Game Event
Game events are produced by world activities; their vibrations can mostly be detected by sculk sensors.
Game Events and Vibrations
A game event records its position plus context entity (source entity) and context block (source block) — either may be absent (e.g. doors opened by redstone have no context entity). Each event creates a vibration with the event position as the source; if the source entity is a projectile, the vibration's source entity becomes the projectile's shooter.
Every game event has a vibration frequency, visible as the redstone signal strength of a sculk sensor hooked to a comparator (the table below gives the frequencies).
Monitoring
- Non-vibration systems (not saved to chunks; lost on unload): sculk catalysts detect
entity_die within 8/10 blocks to spread sculk; allays detect jukebox_play / jukebox_stop_play within 10 blocks (Java) for dancing.
- Vibration system (saved to chunk data; renders vibration particles): managed by vibration listeners, each with a detection radius and listenable game events; receivers add further restrictions. Receivers:
- Sculk sensor — radius 8, almost all events. Stepping on it (by a non-Warden entity) forces it to receive the
step/sculk_patch event; it ignores block_place/block_destroy of itself.
- Calibrated sculk sensor — radius 16, restricted by its redstone input signal.
- Sculk shrieker — radius 8, listens to
sculk_sensor_tendrils_clicking.
- Allay — radius 16, listens to
note_block_play.
- Warden — radius 16, almost all events.
A vibration is detectable when: the source is within the listener's radius; the event is listenable; the source entity is not a Warden, not a spectator player, not sneaking (for hit_ground, projectile_shoot, step, swim, item_interact_start, item_interact_finish), and not an item entity containing wool/carpet; the source block is not wool/carpet; and no wool blocks the line between source and listener.
When a listener receives, it records the game time, source, distance, event, and source entity. One vibration per listener; simultaneous candidates are resolved by a vibration selector: nearest distance first, then highest frequency. The received vibration has a delay of ⌊distance⌋ ticks before taking effect, matching the particle travel time.
Game Event List
(Java: block sources at block center; entity sources usually at the feet. Bedrock: sources always at block coordinates of the entity's current block — head block while eating, foot block while walking. Contexts may be absent when executed by dispensers/redstone or wind bursts. Frequencies were fully reset in 23w12a.)
block_activate (10) — block activation.
block_attach (10) — block attachment.
block_change (11) — block change (waxing/unwaxing a large copper chest fires once per half).
block_close (9) — block closing.
block_deactivate (9) — block deactivation.
block_destroy (12) — block destroyed (not by water flow; support-requiring blocks like redstone wire destroyed by support removal don't fire).
block_detach (9) — block detachment.
block_open (10) — block opening.
block_place (13) — block placed.
bounce (2) — entity collides with a block/collidable entity without losing all velocity.
container_close (9) / container_open (10) — container closing/opening.
dispense_fail (10, Bedrock) — dispenser failure.
drink (8) — drinking (any item with a consumable component using the drink animation, Java).
eat (8) — eating (consumable with non-drink animation).
elytra_glide (4) — gliding.
entity_act (6, Bedrock) / entity_action (6, Java) — mob actions.
entity_damage (7) — entity damaged.
entity_die (15) — entity death.
entity_dismount (5) — dismounting.
entity_interact (6) — player-entity interactions (allay item give/take, feeding, mob buckets, iron golem repair, golden apples on zombie villagers, trading, shearing, equipping, mounting, commanding wolves/cats, name tags).
entity_mount (6) — mounting.
entity_move (1, Bedrock) — entity movement on a surface.
entity_place (14) — entity placed.
entity_roar (6, Bedrock) — ravager roar.
equip (5) — equipping (Java: only slots replaced by items with the equippable component; other equips fire only unequip; includes villager trade display, witch potions, wandering trader potions/milk, allay held items, panda bamboo/cake, fox held items, piglin examining, dolphin pushing items; Bedrock: also fires on retrieving).
explode (15) — explosion.
flap (1) — airborne movement (chickens, allays, parrots, phantoms, the Ender Dragon, bees, bats, vexes).
fluid_pickup (12) — fluid collected.
fluid_place (13) — fluid placed.
hit_ground (2) — landing on a surface.
instrument_play (3, Java) — goat horn playing.
item_interact_finish (3) — finishing item use (depends on the use_effects component; tridents don't; totem death_protection also fires it).
item_interact_start (3) — starting item use (same use_effects rule).
jukebox_play (—, Java) — jukebox playing (fires every tick).
jukebox_stop_play (—, Java) — jukebox stops.
lightning_strike (14) — lightning strike.
multi_item_swap (6, Bedrock) — swapping inventory items with a shelf.
note_block_play (10) — note block plays.
piston_contract (9, Bedrock) — piston retracts.
piston_extend (10, Bedrock) — piston extends.
prime_fuse (10) — priming (TNT).
projectile_land (2) — projectile hits something.
projectile_shoot (3) — projectile fired.
sculk_patch (1, Bedrock) — stepping on a sculk sensor (default only detectable by the stepped sensor).
sculk_sensor_tendrils_clicking (—) — sensor activation (default only by shriekers).
shear (6) — shearing.
shriek (—) — shrieker activation (Java default only by Wardens).
single_item_swap (3, Bedrock) — single item swap with a shelf.
splash (2) — moving from air into water.
step (1, Java) — stepping.
swim (1) — swimming.
teleport (14) — teleporting (/tp and ender pearls do NOT fire it).
unequip (4) — unequipping (Java: same detection as equip; Bedrock: armor only).
1---2name: minecraft-game-event3description: Minecraft Game Event 游戏事件:Game Events and Vibrations 游戏事件与振动(事件记录位置+上下文实体/方块、创建振动 源为事件位置、投射物源实体为射击者、振动频率 红石信号强度)、Monitoring 监测(Non-vibration systems 非振动系统:sculk catalysts 检测 entity_die 8/10方块扩散sculk、allays 检测 jukebox_play/jukebox_stop_play 10方块跳舞;Vibration system 振动系统:保存到区块数据 渲染振动粒子、vibration listeners 振动监听器 检测半径+可听事件列表、Receivers 接收器:sculk sensor 半径8 几乎所有事件 步入强制接收 step/sculk_patch 忽略自身 block_place/block_destroy、calibrated sculk sensor 半径16 红石输入限制、sculk shrieker 半径8 监听 sculk_sensor_tendrils_clicking、allay 半径16 监听 note_block_play、warden 半径16 几乎所有事件)、Detection Rules 检测规则(源在监听器半径内、事件可听、源实体非Warden/非旁观者/非潜行 hit_ground/projectile_shoot/step/swim/item_interact_start/item_interact_finish/非含羊毛地毯物品实体、源方块非羊毛地毯、无羊毛阻挡线)、Vibration Selection 振动选择(最近距离优先 然后最高频率、延迟 floor(distance) 刻)、Game Event List 事件列表(block_activate/block_attach/block_change/block_close/block_deactivate/block_destroy/block_detach/block_open/block_place/bounce/container_close/container_open/dispense_fail/drink/eat/elytra_glide/entity_act/entity_action/entity4---56# Game Event78Game events are produced by world activities; their vibrations can mostly be detected by sculk sensors.910## Game Events and Vibrations1112A game event records its position plus context entity (source entity) and context block (source block) — either may be absent (e.g. doors opened by redstone have no context entity). Each event creates a **vibration** with the event position as the source; if the source entity is a projectile, the vibration's source entity becomes the projectile's shooter.1314Every game event has a **vibration frequency**, visible as the redstone signal strength of a sculk sensor hooked to a comparator (the table below gives the frequencies).1516## Monitoring1718- **Non-vibration systems** (not saved to chunks; lost on unload): sculk catalysts detect `entity_die` within 8/10 blocks to spread sculk; allays detect `jukebox_play` / `jukebox_stop_play` within 10 blocks (Java) for dancing.19- **Vibration system** (saved to chunk data; renders vibration particles): managed by **vibration listeners**, each with a detection radius and listenable game events; receivers add further restrictions. Receivers:20 - **Sculk sensor** — radius 8, almost all events. Stepping on it (by a non-Warden entity) forces it to receive the `step`/`sculk_patch` event; it ignores `block_place`/`block_destroy` of itself.21 - **Calibrated sculk sensor** — radius 16, restricted by its redstone input signal.22 - **Sculk shrieker** — radius 8, listens to `sculk_sensor_tendrils_clicking`.23 - **Allay** — radius 16, listens to `note_block_play`.24 - **Warden** — radius 16, almost all events.2526A vibration is detectable when: the source is within the listener's radius; the event is listenable; the source entity is not a Warden, not a spectator player, not sneaking (for `hit_ground`, `projectile_shoot`, `step`, `swim`, `item_interact_start`, `item_interact_finish`), and not an item entity containing wool/carpet; the source block is not wool/carpet; and no wool blocks the line between source and listener.2728When a listener receives, it records the game time, source, distance, event, and source entity. One vibration per listener; simultaneous candidates are resolved by a vibration selector: nearest distance first, then highest frequency. The received vibration has a delay of ⌊distance⌋ ticks before taking effect, matching the particle travel time.2930## Game Event List3132(Java: block sources at block center; entity sources usually at the feet. Bedrock: sources always at block coordinates of the entity's current block — head block while eating, foot block while walking. Contexts may be absent when executed by dispensers/redstone or wind bursts. Frequencies were fully reset in 23w12a.)3334- `block_activate` (10) — block activation.35- `block_attach` (10) — block attachment.36- `block_change` (11) — block change (waxing/unwaxing a large copper chest fires once per half).37- `block_close` (9) — block closing.38- `block_deactivate` (9) — block deactivation.39- `block_destroy` (12) — block destroyed (not by water flow; support-requiring blocks like redstone wire destroyed by support removal don't fire).40- `block_detach` (9) — block detachment.41- `block_open` (10) — block opening.42- `block_place` (13) — block placed.43- `bounce` (2) — entity collides with a block/collidable entity without losing all velocity.44- `container_close` (9) / `container_open` (10) — container closing/opening.45- `dispense_fail` (10, Bedrock) — dispenser failure.46- `drink` (8) — drinking (any item with a `consumable` component using the drink animation, Java).47- `eat` (8) — eating (consumable with non-drink animation).48- `elytra_glide` (4) — gliding.49- `entity_act` (6, Bedrock) / `entity_action` (6, Java) — mob actions.50- `entity_damage` (7) — entity damaged.51- `entity_die` (15) — entity death.52- `entity_dismount` (5) — dismounting.53- `entity_interact` (6) — player-entity interactions (allay item give/take, feeding, mob buckets, iron golem repair, golden apples on zombie villagers, trading, shearing, equipping, mounting, commanding wolves/cats, name tags).54- `entity_mount` (6) — mounting.55- `entity_move` (1, Bedrock) — entity movement on a surface.56- `entity_place` (14) — entity placed.57- `entity_roar` (6, Bedrock) — ravager roar.58- `equip` (5) — equipping (Java: only slots replaced by items with the `equippable` component; other equips fire only unequip; includes villager trade display, witch potions, wandering trader potions/milk, allay held items, panda bamboo/cake, fox held items, piglin examining, dolphin pushing items; Bedrock: also fires on retrieving).59- `explode` (15) — explosion.60- `flap` (1) — airborne movement (chickens, allays, parrots, phantoms, the Ender Dragon, bees, bats, vexes).61- `fluid_pickup` (12) — fluid collected.62- `fluid_place` (13) — fluid placed.63- `hit_ground` (2) — landing on a surface.64- `instrument_play` (3, Java) — goat horn playing.65- `item_interact_finish` (3) — finishing item use (depends on the `use_effects` component; tridents don't; totem `death_protection` also fires it).66- `item_interact_start` (3) — starting item use (same `use_effects` rule).67- `jukebox_play` (—, Java) — jukebox playing (fires every tick).68- `jukebox_stop_play` (—, Java) — jukebox stops.69- `lightning_strike` (14) — lightning strike.70- `multi_item_swap` (6, Bedrock) — swapping inventory items with a shelf.71- `note_block_play` (10) — note block plays.72- `piston_contract` (9, Bedrock) — piston retracts.73- `piston_extend` (10, Bedrock) — piston extends.74- `prime_fuse` (10) — priming (TNT).75- `projectile_land` (2) — projectile hits something.76- `projectile_shoot` (3) — projectile fired.77- `sculk_patch` (1, Bedrock) — stepping on a sculk sensor (default only detectable by the stepped sensor).78- `sculk_sensor_tendrils_clicking` (—) — sensor activation (default only by shriekers).79- `shear` (6) — shearing.80- `shriek` (—) — shrieker activation (Java default only by Wardens).81- `single_item_swap` (3, Bedrock) — single item swap with a shelf.82- `splash` (2) — moving from air into water.83- `step` (1, Java) — stepping.84- `swim` (1) — swimming.85- `teleport` (14) — teleporting (`/tp` and ender pearls do NOT fire it).86- `unequip` (4) — unequipping (Java: same detection as `equip`; Bedrock: armor only).