Tutorials/Traps

This is a list of traps for creatures or players. Add your own, if you have created and tested a different one. Traps are a subset of Mechanisms.

Wired Traps
Wired traps are traps using Redstone circuits to damage/kill/trap the victim. Note that many TNT traps have the disadvantage of destroying the area around them, making the player have to rebuild it every time. Using water or obsidian will nullify the damage


 * Wired TNT
 * Wired TNT is a basic example of a wired trap. It is created by placing a TNT block below the floor or in the wall and wiring it to a pressure plate. Often the TNT is spaced from the plate so when the victim activates the explosive the TNT has time to cook before the victim is right above/beside it. A very common form of this trap is a TNT landmine with bait to lure thieves in. Iron Ore or Gold Ore are good things to use because the TNT will be done cooking by the time they break the ore off the wall.


 * One Way Door
 * A one way door is made by placing a pressure plate in front of a metal door to a closed room with no way to open the door from the inside. Anything can enter, but once the door shuts the mob will remain trapped. This technique is useful for capturing mobs for resource harvesting.


 * Inescapable Door Room
 * This trap consists of four doors surrounding a pressure plate, so that the doors are open naturally and closed when the pressure plate is activated. Anything that steps on the pressure plate will be trapped. It is however possible for mobs to escape by jumping up and down, so to make this trap effective it is important to include a roof. This trap can be expanded to cover a large area by making a ring of doors surrounding a ring of pressure plates, any mob that attempts to leave the enclosed area will have a door slam in their face.


 * Roof TNT Trap
 * A roof TNT trap can be created by putting a pressure plate below a TNT (in the ceiling) then wiring (with Redstone) the pressure plate to the TNT so when someone or something triggers the pressure plate, the TNT will fall in front of them and explode. Note that this trap works best on mobs because they are not alarmed at the sight of TNT falling right in front of them. Placing TNT in such a way that the player is surrounded will not help because players can walk through activated TNT because activated TNT is a non-repelling entity.


 * One Way Door to Roof TNT Trap
 * The One Way Door to Roof TNT Trap can be made by using the One Way Door technique entering into a 1x2 hallway of any length, putting a pressure plate two blocks after the door and then making a Roof TNT Trap. With this mechanism completed, everyone who goes through the door will have to step onto the pressure plate, causing the TNT to fall and kill them. You can even wire a new steel door at the end of the hallway, that starts open, so the victim thinks they see a way out, but that closes after you step on the TNT pressure plate, making this trap a powerful and inescapable one.
 * This trap can also be wired off to a single pressure plate (outside the door) with some intelligent wiring.


 * Decoy TNT House
 * Made by building the frame of a house of any size out of TNT, minus roof, and with a three space wide opening (this is extremely expensive, and you can not make any mistakes), then covering it with stone or another material, except for two blocks connecting the TNT at the entrance. Make the floor out of solid stone and wire to the two holes. Connect a stone pressure plate to the Redstone, and have an empty chest in the decoy house to attract thieves. When the player walks in they step on the pressure plate, triggering the TNT lined in the walls. This trap is more for effect than utility, since it's so expensive and cannot be salvaged.


 * Wired TNT Pitfall
 * Create a deep 3x3 pit (deep enough so mobs will die upon hitting the bottom). Two blocks down from the surface, place a layer of stone or cobblestone. On top of that, do the same, but make sure the center block is TNT. Finally, place a layer of any block type on top (except TNT, of course). An advantage to stone/cobblestone is that it takes less blocks, while an advantage to dirt is that upon the TNT's explosion, it creates a small ledge around the pit you can stand on to help rebuilding. After your top layer is done, put a pressure plate on the block above the TNT. When a mob - or player - walks on the plate, the TNT will go off, damaging them and making them fall to their death in the pit below.


 * You might want to try creating a hallway or corridor of some sort that links the bottom of the pit to your base so that you can pick up any items dropped by mobs afterward, along with the blocks left behind.


 * Wired Self-Destruct
 * Place blocks of TNT, with 1-2 blocks in-between them, behind your walls. Place the switch in a secret location outside of your base, that only you know. This is to prevent you from killing yourself, and also to prevent other people for destroying your base.


 * Wired Water/lava Pitfalls
 * Using redstone circuits to control the flow of water/lava, you can make Pitfall by causing the water/lava to run into (preferably) a corridor of torches which hold up sand. This will cause the victim to either drown if water, or burn if lava.

Other explosive traps

 * Explosive Arrow
 * This trap consists of a TNT Box covered in arrows, then set off to pepper the surrounding landscape with deadly projectiles. Video example. Also can be combined with the Redstone Dust "wires" for remote detonation.


 * Land mines
 * These simple traps are useful (but expensive) for killing mobs and players.


 * Randomly dig holes that are three blocks deep and place a block of TNT in the top of the hole. Place a stone pressure plate on top of the TNT, or a wooden one if you're cheap or expect people to throw blocks around (wood plates are set off by thrown items). When an unfortunate player or mob stands on the TNT, they will be trapped in the hole and killed by the TNT under their feet. Video tutorial here


 * A simpler type of landmine trap is made by digging 1 block out, placing a TNT in the hole, then placing a pressure plate on top of it, so when a mob walks above of it, they might get blown up. This is less effective since the TNT has a five-second delay before it detonates.


 * This can also be accomplished by digging a hole four blocks deep, and putting one block of TNT in the hole, one space away from the top (with two empty spaces beneath it, if your hole is four blocks deep), placing a sand block on top of the TNT (to hide the TNT), and a pressure plate on top of the sand. If it's stepped on, the TNT will activate and fall. The sand will fall too, as it was being held up by the TNT, and the player will fall with the sand, and be trapped in a hole with active TNT.


 * Note: The pressure plate may be destroyed in the explosion.


 * Another way to do this, but without creating a massive hole, is to place a single block of water at the bottom of a pit. You can dig the pit however deep you want, put a single TNT block one block down from the top of the pit, and place a pressure plate on the TNT block. When a player or mob lands on the pressure plate, it will activate the TNT and drop both the player and TNT into the water at the bottom. The water prevents the TNT from blowing up a hole, but it still should damage the mob or player enough to kill it.


 * Animal Trap
 * This trap lures animals into it, and then kills them. You need 1-5 torches, 13 redstone (at least), 16 stone pressure plates (at least), and 1 TNT.


 * Place your pressure plates in a 5x5 square (at least), and then outline the inside with your redstone. Then, make a direct line from one of the redstone to the TNT with redstone, make sure you're not going diagonal. Then, place 1 torch on each corner of the TNT then if you got 5 torches, place 2 blocks above the TNT and put a torch on that block. Then delete the block under it and place your last redstone on the TNT. Then make a run for it.


 * Useful for killing those pesky cows and pigs.

Pitfall
This trap has several variants:


 * Simple pit
 * The walls are two blocks or more tall to prevent mobs from escaping. To trap spiders, the hole must be at least two spaces wide and three spaces tall.


 * Deep pit
 * Kills victims with falling damage (dangerous to the player).


 * Lava pit
 * Lava at bottom kills victims quickly at the cost of losing the loot gained from the victim.


 * Fire pit
 * A pit three blocks deep lined at the bottom with Logs or Netherstone, which are then ignited with a Flint and Steel. Some may need to be replaced if they burn away (If you use Netherstone it will burn forever), but eventually they should reach a state of permanent burn. It should be noted that loot will also be lost in the fire. If you only use one source of fire for every 5x5 block area, you increase the chances of the loot not being destroyed.


 * Player-triggered Sand-hatch pit
 * A sand floor held up by torches falls when a player removes a block or torch. Can be activated by lever using redstone to control water flow.Video Example


 * Pitfall TNT
 * Used in conjunction with a Simple or Deep pit. Place a TNT at the beginning of the hole, and with the use of an adjacent wall to the hole, place a pressure plate on top of the TNT (Attempting to place the plate on the TNT itself will only trigger the TNT. Anything stepping on the plate will trigger the TNT, causing it to fall and destroy the plate, but it also causes whatever stepped on it to fall down the pit with it, trapping it with a lit box of explosives.


 * The Road of Doom
 * An expensive, but extremely effective trap. Make any length and width of a "gravel road". Below the level gravel, place a level of TNT (so for an example for a 4 block long doomroad you need a 1x4x4 area). Wire the TNT with redstone to a button or switch on your side. When another player steps on your road, you can just fire up the TNT and watch as the player hopelessly falls into a pit of TNT. Be sure to wear safety goggles. If you expect an army at your front door, give them a nice long and wide gravel road to march to your base on. Then steal the ground below them.


 * Cactus trap
 * Essentially a normal pitfall trap, which has a floor of cacti, causing any creature (or player) damage as they step on it.
 * Note: Cacti cannot be placed next to other blocks anymore, making this harder to pull off. However, the staggered placement of cacti can create an effective "kill wall" that can be placed around or at strategic points in your base. In roughly 1-2 days the wall will reach maximum height and creatures will no longer be able to jump over the cacti continuously injuring themselves.


 * Pit around your house
 * This trap is essentially a hole. Enemies can only jump as high as you do, so a simple 1x1x2 (1 block area, 2 blocks deep) will capture any enemies who walk over it. However, spiders can jump over pits as wide as two or three blocks.
 * By strategically placing these pits at the entrances to your base, you can ensure entire areas are off-limits to monsters while retaining your ability to access them (via small jumping puzzles)
 * Video example with a way to deal with NPCs stuck in the trap.


 * Pitfall 2.0
 * Dig a pit 3x3x3, then cover it with doors that close into the pit. Wire all the doors to a row of pressure plates, when they trip the pressure plate, the doors open, they walk forward and fall in. You may want to fill the pit with water or lava or add a fire in it. Water is best, it drowns them and you don't lose your drops. You can also connect the pressure plates to a memory switch that keeps a torch lit to tell you if a mob fell in.


 * Pitfall 3.0
 * Dig a deep, wide pit, around 4 blocks of depth and however long you want. Make a base in the middle, with holes around the bottom and an entrance at the top which you must jump for. Using this, you can lure mobs to follow you, jump up to your safe spot, and the mobs will fall below, allowing you to go to the bottom part of your base to kill them with ease. An exampe of this is shown here

Water traps

 * Drowning
 * This trap uses the removal of a block as a trigger to release sand doors, and open a water pipe, causing a room to become closed off and filled with water. The water can now be placed using buckets.
 * A problem with this trap is that the sand doors have to be either very tall, or very many, in order to prevent the player from simply digging his way out.
 * The use of sand wires instead of water channels would make the doors closing instantaneous.
 * Video example (slow, escapable)


 * Retrieval Traps trap.jpg
 * Create a current by using a bucket that drags the mobs down into a water filled hole or some such, with blocks above their heads so they can't resurface. The mobs drown in this 'prison' and their loot sinks to the floor, where it can flow through a hole in the end wall and into your house/dwelling. You get all of the loot, with none of the effort of getting it! Video example.

A sunlight death chamber is simply a water current that deposits mobs in a room with a glass ceiling. Go to the trap after its daytime to collect your treasure. (note: this trap only works on zombies & skeletons)
 * Sunlight death chamber


 * Water Suction Traps
 * Use a bucket to remove a block under the spot in a lake or ocean you want mobs to be stuck (if they swim too close)
 * Note: Not very effective (only confirmed to work with sheep, pigs and cows)


 * Lava Retrieval Traps
 * Normally the use of lava in a trap, despite its indisputable effectiveness at killing, results in the loss of all items dropped. However, with some cleverness, this can be circumvented, producing an exceptionally fast-acting trap which allows you to recover all items.  Build a two or more wide instance of the following side view, in which "#" represents a normal block (I recommend glass, if possible, for maximum entertainment value), ">>WATER>>" represents water (leftmost is a source tile), "LAVA" represents lava (source tile on the right, opposite to the flow of the water), and "|" represents a sign or a ladder(or anything else which will prevent lava from flowing through a tile but allow mobs to pass):

LAVA# >>WATER>|##### ###########
 * 1) >>WATER>__<-- goodies :)
 * Note that lava runs out after three tiles, resulting in the final tile of lava being suspended in midair by the ladder.
 * Mobs falling in the top (fed there by a system of streams, for example) will be forced by the water current into the chest-high lava, which is suspended in midair by the ladder. This will rapidly kill them, but as there is only air and water beneath the single lava tile, the items spawned from their corpse will remain undamaged, and be swept to safety at the far right of the system.  This will even work effectively on spiders, thanks to their tendency to jump repeatedly in water—although you may find chickens have a tendency to slip through.
 * For best results, combine with a final perpendicular-flow water current on the far right to deliver all items to a single tile, on which a wooden pressure plate may be placed and attached to redstone torches to indicate the availability of items.

For a complete walkthrough on this method, watch this tutorial.

Minecart traps
Minecart traps are based on the principle that mobs both good and evil jump into minecarts passing by. An example of a Minecart trap can be found on Youtube.


 * Minecart bumping trap
 * This trap consist of a looping track powered by boosters and containing a low and slow section where any passengers will bump their head until they die.


 * Minecart drowning trap
 * Similar to the Minecart bumping trap, this method uses water to drown mobs. Note that minecarts will continue to travel through water and small holes regardless.


 * Minecart lava trap
 * This is a fast acting trap in which minecarts are ultimately destroyed by lava. Players who find themselves in this situation often have little or no time to react.

Other traps

 * Burning log trap
 * This trap consists only of a single log block that has been set on fire. It will attract cows, sheep, chickens,and pigs to it, and they will jump onto the log and be killed via their being caught on fire. The dropped items will be available, except for sheep, which will not give a drop. It must be made clear that this trap is only of middling effectivness, but is an easy way to get leather, pork, and feathers. Interstingly enough, pigs can turn kamikaze when encountering this trap and have been known to set other pigs on fire. The player seems to be immune to this though.


 * Burning Netherstone/Cactus trap hellstone catai trap.png and Cacti.]]
 * A variant of the aforementioned trap. Mobs will be lit on fire, then hit the cactus and usually jump back, leaving the drops safe, and an effective barrier, especially against spiders. This requires a cactus farm, as it requires lots and lots of it to be effective.


 * Mob Tower trap


 * Although lengthy and very difficult to build, the payoff is fantastic. A single location on the map has been discovered to cause the most mobs to spawn. To find the location use this tutorial: After finding this location, construct a huge tower, which height depends on how much time you have on your hands, and how many mob drops you want. The contraption drags mobs into a grinder and drops the loot into your base. To build the tower, watch this tutorial:


 * Cactus Wall trap


 * This trap is simple enough, the only difficulty being that you need a hefty amount of Cacti, an optimal choice would be to use Cactus Farming. It does work somewhat well as a trap and defence mechanism, killing most creatures, as the Cactus will hurt most mobs attempting to pass through, be they lured or independant. See the video as an example (though the creator isn't the brightest): http://www.youtube.com/user/Calobrin#p/c/EA3333670DAD5D8A/19/Omo_9r0w2cs


 * This is another video of a cactus wall. It shows how to use the wall to actively destroy monsters that are near your base without wasting arrows by "fishing for monsters". http://www.youtube.com/watch?v=2kpho89FiO8