Trapped Chest

"Imagine you've made your own adventure realm. You're creating a story for your players to experience. The adventurer/s have bested the dungeon's deadliest foes, skipped happily over your web of trip wires, and danced around all the pressure plates you so carefully placed. Damn them. But nothing wipes the smirk [off] an adventurer's face like a treasure chest loaded with TNT. That's the sweet vengeance a trapped chest can bring."

- Ash Davis

A trapped chest functions as a normal chest for item storage, but it produces redstone power when opened. It can be visually distinguished from normal chests by a red coloration around the latch.

Natural generation
Trapped chests naturally generate in "fake end portal rooms" in woodland mansions.

Obtaining
Trapped chests can be obtained by crafting, or by breaking previously-placed trapped chests.

Breaking
To remove a trapped chest, it. Trapped chests can be broken using anything, but an axe is the fastest.

Items contained in the chest are dropped when the chest is broken. If one half of a large trapped chest is destroyed, the corresponding items from the destroyed trapped chest are dropped and the remaining trapped chest continues to function as a small trapped chest.

Usage
Trapped chests can be used as containers and as redstone components.

To place a trapped chest, use the control on the face of a block adjacent to the space the trapped chest should occupy.

Placing two adjacent trapped chests side-by-side typically joins them to create a "large trapped chest" (also known as a "double trapped chest"). To avoid them joining and instead place two single trapped chests side-by-side, the player may while placing the second trapped chest, or place the second trapped chest facing a different direction from the first one. Alternately, normal chests do not combine with trapped chests.

Trapped chests can be moved by pistons. Water and lava flow around without affecting them. Lava can create fire in air blocks next to trapped chests as if they were flammable, but the chests do not burn (and cannot be burned by other methods either).

Trapped chests can also activate burried TNT, destroying itself, its contents and any mobs or players near it. It needs to be opened twice for the TNT to be activated.

Loot
Trapped chests also drop all of their contents.

Container


A single trapped chest has 27 slots of inventory space, and a large trapped chest has 54 slots of inventory space. In a large trapped chest, the top three rows in the interface correspond to the western or northern chest block and the bottom three to the southern or eastern chest block.

To open the trapped chest GUI, use the control. To move items between the trapped chest inventory and the player inventory or hotbar while the trapped chest GUI is open, drag or shift-click the items. To exit the trapped chest GUI, use the control.

By default, the GUI of a trapped chest is labeled "Chest" and the GUI of a large trapped chest is labeled "Large Chest". A trapped chest's GUI label can be changed by naming the trapped chest in an anvil before placing it, or by using the data command (for example, to label a trapped chest at (0,64,0) "Loot!", use ). If only half of a large trapped chest is renamed, that name is used to label the GUI of the entire large trapped chest, but if the named half is destroyed, the other half reverts to the default label. If both halves of a large trapped chest have different names, the GUI label takes the name of the northernmost or westernmost half of the large trapped chest depending on its orientation (the half with the lowest coordinate in the appropriate axis).

A trapped chest can be "locked" by setting the trapped chest's  tag. If a trapped chest's  tag is not blank, the trapped chest cannot be opened except by players holding an item with the same name as the   tag's text. A trapped chest's  tag can be set or unset with the data command. For example, to lock a trapped chest at (0,64,0) so that only players holding an item named "Alice's Key" can open the trapped chest, use.

Redstone component


Trapped chests can be used to detect when their inventory is accessed by players.

A trapped chest is inactive while not being accessed, but activates when accessed by a player (see above). Accessing either part of a large trapped chest activates both halves of the large trapped chest. Mobs cannot access/activate a trapped chest, and a trapped chest is not activated by items moving into or out of it by droppers or hoppers.

While active, a trapped chest:
 * powers any adjacent redstone dust, including beneath the trapped chest, to a power level equal to the number of players accessing the trapped chest (maximum 15)
 * powers any adjacent redstone repeaters facing away from the trapped chest to power level 15
 * strongly powers any full solid opaque block (stone, dirt, block of gold, etc.) beneath the trapped chest to a power level equal to the number of players accessing the trapped chest (maximum 15)
 * activates any adjacent mechanism components, including above or below, such as pistons, redstone lamps, etc. Due to hoppers being locked by redstone activation, hoppers below a trapped chest do not take items from it while it is open.

An active trapped chest does not power any adjacent redstone comparators facing away from it. Redstone comparators can only measure the block state of the trapped chest, producing a power level from 0 to 15 proportional to how full the trapped chest is. Anything else powered by an active trapped chest (including a block beneath it) can power redstone comparators normally.

Fuel
Trapped chests can be used as a fuel in furnaces, smelting 1.5 items per chest.

Christmas chest
On December 24, 25, and 26, trapped chests and large trapped chests have their textures changed to Christmas chests that look like presents.

ID




Block data
In Bedrock Edition, a trapped chest's block data stores its facing:

Block entity
Every trapped chest has a block entity associated with it that holds additional data about the trapped chest.

Trivia

 * Trapped chests render as a full block when in the inventory, but not when placed.