Tutorials/Traps

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

Wired Traps
Wired traps are traps using Redstone circuits to damage/kill/trap the victim.


 * 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.


 * Wired Explosive Arrow
 * Same as Wired TNT but with another block of TNT on top of the first one, covered with fired arrows.


 * 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.


 * 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. You can also put TNT on either side of the pressure plate so that the victim cannot move once they activate it.


 * 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 they walk in, they step on the pressure plate,and the only thing to do then is play 007 music as you watch the failed thief and house blow sky high.


 * 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 afterwards, along with the blocks left behind.


 * Wired Self-Destruct
 * There are two methods to do this,
 * True Self-Destruct destroys everything in your base, while Water Self-Destruct floods your base, forcing out if not killing any occupants:


 * 1.True Self-Destruct


 * For True Self-Destruct, place blocks of TNT with 1 block in-between them, behind your walls. You must wire them all together to one switch. 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.


 * 2. Salvageable(Water) Self-Destruct


 * For Salvageable Self-Destruct, you need a metal door, a switch, and a water source. First, wire the switch to the door, again hiding it in a secret location. You may also want to create a drainage switch.You must be inside the water room in order to build it. Seal off the room in every direction except for the roof. Place the water block from a bucket, or dig a channel from a lake/ocean/spring so you can fill the room with water. When you want to flood your base, hit the switch, wait a while for the water to flood and drown everything, then drain your base so you can go back and reset the trap, loot the corpses, etc.

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.


 * Land mines
 * This simple trap is great for randomly killing sheep, pigs, or other mobs, and perhaps players too if placed well.


 * 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.

Pitfall
This trap has several variants:


 * Simple pit
 * The walls are two blocks or more tall to prevent NPCs from escaping(If you want to trap spiders, walls must be at least three blocks high).


 * 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, which are then ignited with a Flint and Steel. Some may need to be replaced if they burn away, but eventually they should reach a state of permanent burn. It should be noted that loot will also be lost in the fire.


 * Player-triggered Sand-hatch pit
 * A sand floor held up by torches falls when a player removes a block or torch.


 * 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.


 * Cacti 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.

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
 * 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.


 * 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 "x" represents a normal block (I recommend glass, if possible, for maximum entertainment value), "s" represents a water source tile, "t" represents a lava source tile, "~" represents water, "-" represents lava, and "l" represents a ladder (or anything else which will prevent lava from flowing through a tile but allow mobs to pass):

x       xxxxx x       ---tx xs~lxxxxxxx xxxxxxxxxs xxxxxxxxxxxxxxxxxx
 * 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.

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: http://www.youtube.com/watch?v=V7l8dYts7T4


 * 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
 * The same as the bumping trap but instead pushing mine carts into a drowning trap. Do mind that mine carts will go with the flow and go through holes of one block in height disregarding their passengers.


 * Minecart lava trap
 * This trap consist of a track wich will end to a lava pit. The Minecart will be destroyed. This is used to kill their passengers.