The sculk seems to be some sorta necromantic fungus that enslaves whatever souls die near it. The shrieker is basically forcing the souls to scream in order to summon up the Warden which if looked at is a golem of countless souls forced together into a single killing machine. Mojang outdid themselves with the implied lore on this stuff.
Minecraft lore in general is just one big mess. If it were to contain deeper lore, it would become less of a sandbox game. Minecraft development is directionless. Imo at least. But that's a great concept for garnering attention by manipulation and taking advantage of smart people. Once enough modders are living off of Minecraft, the game can darn well take over humanity. At this point i look at Minecraft as a voxel art software, with a hint of logic circuitry (Redstone). I think hostile mobs (not necessarily the late game challenges) are a stupid invention that should have been discarded literally since pre-alpha and in-dev versions. And before you start whining about the creeper being a historical icon of the game... shush. I'd rather experience a creeper-like boss late game with extensive planning, than be constantly distracted by an upright green pig monster thingy, that literally deletes hardcore worlds (tons of hours of one's life, that could have been spent a better way [no offense]), whether you like it or not. This is why i fucking hate Minecraft. I just love the artistic and technical side. And no! Don't mention peaceful, there are no bosses, no game progression, it's just creative mode with hearts and fall damage. I can build a mob switch, but is it really necessary?? I suggest that if they love hostile mobs, aka. (Green Steve and 200 IQ ivory man, and the fucking creeper) they add late game gear that can facilitate this annoyance. Like an idea that I'd just thought of right now, A new type of totem or armour enchantment that has a radial damage/defence pulse field to all hostile mobs within it or in contact with it (maybe excluding named mobs). Just change this, Mojang. And I'll support you for another 10 years without having a nervous meltdown. I'm sure many more are in my boat too.
@@samuelabela7685 the hostile mobs are literally one of the best features of the game, if you dont like minecraft you dont have to monologue about it in the comments of a minecraft video where people are guaranteed going to argue
Thank you for making daily videos. I'm sick in bed rn and you're the only one consistently getting me through it. Idk how the heck you do it but it's very much appreciated.
it will be wonderful if you set up skulk sensors from your base to that Warden farm in survival so it will work automatically when ever you want. cool idea
Another hint to the identity of the Shreaker, the spiny bit of the dangerous one goes clockwise!! You kindly point our that one goes faster and it's aways brighter but I don't normally carry around a shreaker for comparison
Nether wart blocks, shroomlights, mushroom blocks, and sponges aren't plants yet the hoe is the tool you use for them. The hoe seems to be used for most non-wood organic blocks in general.
I just want too ask why the shrieker won't make noise when I step on it I make a warden farm and want to start it but it won't make a sound please help
Corrections: the shrieker isnt broken on bedrock, the reason you dont get darkness when you activate it is becouse player placed shriekers dont summon wardens and give darkness which stands for both versions. You can have player placed shriekers summon wardens and give darkness on java with the debug stick, but you cant on bedrock cuz the stick doesnt exist. I hope that explains the situation with bedrock.
I recently cleared out my first ancient city. Here's how I did it safely. Skulk shriekers and sensors work together to alert the warden. If one is not near the other you're safe. Personally I went around and mined out all the sensors since those are replaceable. However whenever there was a shrieker near sensors, I mined that first, so it could not trigger the Warden. Sometimes shriekers are near other shriekers which creates complications. I personally just ran when the warden came out due to this. You can run while he's coming out and he won't react; as long as you're far enough away by the time he starts sniffing around you'll be fine. I hung around on the edge of the range his heartbeat plays at to hear when he got bored and dug back down, then I returned to mine another shrieker. Rinse and repeat. Use sneak and move carefully and mine the shriekers first so they can't alert (or to minimize alerts if multiple shriekers are near each other). There is lots of wool in the city; placing blocks around a shrieker instead of mining it should help to preserve it for later use without losing it or triggering it, though I never did this myself. Normally it takes three shrieks for the warden to come out, which allows you to mine three shriekers that are near each other without the Warden appearing. But, there's a long cooldown, and if the warden shows up once and leaves, another shriek soon after will summon him again, the three count doesn't get reset right away. Beware! When no shriekers are around I'd mine the sensors. I suppose you don't need to do this, but you can always stick them in a chest somewhere if you need them for redstone projects later. I also mined up a bunch of the skulk generating blocks but not all of them. Once I cleared out an area I'd loot any chests there and move on. Only got two cd shards, unfortunately.
A great way to get rid of shriekers without setting them off when looting the AC is to use TNT placed in a wool 'box' near the shriekers. Great for when the shrieker is touching the sensor or there are multiple shriekers that you want to clear, also makes XP farming of the skulk very fast.
My theory is what if sculk aren’t plants, but they’re soul stealing fungi who took the souls of the ancient cities’ inhabitants long ago/the souls inside the shrieker shriek as a warning that if the Warden gets you you could join them inside the shrieker (they know because the Warden got them)
@@nicholascompton2115 yeah you're right as they don't photosynthesis and they consume nutrients by other means. Some of the only similarities being that many grow out of the soil etc etc but I wasn't gonna go into all that here for a minecraft thread
Lore idea? Maybe, since they're called the Warden, they might have been made/engineered by the ancient builders to protect a portal, where a precursor to skulk came from? maybe just a terror too great. The way to being lost to time, and now the Warden keeps whatever is beyond the portal in place, and keeps us out? I'm guessing that at the very least, the Warden is guarding what was once a portal.
@wattles you did not mention that along with the fact the natural shrieker is brighter, it also spins CLOCKWISE, as the catalyst summoned one is dimmer, and spins counter clockwise.
I would like to mention one thing that didn't appear in the video. Sculk shriekers are still able to receive signals from sculk sensors. You can put an observer besides it (or under it) and it would activate a redstone mechanism whenever the shrieker screams. With this, if you want a redstone system with motion sensors in a big room (with multiple sensors) you could have a shrieker with an observer and with that being able to avoid putting redstone in every single sensor. With this you could even simulate it's natural functionality, which is whenever a sensor's signal reaches the shrieker it would activate a defense mechanism or something like that
Is the shrieker stays active in summoning Warden even if you 'Silk Touch'ed it out and place somewhere else? Coz I just found myself a Deep Dark Biome yesterday and got me both the sensors and a shrieker. For now, I just put out the sensors and not the shrieker because I'm scared that my builds will be destroyed if it does summoned the Warden 😅.