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Setting Up Damage and Status Plates for Traps

Choosing a Damage Plate

Damage Plate deals generic damage to anything that steps on it. Player Damage Plate deals damage attributed to a player, which is required for mob drops that only appear from player kills. Smite Plate deals extra damage to undead. Bane Plate deals extra damage to arthropods. Wither Plate applies the wither effect. Poison Plate applies poison. Maim Plate and Misfortune Plate apply their respective negative effects. Frost Plate and Flame Plate apply their elemental effects.

Status and Control Plates

Slowness Plate, Weakness Plate, Fatigue Plate, Hunger Plate, Darkness Plate, and Levitation Plate each apply their named effect to entities on them. Slow Fall Plate reduces fall damage for anything passing over it. Ominous Plate triggers ominous effects. Use these to soften or disable mobs before they reach your kill zone.

Trigger and Routing Plates

Alert Plate emits a redstone signal when stepped on — wire it to a lamp or note block as a tripwire. Anchor Plate prevents knockback so mobs stay on your damage plates. Blank Plate serves as a base or placeholder in your trap layout. Vector Plate, Fast Vector Plate, Extreme Vector Plate, and Ultra Vector Plate move entities along your trap corridor.

Building the Trap

Lay a corridor of Vector Plates pulling mobs toward a cluster of Damage Plates or Player Damage Plates. Put an Anchor Plate at the end so mobs cannot be knocked back off the damage source. Add Alert Plate at the entrance to warn you when something enters.