TL;DR Utilize redstone components like tripwires, skulk sensors, and TNT minecarts to create effective traps. Experiment with designs that leverage new blocks and mechanics for more intricate setups.
Redstone Components and Mechanics
Redstone traps rely on various components such as tripwires, pressure plates, and dispensers. Tripwires can be combined with block update detectors for silent detection [2:1]. Skulk sensors are a newer addition that can detect vibrations and trigger mechanisms without direct contact, making them ideal for proximity-based traps
[5:1]. TNT minecarts can be used effectively by stacking them and slamming into walls for instant explosions
[5:3].
Trap Designs
Several trap designs have been discussed, ranging from simple pitfalls to complex landmines. A common design involves using sticky pistons to retract floors when triggered by tripwires [4:1]. For landmines, skulk sensors surrounded by wool can prevent false activations, while TNT minecarts provide the explosive mechanism
[5:1]. Another creative idea is using pufferfish under slabs to poison unsuspecting players
[5:5].
Advanced Techniques
For more advanced traps, consider integrating sculk sensors with shriekers to ensure activation only by players [5:4]. Utilizing end crystals and observers can create compact and deadly traps
[3:2]. The use of sound cues before detonation can enhance the psychological impact of traps, creating a lasting effect on players
[5:3].
Customization and Creativity
Minecraft's flexibility allows for endless creativity in trap design. Players can experiment with different configurations, such as rigging trees or using waterlogged blocks to counteract item destruction by lava [1:8],
[5:6]. The key is to tailor your traps to the environment and objectives, whether for defense or mischief.
My thoughts on this: I am extremely happy that trapping is a serious and lethal option now. I always liked the idea of creating traps on faction servers to gather items from people who try to raid my bases. but before, there weren't really many options. feather falling 4 makes any fall trap completely redundant, lava would destroy any items, and dispensers with arrows are a joke. but now dripstone and sculk sensors completely change the game
I am now terrified of Minecraft
Traps were scary enough, I finally got over my fear and learned how to avoid or be carful
And mojang goes ahead and does this
#ITS TOOO OP
I agree that it's powerful, but I feel like trapping is a fitting thing to be powerful in a game all about building. As someone who isn't good at PvP but is good at redstone, I feel a little more like a threat
On servers that me and my friends had I always would plant traps that used a soul sand elevator and ~4 instant damage arrows bobbing in the water. It would insta kill full proj prot 4, Notch apple, and totem. The only downside being that unloading chunks can mess it up.
> lava would destroy any items
You can put lava on top of bottom slabs and the items will safely drop and can be picked up by hoppers underneath the slabs
And as for them saving themselves with water, you could probably surround it by waterloggable blocks that eat the water
Yeah lava could work, but it’s still very easy to avoid now since netherite exists
I can just imagine him doing a vault lock where you have to break just the right block or something to open it
2 things:
-the way I designed it, you can't be crouched and go down the stairs at the same time.
-if you for some reason crouch jump down the stairs, and remain crouched your entire time there, you wouldn't be able to open the chests (since you'll be crouched). If you uncrouch and open a chest, the noise of the chest triggers the trap as well
in order to avoid the trap, you would really have to know it's a trap. and it's very hard to tell it's a trap.
If they made it so that leather boots are immune to the sculks like they made with powder snow, it would allow players to have a way to both avoid traps like this and work on the machinery without it going off every 2 seconds. Just a thought
I assume there will be a new enchantment to avoid this, just like the Soul Speed enchantment in the Nether Update.
Can't wait for proximity mines with this + tnt minecarts
Hermitcraft
While dispensers with arrows and pressure pads are cool, once you knew about them they were as much of a threat (except for when running in the dark).
While trip wires eventually came a year later I don’t recall ever having a need for them. Plus I think they were more visible than pressure plates.
I would have liked to have been able to hide the plates better or make more intricate traps but then you’d also need to make more intricate redstone setups.
Any thoughts on traps?
1.3 was a big deal because it added tripwires, expanded the possibilities for simple traps
What sort of possibilities? I really cant remember ever using them
I remember thinking traps would make a comeback after release 1.3, but it never really happened
There’s simple stuff like how they’re used in jungle temples, but more importantly string is powerful when combined with a block update detector.
A line of string updates silently when an entity touches it, even if it has no tripwire hooks attached. You can make some nifty silent detection devices this way. Just an example
Traps are definitely something I forget about and super nostalgic tbh. If there were hidden pressure plates that were just invisible or nearly impossible to see they’d be so much better. Definitely an underutilized thing in the game
I remember some texture packs hiding them better/ mods that added carpet covers. Pits in the floor/ collapsing terrain/ or even item weight activating plates would have been interesting. Like some Indiana Jones type play.
Item weight plates are a thing. Gold and iron pressure plates have a needed weight to activate.
Allumeria has cool spike traps
Big explosion, but it’s rather far from the player, and the tnt isn’t really helping here… try moving the crystal a whole closer.
One way this could be done more compactly and effectively would be to place the crystal right behind the door, remove the obsidian, and place the observer facing the door. Then right behind the observer, an upwards facing dispenser. The arrow should collide with the hitbox of the crystal.
The tnt blows up items afterwards (and if the crystal doesn't kill them it may finish them off)
That some simple thinking. Nice work. Love seeing people actually build something from their own ideas once in a while.
I would suggest putting the end crystal near the door tho. And stack the tnt around it there.
or another end crystal underneath the door
if you could use tnt minecarts then you can make it more compact and deadly
but i d'ont work on bedrock it's only ender crystal who made quick explosions
yes but in bedrock edition it need a crystal
xD
you got the spirit
you could use powered rails for tnt minecarts to speed up and ram into wall then explode
Just make tnt come out of the sky
it's possible with 2 skulk sensors
I live when simple designs like this work so well. reject complexity, return to easy to understand just by looking at it.
Im on console and i have a design im working on where i want the floor to sweep out from under the player when they trigger a tripwire. My idea is that the redstone keeps the sticky pistons that my floor blocks are attached to held closed, but then the tripwire triggers a pulse that opens the floor up. The problem is, idk how to keep the pistons on costantly and then only lose power for a few seconds. Is there anyone who has a design for a constant signal and then input triggers a temporary delay in that signal? Ill add pictures for context. The hold i circled in blue is where the floor is "open" and the pistons on either side are the ones in question.
Well, this really depends on the location of the tripwire. If it's right above the trapdoor, when the player falls, they're no longe pressing it so no need for any kind of delay. Just tripwire - > redstone torch - > piston. If that's too short for you, repeaters provide delays to the signal.
Yes but... If the signal to the pistons is keeping them closed so that the floor is there, i need something to break that signal temporarily. What i have set up on the side holds it closed when i step on it. I need it to hold closed and only open temporarily when i trip the wire. Wire is right above top step btw.
Yeah, that's what I'm saying. You step on the tripwire, the signal is inverted by the torch and the pistons open. The tripwire's what "breaks the signal", you already have it. Otherwise the torch is on and the trapdoor is closed.
So, me and a buddy are getting into our friends server and we wanna cause some mischief. How could we make effective landmines? Along with that, really any redstone traps would be cool. Thanks for fueling the chaos :)
Here's a few things I came up with long ago. You may or may not understand the references of this fandom, but I think the content itself is an appropriate contribution:
For the triggering mechanism, use skulk sensors surrounded by wool. For the killing mechanism, slam tnt mine carts (stacked on top of each other) into a wall, they explode instantly.
It would be better to watch a tutorial video since it’s very easy to mess up.
They don't need to be slammed. Triggering via an activator powered rail will do. But playing a sound a fraction of a second before is key. It really helps create the PTSD.¹
e: Corrected for rail type. Use two+ stacked tnt carts. We want instant detonation once triggered.
[1] The point is to create a response which can be (ab)used later to continue messing with the targetted player. Hence Post TSD.
I think the skulk sensor sound would be perfect for pavlovian conditioning
You can connect a shrieker to the sensor - they will only ever be activated by a player so it completely removes false detonation
This is the way
there was a post about someone putting a pufferfish under a slab so it would poison whoever walked over the spot, not a supper dangerous trap but a mildly infuriating one.
Update: we’re going to rig trees
Bro be nice to your friends 😭
Not the best but I tried!
1 dispenser does the same amount of damage as 4 due to immunity frames btw
Very cool, now look for cubicmetre
Pretty good for a first. But set the tripwire hooks and dispensers one block back. Otherwise you can walk through the hook and not set it off
I swear to God it's how I do it every time, unless I'm high level enough where I can just melee kill them with couple of machete swings before they run away
speaking of.. do you guys also find it extremely annoying when you are hunting for food (or something) and suddenly you fall into this spiked trap.. and need to dig your way out first.. by then, the horse you wanted to mount/animal you were hunting.. is long gone..
Howdy feller
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Correct me if I am wrong but wouldn't this only work if created while the rain is active, and the armorstand is outside? Cool mechanic but seems very hard to use reliably for anything.
Well the idea was to build it and rig it when a storm comes, but not quite reliable, can be used if desperate.
Cool contraption.
I'm trying to make a trap for a narrow (4 block wide) corridor. The goal is to make rows of closing doors that activate if someone tries to fly through the passage. This is to hopefully troll my friends on a realm and force them to walk through my well decorated nether tunnel. How do I go about achieving this?
Use a calibrated skulk sensor and instant wire.
The signal strength for a flying player is 4. Since pistons retract instantly you can put redstone blocks on them to extend into dust lines. If you really want to trap them use a two way instant wire(I know they exist but don’t remember how they’re built).
Pretty much the only way to detect flying players are calibrated sculk sensors or tripwires. I’d go with sculk, but you’ll have to make the door super fast
I've been working on a quest that I want a friend to play through. In the final location of this quest, there is a long hallway in which I wanted to have trapped polar bears in the ceiling drop down and attack the player. My original plan was to have a pressure plate cause a row of dispensers to shoot snowballs at the entire room of polar bears to agitate them before the trapdoors in the floor opening and dropping them to the player below. However, it seems that dispenser snowballs do not create aggro for nearby players.
Is there any way to create aggro for a player without that player using an equipped weapon to hit the creature? I'd love to make this kind of trap work if possible.
I am on Java edition and do not have access to administrative powers
Wont mother bears be aggressive when there is a cub nearby? Maybe try using that
How to use redstone to create traps in minecraft
Creating Traps with Redstone in Minecraft: Key Considerations
Understanding Redstone Basics:
Common Trap Designs:
Activation Mechanisms:
Concealment:
Testing:
Recommendation: Start with simple traps like the pitfall or arrow trap to get comfortable with Redstone mechanics. As you gain experience, you can combine different elements to create more complex traps. Remember to keep your traps fun and fair, especially if you're playing with friends!
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