Trapped Chest

A trapped chest is a non-solid block that can be used to store items and which produces redstone power when opened.

Obtaining
Trapped chests can be crafted from regular chests and tripwire hooks.

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

To place a trapped chest, use the "Use Item/Place Block" control (right-click, by default) on the face of a block adjacent to the space the trapped chest should occupy.

To remove a trapped chest, use the "Attack/Destroy" control (left-click, by default). Removing a trapped chest takes 3.75 seconds by hand (or faster with an axe) and it will drop itself as an item as well as any contents.

Trapped chests cannot be moved by pistons, and water and lava will flow around trapped chests without affecting them.

As a container


A trapped chest has 27 slots of inventory space.

Two trapped chests next to each other horizontally will form a "double trapped chest" with 54 slots of inventory space. Other trapped chests cannot be placed next to a double trapped chest and a trapped chest cannot be placed where it would create a double trapped chest next to another trapped chest (for example, a trapped chest cannot be placed horizontally between two other trapped chests). Trapped chests and double trapped chests can be placed above each other without restriction. A regular chest can be placed next to a trapped chest without restriction, allowing close-packing of alternating single or double chests and trapped chests.

To open the trapped chest GUI, use the "Use Item/Place Block" control (right-click, by default). 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 double 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 blockdata command (for example, to label a trapped chest at (0,64,0) "Loot!", use ). If only half of a double trapped chest is renamed, that name will be used to label the GUI of the entire double trapped chest, but if the named half is destroyed the other half will revert to the default label. If both halves of a double trapped chest have different names, the GUI will be labeled with the name of the northernmost or westernmost half of the double 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 blockdata command. For example, to lock a trapped chest at (0,64,0) with the text "Notch's Key", so that only players holding an item named "Notch's Key" can open the trapped chest, use.

As a redstone component


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

A trapped chest is inactive while not being accessed, but activates when accessed by a player (see above). Accessing either part of a double trapped chest activates both halves of the double 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.

An active trapped chest will 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) will power redstone comparators normally.

Data values
Every trapped chest has block data which determines its facing.


 * 0x2: Facing
 * 0x3: Facing
 * 0x4: Facing
 * 0x5: Facing

Tile entity format
Every trapped chest has a tile entity associated with it that holds additional data about the trapped chest.


 * Tile entity data
 * :  (chests and trapped chests have the same tile entity ID)
 * : X coordinate of the Tile Entity.
 * : Y coordinate of the Tile Entity.
 * : Z coordinate of the Tile Entity.
 * : Optional. The name of this trapped chest, which will display in its GUI where the default name ordinarily is.
 * : Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string.
 * : List of items in the trapped chest (double trapped chests are simply two Chest tile entities next to each other).
 * : An item, including the slot tag. Trapped chest slots are numbered 0-26 with 0 in the top left corner.
 * See Item Format.

Issues
Redstonetruhe Cofre trampa Coffre piégé Valkist Skrzynia-pułapka Сундук-ловушка 陷阱箱