Also if it completely surrounds that area, and when the charge tries to loop out, that line of charge seems to produce more sensors and shriekers than it would when spreading. Very interesting.
No it didn't. It wasn't exponential growth or anything. There was like 5 or 6 tendrils that snaked out and only consumed things in a 3-4 block radius of the tendrils path. It didn't fill and spots without going back over them. It would be way better if it grew from everywhere at once, then it could be truly scary.
I REALLY like the skulk spread. Like, I really hope they dont cap it, or atleast make it an adjustable gamerule. I feel like it would take a lot of effort just to cause something like this in survival mode anyways. If they make it so skulk converts tree's in to a new wood type, I'll be happy
@@garrett7876 The bubbles have a max amount of EXP they can hold and they don't turn all that exp into skulk cause sometimes they waste time retreading ground or generating senors and shreikers
Y'know what would make sculk scarier? It'd be as scary as the Warden itself if when you stood on it for long enough, it would start growing on you, giving you slowness and maybe even start hurting you like powdered snow
@@typeunknown1540 oh ur playing thaumcraft too ? can u tellme how can i easily get primordial pearl? i think i exploded like 20 rifts and still no pearl
I always loved Hard Mode corruption and crimson spread in Terraria, so even if this is not very realistic in survival mode, it’s still cool to see a “corrupting influence” type of mechanic in minecraft
realistic? the game has zombies, dragons, flying skull demons, literal hell, teleporting men, weird living green thingies that explode when you get close, animated skeletons, and let's not forget about the matter manipulation powers the player has. it's *not* a realistic game, it's not supposed to be
You still have time to delete this comment… when I meant “not very realistic in survival mode” I was referring to dropping endless amounts of mobs to their deaths onto the sculk to show how much it can spread.
@@Lukastar1 i didn't understand it very well, what did the mobs serve to? i haven't played minecraft in ages, so i don't know much about the new update, can you explain?
@@San-lh8us When he says realistic he means it in the sense that this isn't a situation that would happen in a normal game of minecraft. Also the spread is based off of mobs dying near the origin.
@@gloryiusgessepi2381 using warped stem or the white mushrooms stem combined with sculk blocks, spruce leaves, and sculk veins could be interesting. Thank you very much. (Your idea gave me more ideas).
I just realized it now, it would've been cool to have a sculk tree. A tree that can only be found in the deep dark. And with that, there is another biome which is sculk forest
@@cluver99can you imagine a dimension thats kinda like the nether but way less light up? no lava, no light sources just straight up cave with no overworld surface and it has huge forests in it
As a Halo and Minecraft fan, I’m going to treat this like the flood. “One spore can skill a species” and the fact that the new warden is essentially unkillable just like the flood really adds horror to the game. I like it.
You should do this and consume a huge section of a world, then build a covenant ship charging/shooting its glassing beam to the surface. That could be a cool build with environmental storytelling
I would LOVE it if there was some sort of Corruption that could spread like this naturally over time. Maybe as a generation option when building a world, make them rare but they can be a couple blocks beneath the surface. If it gets out of hand, building moats around your base and otherwise... it would be so so cool. Edit: Because I don't want to explain it every time. The point is that it's an *OPTIONAL* game mode. Not something put into the game, but something where when making the world you can change things up and make it a feature. I fully recognize that this in the base game would be AWFUL.
No thanks, that rather sounds quite annoying and sometimes I rather don’t want to deal with. I find the corruption annoying in Terraria, I don’t want it in Minecraft especially since the consequences is the Warden.
I would love an overground skulk biome. Just seeing vast swathes of land transformed into skulk with one temple built around a catalyst in the center would be cool. Almost as if some ancient religious order sacrificed people to get the biome to grow to that scale. Maybe take this opportunity to make the warden an interesting enemy that isn't completely broken.
the ancient civilization took these ancient cultist temples and either buried them underground, leading to the Deep Dark, or banished them to a new dimension.
First there was the Flood. Then the Flesh That Hates. Now Sculk Kinda funny that peaceful child friendly Minecraft now has a Lovecraftian horror in it.
Mojang nailed this feature ! The block sounds, the different blocks spawned by the Sculk, even the ambient sounds are perfect ! I'm really looking forward to this next update !
i think the scary part of it is that it can spawn near you while everything is dark and is followed by creepy sounds.Oh and it can one hit you if you make noise basically the perfect horror scenario
The fact it can just spread like that makes it terrifying. Especially since any mob could set off the shrieked, summoning the warden, and since any mob it means the skulk would just spread continuously because the warden would just kill anything it hears.
we probably dont want to go there. if anything the skulk is not a super predator in its world. its most likely to be the grass. when a non native species is released into an environment 3 things can happen. 1 the species dies off due the environment being inhospitable for them. 2 the species lives in the environment filling a missing ecological niche. 3 the species thrives too well in the environment killing local flora and fauna in the process. so if the sculk is just the grass. think how horrible the herbivores must be to warrant a thing such a the warden
Imagine in a later update they added an event similar to raids called “skulk outbreak” where a random part of the overworld near your bed would get infested. And to stop the Infection you have to destroy a kind of source block that’s in the middle of the spreading! The purpose of this would be to liven things up a little. So even if you have OP gear and get bored of the game there are still threats that can be quite exhilarating
I don't see them adding this in as standard as it could be too disrupting and out of place for much of the community. It's hard to balance these things as different players want different things. Maybe making it an option in a hardcore world would work as that croud may appreciate the extra challenge.
This could possibly ruin some core elements of the gameplay that mojang has strict rules against when making updates. Namely not to ruin the player's progress (even trees are hard coded not to grow any larger if there are player placed blocks nearby as to not delete them). I'm a builder and even placing a bunch of dirt down to terraform hills for your build is hard work which in this system the game would intentionally grief in this suggestion. That's why many of those events, namely skeleton traps and raids, are mostly mob based because they don't effect the blocks of the world as much.
I think that not everyone will like that so maybe a sort of Plugin or Mod instead? So that the Players that like a Game play like that they'll have to Put the Plugin or Mod and other players can play The way they want
Hopefully mojang can add to this a new dimension where the warden originated which hopefully explains why they're spawn in caves which would make sculk spreading even more interesting as they're not apart of the overworld (And hopefully in that new dimension the wardens are actually the weakest mobs there)
@@logancamp9098 you need prot 2 full diamond armor to survive one hit from the warden, so yes they're gonna kill you 24 times every single time they breath on you
at first I was worried since it looked similar to the crimson/corruption in terraria which can eat up your entire world but they seem to have made it so an intentional effort needs to be made for it to get big. Bravo.
What if the skulk spreading is just the flesh of other creatures combined into the Warden (the souls in its chest) and then the more energy, or exp they get, the more they can spread and multiply. This would explain why there are multiple wardens, but why they only hint one at a time, mobs wouldn't spawn around it, cause they'd get absorbed into the converted meat stone mixture (which explains the sound it makes), and why it hunts down any sound, cause it's trying to convert more flesh. This would line up with the lore written but the game theorists of the previous race trying to create life, recycling dead creatures to make new ones, and their testing sites were overrun by wardens until nothing was left.
Imagine seeing this actually generate in your world while you’re exploring in the night and you set off a shrieker. That’d be DOWNRIGHT TERRIFYING to come across.
@@inspirednamehere6166 My guess is that's because a large portion of the modding community has migrated to 1.16.5 now, while Thaumcraft is still stuck back in 1.12.2
@@inspirednamehere6166 True, I played it until a while after 1.16.5 came out. Only when most of the mods I used before were migrated to 1.16.x did I start playing that version regularly. But the whole modding community seems to have changed drastically. 1.12.2 was _the_ version for mods for years, and even when 1.14 and 1.15 came out it was still all about 1.12.2. Even when 1.16 came out. But after Forge became stable and used more in 1.16.3, most people didn't want to return to the older version. It's just interesting that mods get ignored pretty much as soon as they're out-updated by other mods.
the thing that interests me, is that the warden spawned in a location that once he stood up, he started to sufficate. Wonder if that can be exploted in anyway
the titan from the farlanders mod can cause the warden to suffocate in a wall if it picks the warden up and happens to drop the warden in a wall. i accidentally caused that to happen whilst messing about in the ancient city using mods.
I feel like it should spread naturally overtime without the need for mobs to die on it. But to prevent it taking over the world as a regular biome it should not be able to infect deepslate.
1:53 "About... that far." Man, you could grief someone's base really bad with that. I had a head canon that the Nether was an 'infection' and the Hell dimension wasn't always like that. Maybe used to be something totally different. Then when broken Nether Portals were added to the overworld, I felt confirmed that with Netherrack spreading on to the overworld terrain. Now I'm wondering the same with the Deep Dark and it seems much worse, cause you can actively spread it and it goes pretty far and causes a lot of destruction. Though I do like the fractal pattern it spreads. Obviously that was an intentional design, makes it look very organic.
I feel like this should be a real feature, like there's a chance one of the skull blocks becomes 'corrupted' and spreads to the surface covering some of the area, so the user may find a place where skulks are located from the service, and to have a cool biome to build and explore
@@jieeyoo I know but you just need to break the catalyst to stop it from spreading unlike the crimson/corruption that can converted a whole biome in just 1 block
if sculk catalyst spreads sculk when a mob dies near, an we make an sculk farm based on a regular mob farm, that generates mobs that fall on the sculk catalyst and die. Then, some stone generators(it is possible to make mschine that generates stone, not cobblestone) with a pistons will make stone and push it to the sculk catalyst, and stone will be turned into sculk. then the sculk will be pushed to AFK player that will mine the sculk with silk touch. edit: this hypothetic farm probably will not work. this is just my idea, i didn`t test it edit 2: i am going to build a prototype soon
This is actually great for people to know if they wanna make a corrupted area, they can just make a creative world, and do this, then just place some stuff near it, or place stuff before doing it, you'll have a corrupted town! It can make building a corrupted town or anything quite easy.
I think it was the Thaumatergy mod which had a biome or entity called "Taint" which would and could simply spread endlessly across the game world over time and I've always wanted to encounter something like this in MC without all the extra Thaumatergy magic and complexity. This Sculk basically does the same thing but because it's only fuelled by death and XP it won't spread as extensively as I'd like.
Ever since I knew about the Warden I was thinking about using it as a defense mechanism for my base in the end, it would complete it and make it impenetrable
I think it would be super cool if there was a part of the overworks that was overgrown with this. Just imagine running up to this and seeing this for miles. That would be awesome and terrifying
Considering there’s significant areas where skulk exists in the Deep Dark ancient cities, it makes me wonder the history of the ancient cities, how many people died there. Not just regular monster mobs like skeletons and zombies but villagers I mean.
actually terrifying griefing potential. not sure how one could realistically take advantage of it in survival but the posibility of a single block converting an entire base seems to be there