Electric Mob Trap

Electric Mob Trap

alaindustrial:electric_mob_trap
UtilityLVImplementedtier-lvutilitydefensemob-farmautomationelectric

Summary

The Electric Mob Trap (tier I) is the opposite of the repeller: the repeller drives hostile mobs away, while the trap gathers them and turns them into a resource. It weakly pulls mobs from a cube 12 blocks wide (6 blocks from the centre along every axis), shocks the ones that come within 3 blocks of its ring, and collects everything they drop: items into a nine-slot buffer, experience into a tank of liquid experience. Pipes take the haul out. Cables and pipes join the four sides and the bottom; the top joins nothing.

The trap does not create mobs. The player controls spawning — a dark platform, light, area and height, as in ordinary mob farms; the trap only collects whatever spawned there.

Quick example: above a dark spawning platform, place the trap, run an item pipe from under it to a chest and an LV cable to one of its sides. Zombies, skeletons and spiders from the platform drift to the ring, take a shock, and the bones, gunpowder and string land in the chest on their own.

Who it affects and who it does not

The trap acts on every monster — angry and calm neutral ones alike (owner's decision 2026-10-15) — with exceptions of its own. In this it is wider than the repeller: the repeller leaves calm neutral mobs alone so as not to raise a pack of zombified piglins. The trap runs no such risk: it makes nobody a target, so a shock on a calm zombified piglin does not wake its neighbours.

WhoWhat happens
Ordinary monsters (zombies, skeletons, creepers, spiders…)Pulled in and shocked
Neutral monsters (enderman, zombified piglin, piglin, spider by day)Pulled in and shocked, even calm ones
The mod's oil slimeAffected like any hostile mob — a rubber farm is allowed
Slimes, phantoms and other mobs with no pathfindingPulled by a nudge (see below), shocked
Piglins, hoglins, zoglins, breeze, creaking (brain-driven mobs)Pulled: the trap sets a walk target straight in their brain
A mob currently chasing a player (its target is a player)Forgets the player and is pulled: otherwise a farm with a player standing by would pull nobody
EndermanShocked and does not teleport: its discharge comes on behalf of the trap's fake player (see "Loot and experience")
ShulkerExcluded entirely: neither pulled nor shocked
Bosses: Ender Dragon, Wither, WardenExcluded entirely: neither pulled nor shocked
A player in survival or adventureShocked when standing within the strike radius (owner's decision 2026-10-15); not pulled
A player in creative or a spectatorNot affected
Villagers, pets, passive mobsNot affected
A mob inside the field of an active repellerNot affected (see "A repeller in the same zone")

Bosses have to be excluded by a list of types: the general hostility filter lets them through, and the game has no "boss" tag. The shulker is excluded the same way. A boss from another mod is not covered by this list — that is its own affair.

Energy

An LV consumer. There is no idle draw: energy is paid only for a strike that landed.

WhatValueConfig knob
Cost of a strike100 EU/FE
Energy buffer10000 EU/FE (about 100 strikes)(applies to newly placed blocks)
Intakeup to 32 EU/FE/t (LV)—

Pulling

The pulse. The trap works in pulses every 20 ticks; between pulses it sleeps, but never past the next pulse. The schedule is not saved: after a world reload the trap acts on its very first tick. One pulse goes like this:

  1. It takes every suitable mob whose box intersects the zone cube (see "Who it affects").
  2. No targets — the "Waiting for mobs" status, nothing is spent.
  3. Less energy than the cost of one strike — the "Not enough energy" status, nothing else is done.
  4. No room in the buffer (no empty slot and no stack below its cap) — the "Buffer full" status, nothing else is done: a full buffer stops both the strikes and the pulling.
  5. Otherwise the targets are sorted by distance to the block's centre, equal distances by UUID (the order does not depend on the order the world returned them in). Then each mob is either shocked (it stands within the strike radius) or pulled.

The "Shocking" status only if at least one strike landed during the pulse. The lit state does not depend on the pulse's result: it shows that the trap is powered (see "Block properties").

Shock

Loot and experience

The death is an ordinary one: the mob dies as from any damage, and armour, heads, special drops and death events all fire. The loot and the experience orbs fall to the ground, as at any death, and the trap then draws them in the same way as the vacuum collector:

Buffer and transport

A repeller in the same zone

The repeller takes priority. Every sweep of a repeller renews a short "lease" on its zone (two scan intervals plus one tick). A mob whose box intersects the zone of such a live lease is neither pulled nor shocked by the trap. A repeller that is broken, switched off by redstone or out of energy stops sweeping, the lease expires within a couple of sweeps, and the mob becomes the trap's target again. So do not place the trap inside a repeller's field — the mobs will be driven away before they reach the ring.

Block properties

The model is the chosen concept E "Spark Ring" (tools/model_sources/electric_mob_trap_concepts/e_spark_ring/): a copper ring on four strings of ceramic insulators, with a spark-gap node on a post in the centre. The model is 16×12×16 pixels; the selection and collision are the same 16×12×16 box, built once. There is no facing: the ring looks the same from every side. The block is not a full cube, so its occlusion shape is empty and light passes through (as on the vacuum collector: neighbours do not lose their faces, and the cell casts no corner shade); is not used.

WhatValue
Shapea ring on insulators, 16×12×16 px, the whole box is solid
Connectionsthe four sides and the bottom — energy, items, liquid experience; the top — nothing. On a side cables and pipes meet the block low (arm at 2..8 px); a cable carries its arm 5 px on inside, to the plate under the spark gap
Hardness3.0 / 6.0, metal; tool — pickaxe
Statelit — the buffer holds enough energy for a strike (the trap is powered)
Animationwhile the trap is powered the node pulses (animated texture, .png.mcmeta); without energy the node is still; at the moment of a strike — a flash of the node
Renderingthe block's renderer draws blue zigzag arcs down the four open sides (about 0.4 s); at the mob — vanilla ELECTRIC_SPARK particles
Soundno mod sounds of its own; a strike plays the vanilla LIGHTNING_BOLT_IMPACT (volume 0.35, pitch 1.8)

Recipe

A 3×3 crafting grid, full: the vacuum collector in the centre, a lightning rod above it, an electronic circuit below it, copper coils on the sides and ceramic plates in the corners.

[Ceramic plate] [Lightning rod] [Ceramic plate]
[Copper coil] [Vacuum collector] [Copper coil]
[Ceramic plate] [Electronic circuit][Ceramic plate]

This is the only way to obtain it: the trap is not grown and not upgraded. This specification covers tier I only.

Progression

Tier I is a "weak" trap for ordinary farms. The liquid experience in its tank goes back to the player as orbs through the Tap: hung right under the trap or at the end of a fluid pipe. Possible development (separate tasks, outside: looting from an enchantment, the species journal from

Crafting

Shaped Crafting
Ceramic Plate
Lightning Rod
Ceramic Plate
Copper Coil
Vacuum Collector
Copper Coil
Ceramic Plate
Electronic Circuit
Ceramic Plate
Crafting Table
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Electric Mob Trap
Electric Mob Trap