Header Ads

Why the complexity? This ensures the trap only triggers when a full entity (player or mob) stands still for 0.5 seconds—not a stray arrow or dropped item.

  • Collection / kill chamber

  • Piston floor door

  • Detection and activation

  • Item safety on save

  • Entity safety on save/load

  • Redstone example (simple pulse)


  • | Tick | Action | |------|--------| | 0 | Tripwire triggers; observer detects edge | | 2 | Outer ring of 8 sticky pistons extend, pulling floor blocks down 1 layer | | 4 | Inner 4 sticky pistons retract sideways, opening 2x2 drop shaft | | 6 | Target entity falls into holding chamber (lined with slime blocks – no fall damage) | | 8 | All pistons return to flush-floor position | | 10 | Top iron trapdoor closes automatically (redundant containment) |