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DanteThanatos

Spike Pit

19 posts in this topic

This

I cant do this with cactus because they dont like each other and I would need to collect sand.

Also its so out of place...Forest area and a pit full of cactuses(?) and sand.

Also: Fake Floors? That hold on for half a sec and then dismantles itself.

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This

I cant do this with cactus because they dont like each other and I would need to collect sand.

Also its so out of place...Forest area and a pit full of cactuses(?) and sand.

Also: Fake Floors? That hold on for half a sec and then dismantles itself.

Make a 9x9x5 pit in the ground. Place in supports 4 blocks high, then cover with dirt. Wait for grass to grow, then remove supports.

There's your pit trap.

As for the spikes, cant really help ya there

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Make a 9x9x5 pit in the ground. Place in supports 4 blocks high, then cover with dirt. Wait for grass to grow, then remove supports.

There's your pit trap.

As for the spikes, cant really help ya there

Thats actually a really interesting idea for a trap :P

I may try this soon :)

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I don't uderstand that, if grass grows on the dirt how will they fall? not really a good pit trap if you can't spring it. :( Or does grass fall when in a 9x9 sheet and I'm just not aware of it.

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Dirt blocks will fall as normal, grass blocks will stay in place but have a chance of falling if something walks or jumps on them. Chances are your prey will fall down more often than not.

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I did not know that! thanks for the info. :)

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I'm 100% for any kind of traps really, be it spike pits with false covers, bear traps or ewok swinging logs of doom. If animals get changed to be wilder and you can't just walk up and club them to death while the rest pay no attention they would be great for hunting. A way of keeping those damn creepers away from my front door is a plus too. There is a traps mod somewhere that looked cool, if I find a link or something I'll edit it in. +1

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Make a 9x9x5 pit in the ground. Place in supports 4 blocks high, then cover with dirt. Wait for grass to grow, then remove supports.

There's your pit trap.

As for the spikes, cant really help ya there

Unfortunately, after testing I have found the trap does not work very well in practice for a couple of reasons:

Grass blocks fall with a delay - You have usually cleared the block in question before it falls. This also goes for mobs. I used sheep and cows as test subjects :D

When the grass blocks fall, they often break the cacti

Sometimes, the blocks don't fall at all.

Yno what would make the idea work though ?

If you could craft a block out of leaves, sticks and wild grass that had the top texture of grass, but you fell through it like leaves, or it broke as soon as something heavy touched it :)

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cactus breaks and item that touches it, so you'd probably lose most of your loot. I remember back when i used to make water traps to collect mob drops. any mob that walks in there, not including the chicken, would eventually sink to the bottom and drown.

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cactus breaks and item that touches it, so you'd probably lose most of your loot. I remember back when i used to make water traps to collect mob drops. any mob that walks in there, not including the chicken, would eventually sink to the bottom and drown.

These aren't necessarily just mob traps for farms though. I want traps for a realistic hunting experience and also for smp to catch players :P
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These aren't necessarily just mob traps for farms though. I want traps for a realistic hunting experience and also for smp to catch players :P

yeah, i know it's for hunting, the problem is that your cactus will destroy any loot. cacti also does piss all damage to players because of their high health. Maybe spike pits could collect anything dropped onto them so you can harvest the loot from any kills.
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Well, in real life you would have to remove the corpse of your "prey" from the trap, but until corpses and butchery get implemented, it would probably make more sense to have to remove the trap to get any of the loot. I don't like the idea of it automatically collecting it. I can see that being abused :P

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Well, in real life you would have to remove the corpse of your "prey" from the trap, but until corpses and butchery get implemented, it would probably make more sense to have to remove the trap to get any of the loot. I don't like the idea of it automatically collecting it. I can see that being abused :P

I don't really see how it could be overly abused. All mobs drop only two items, not including rare drops, so having two inventory slots in a trap would be enough to be functional without acting as a sort of storage unit.
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-snip-

I really meant more for really easy mob farms :P
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I really meant more for really easy mob farms :P

a mob farm for any mob would eventually get too full. also, mob spawners are based on how close you are to the spawner, so unless it's right under your house it's not a do and forget type of thing. Besides, if someone wanted an easy mob farm they could still use a drowning machine or, if they get lucky, they could divert a lava flow to create a lava blade. As a side note, the trap could act more as an additive rather than a kind of actual trap. it could add a base damage of two for falling onto the trap from more than one block, then multiply that two by the fall damage. so, if you fall off of two blocks, you take two damage. if you fall off of more than three you get your fall damage x2.
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a mob farm for any mob would eventually get too full. also, mob spawners are based on how close you are to the spawner, so unless it's right under your house it's not a do and forget type of thing. Besides, if someone wanted an easy mob farm they could still use a drowning machine or, if they get lucky, they could divert a lava flow to create a lava blade. As a side note, the trap could act more as an additive rather than a kind of actual trap. it could add a base damage of two for falling onto the trap from more than one block, then multiply that two by the fall damage. so, if you fall off of two blocks, you take two damage. if you fall off of more than three you get your fall damage x2.

I'm with dante on this. I love the idea of the spike trap as a fall damage multiplier ! It really mirrors the effect that depth has on such traps :P
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I'm thinking 3x fall damage to any entity that is within a non-solid spike block. If you're careful, you should be able to walk through it without spiking yourself (assuming the spikes are big and sparse enough)

You could even have two different ones, ones cut from logs (big, difficult to hide, you can walk through them and 3x fall damage), and ones made from 'sharpened' sticks (small, quick, hurts like cactus to walk on/through and 2x fall damage). Neither of these would destroy drops (unlike passive damage trap 3, lava :P).

I'm not against activated traps either :D

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My idea adds a base damage of 1 to any fall on the spike pit from more than 1 block, because if you fall into a spike pit from more than one meter i'm pretty sure you're going to get hurt. the idea of the damage multiplier would continue from there, as any drop from 1 block or more would be at least 3 damage, due to the base damage of 1 being multiplied by 3.

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