Base Defense

Traps

Traps are placed on a solid supporting block, take three seconds to arm, and become a reusable Empty Trap after triggering.

Empty Trap

Four iron ingots around one Rift Flux create the base. A placed empty trap can be picked up by touching it.

Rift Trap

Combine an Empty Trap with Rift Flux. The direct target takes heavy magic damage: 38 for mobs and 12 for players. Nearby entities also take damage, and vulnerable targets are stunned for 60 ticks.

Charge a Rift Trap in the Nexus

Instead of spending another Rift Flux in the crafting recipe, a Nexus can convert one Empty Trap into one Rift Trap. The Core is not consumed and no minimum Nexus level is needed.

  1. Open the placed Nexus and put Empty Traps in its input/catalyst slot.
  2. Clear the output, or leave only a Rift Trap stack with room for another trap. Rift Flux, other items and a full Rift Trap stack prevent completion.
  3. From zero progress, allow about 6.75 seconds in a non-stopped mode, or 60 seconds while stopped, at 20 TPS. Pausing an invasion does not stop this inventory process; its mode still determines charging speed.
  4. Collect the result and place it on a solid supporting block. Charging creates the item; the placed trap still needs its separate three-second arming period.

Charging gains 9 progress points per inventory tick outside stopped mode, or 1 while stopped, toward 1200 points; delivery occurs on the following tick. The Empty Trap is consumed only on delivery. A blocked output retains the completed charge, and a stack of inputs allows repeated cycles. Emptying the input resets progress. The server must continue ticking the Core.

An active Nexus can put Rift Flux in the same output slot and block trap delivery. Collect it, then let the charged trap finish. See all Nexus process and output-slot conditions, including the different rule for Strong Catalysts.

Verified for Minecraft 26.3 / NeoForge; older builds may differ.

Flame Trap

Combine an Empty Trap with a lava bucket. When triggered, it deals fire damage, ignites targets for eight seconds, and sets suitable nearby blocks on fire.

Triggering & Retrieval

  • A loaded trap is not ready during its first 60 ticks after placement.
  • When a target enters, a short audible countdown starts before the effect.
  • An Empty Trap remains after activation and can be loaded again.
  • A loaded trap can be safely retrieved as an item with the Material Probe.
  • If a trap loses its supporting block, it drops as an Empty Trap.
Friendly-fire warning: Players are not excluded from trap effects. Route escape paths beside, rather than through, trap lines. Flame Traps can also ignite the surroundings.