
|aliasid=dye / 7
|id=402
|form=item
|translationkey=item.dye.silver.name
|foot=1}}

== Video ==

<div style="text-align:center">{{yt|1w3j1SKcoww}}</div>

== History ==

{{History|java beta}}
{{History||1.2|[[File:Light Gray Dye JE1 BE1.png|32px]] Added light gray dye.}}
{{History|java}}
{{History||1.4.2|snap=12w34a|Added the ability to [[Armor#Dyeing|dye]] leather [[armor]] and [[wolf]] collars.}}
{{History||1.4.6|snap=12w49a|Light gray dye can now be [[crafting|crafted]] with [[gunpowder]] to create a [[firework star]].}} 
{{History||1.6.1|snap=13w19a|[[Stained clay]] can now be crafted.}}
{{history||1.7.2|snap=13w36a|With the addition of new [[flower]]s, many secondary and tertiary dyes are now primary [[dye]]s.}}
{{History|||snap=13w41a|[[Stained glass]] can now be crafted.}}
{{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed.}}
{{History||1.11|snap=16w39a|Added the ability to dye [[shulker box]]es.}}
{{History||1.12|snap=17w15a|Added the ability to dye [[bed]]s.}}
{{History||1.13|snap=17w47a|The different data values for the <code>dye</code> ID have now been split up into their own IDs.
|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 351.}}
{{History||1.14|snap=18w43a|Light gray dye is now crafted using [[white dye|white]] and [[black dye]]s, instead of [[bone meal]] and [[ink sac]]s.
|[[File:Light Gray Dye JE2 BE2.png|32px]] The texture of light gray dye has now been changed.}}
{{History|||snap=18w44a|Light gray dye can now change the text color on [[sign]]s to light gray.}}
{{History|||snap=19w05a|Added the [[wandering trader]], which sells light gray dye.}}
{{History|||snap=19w11a|Light gray dye can now be [[trading|bought]] by shepherd villagers.}}
{{History||1.17|snap=20w45a|Light gray dye can now be used to craft [[light gray candle]]s.}}
{{History|||snap=21w19a|Light gray dye can no longer be used to craft light gray candles.}}
{{History|||snap=Pre-release 1|Light gray dye can now once again be used to craft light gray candles.}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Light gray dye can now change the text color on [[hanging sign]]s to light gray.}}

{{History|pocket alpha}}
{{History||v0.3.0|[[File:Light Gray Dye JE1 BE1.png|32px]] Added light gray dye. It is currently unobtainable and serves no purpose.}}
{{History||v0.8.0|snap=build 1|Light gray dye can be [[craft]]ed with [[bone meal]] and [[gray dye]], or with two bone meals and an [[ink sac]], despite there being no way of obtaining gray dye or ink sacs at the time.}}
{{History||v0.8.0|snap=build 3|Light gray dye is now available in [[creative]] mode.}}
{{History||v0.9.0|snap=build 3|Light gray dye can now be obtained in [[survival]] mode.}}
{{History|||snap=build 11|Light gray dye can now be used to craft colored [[terracotta]].}}
{{History||v0.11.0|snap=build 1|Light gray dye can now be used to dye tamed [[wolf]] collars.}}
{{History||v0.14.0|snap=build 1|Light gray dye can now be used to dye [[water]] in [[cauldron]]s.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Light gray dye can now be used to dye [[shulker]]s.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Light gray dye can now be used to craft [[concrete powder]], colored [[bed]]s and dyed [[shulker box]]es.}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Light gray dye can now be used to craft [[firework star]]s, [[stained glass]] and patterns on [[banner]]s.}}
{{History||1.4.0|snap=beta 1.2.20.1|Light gray dye can now be used to craft [[balloon]]s and [[glow stick]]s.}}
{{History||1.8.0|snap=beta 1.8.0.8|Light gray dye can now be used to dye tamed [[cat]] collars.}}
{{History||1.10.0|snap=beta 1.10.0.3|Light gray dye is now [[trading|sold]] by [[wandering trader]]s.
|Light gray dye can now be used to dye white [[carpet]]s and undyed [[glass pane]]s.
|[[File:Light Gray Dye JE2 BE2.png|32px]] The texture of light gray dye has now been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Light gray dye can be [[trading|sold]] to shepherd [[villager]]s.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of light gray dye has been changed from <code>dye/7</code> to <code>light_gray_dye</code>.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Light Gray Dye JE1 BE1.png|32px]] Added light gray dye.}}
{{History|PS4}}
{{History||1.90|[[File:Light Gray Dye JE2 BE2.png|32px]] The texture of light gray dye has now been changed.}}

{{History|new 3ds}}
{{History||0.1.0|[[File:Light Gray Dye JE1 BE1.png|32px]] Added light gray dye.}}
{{History|foot}}

== Issues ==

{{issue list}}

== Trivia ==

* In [[Bedrock Edition]], Some items/blocks' Block states/Item NBT uses '''Silver''' instead of '''Light Gray''' 

== Notes ==
{{fnlist}}

{{Items}}

[[Category:Dyes]]

[[cs:Světle šedé barvivo]]
[[de:Hellgrauer Farbstoff]]
[[es:Tinte gris claro]]
[[fr:Teinture gris clair]]
[[hu:Világosszürke festék]]
[[ja:薄灰色の染料]]
[[ko:회백색 염료]]
[[nl:Lichtgrijze kleurstof]]
[[pl:Jasnoszary barwnik]]
[[pt:Corante cinza-claro]]
[[ru:Светло-серый краситель]]
[[zh:淡灰色染料]]
[[Category:Renewable resources]]</li></ul>
beta 1.16.210.56Sculk Sensor BE1 Added sculk sensor. It uses a different texture then the one on Java Edition.

Issues

Issues relating to "Sculk Sensor" are maintained on the bug tracker. Report issues there.

Trivia

Calibrated Sculk Sensor (recreated model)

Recreated possible model of Calibrated Sculk Sensor.

  • "Sculk" is derived from "skulk," meaning "keep out of sight, typically with a sinister or cowardly motive".[8]
  • Sculk Sensor (calibrated top texture) JE1 Sculk Sensor (calibrated side texture) JE1 There are two unused textures, "calibrated_sculk_sensor_top.png" and "calibrated_sculk_sensor_side.png," which were added in 20w49a. Notably, these are derivatives of the block of amethyst texture, potentially implying a planned connection; these could however be placeholder textures.
  • The textures of in Bedrock Edition are still the old ones from development.

References

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