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Cube Pressure Plate

Overviewโ€‹

The Cube Pressure Plate is a floor-only component that activates when a cube lands on it (any cube type โ€” standard or concentrator). On top of that, it can be configured to react to other occupants โ€” players, monsters, animals, NPCs, or items dropped on it โ€” each switched on or off independently.

While activated, the plate emits a redstone signal to all adjacent blocks (just like a vanilla pressure plate), and exposes its activation state to the conditions system.

How to place a Cube Pressure Plateโ€‹

  1. Open the main shortcut bar with the /lasers command.
  2. Aim at the upper face of a floor block. The plate can only be placed on a floor โ€” placing it on a wall or ceiling is rejected with a translated error message.
  3. Right-click with the Place component button in hand and pick Cube Pressure Plate.
  4. Two flat squares appear on top of the floor: a wider base square and a slightly narrower square sitting on top, the latter visibly drops a fraction of a block when the plate activates.

The plate cannot be rotated โ€” its orientation is fixed by its placement face. Vanilla pressure plates do not affect cubes (cubes have no physical collision with them) โ€” this dedicated component covers the cube-on-plate puzzle pattern.

How to edit a Cube Pressure Plateโ€‹

If the plate's edition shortcut bar is not already open, right-click on the plate to open it.

Via Shortcut barโ€‹

Five toggles, one per activator โ€” each switches whether that kind of occupant standing on the plate also activates it:

  • Activable by players
  • Activable by monsters โ€” hostile creatures: zombies, skeletons, creepers, spiders, slimes, ghasts, phantoms, shulkers, the witherโ€ฆ
  • Activable by animals โ€” cows, pigs, sheep, horses, wolves, chickensโ€ฆ
  • Activable by NPCs โ€” villagers, wandering traders, iron and snow golems, squids, bats, allays
  • Activable by dropped items โ€” item stacks lying on the plate

Every creature falls into exactly one of the three creature categories. A few live in two Minecraft families at once and are resolved by hostility: a hoglin counts as a monster (not an animal), and a shulker counts as a monster (not an NPC).

Via Component Configuration menuโ€‹

The Component Configuration menu exposes the same five toggles, as three rows of checkboxes.

Visual statesโ€‹

The plate uses two stacked block displays โ€” a base square (full block extent) and a narrower square (80% of block extent) sitting on top.

The top square communicates the current activation state: light gray and raised when not pressed, lime green and lowered when pressed. This never changes.

The base square communicates the configuration. Since five activators would make thirty-two combinations, it shows the colour of the enabled activator that is hardest to bring onto the plate:

Most prioritary enabled activatorBase square
none โ€” cubes onlyBlack
MonstersRed
Animals, or NPCsOrange
Dropped itemsYellow
PlayersLight blue

Read the colour as a guarantee, never as an exclusivity: an orange plate tells you an animal or an NPC will work, but it does not tell you that nothing else will. A plate accepting both monsters and players shows red, because leading a monster is the costly move worth signalling โ€” walking onto the plate yourself is free and answers itself immediately through the top square.

The exact configuration is always readable in full through the Component Configuration menu and the /lasers componentinfo command.

Plates placed before this feature existed have at most one activator, so they still show black or light blue exactly as before.

Interactionsโ€‹

Cube interactionโ€‹

A cube landing on the plate's block activates it immediately. As long as a cube remains landed on the plate, the plate stays activated. When the cube is grabbed by a player, destroyed, or otherwise leaves the plate's block, the plate deactivates.

A held cube hovering above the plate does not activate it โ€” only a landed cube does. Stacking cubes counts: the bottom cube of the stack rests on the plate and keeps the plate activated.

Player interactionโ€‹

When activable by players is enabled, the plate also activates while at least one active player stands on its block (spectators are ignored, players in editor mode count). The plate deactivates as soon as the last player leaves.

When activable by players is disabled, players can walk through the plate freely without activating it (only cubes count).

Entity interactionโ€‹

When monsters, animals, NPCs or dropped items are enabled, the plate activates while at least one matching entity occupies its block, and deactivates as soon as the last one leaves. A dropped item resting on the plate keeps it activated for as long as it lies there โ€” until it is picked up or despawns.

Only the categories you switched on count: a plate set to monsters ignores a cow walking over it, and vice versa. Entities in an unloaded chunk are never detected, and the plate's own two display squares never activate it.

Cubes are unaffected by these options โ€” they always activate the plate, whatever is enabled.

Laser interactionโ€‹

The plate is purely visual (the two display squares carry no physical collision). Lasers fly straight through.

Redstone interactionโ€‹

While activated, the plate emits a full-strength redstone signal to all blocks adjacent to its location, exactly like a vanilla pressure plate. While deactivated, the signal goes back to zero.

Conditions integrationโ€‹

The plate can drive other components in two complementary ways:

  • As a target of a DETECTION_SPECIFIC_ACTIVABLE_COMPONENT condition: any conditional component (Disappearing Winner Block, Appearing Winner Block, Music Block, Cube Distributor, Elevatorโ€ฆ) can be configured to follow the plate's activation state directly.
  • As a counted state in the new Pressure plate mod condition: a component or an area victory condition can be set to activate when the number of activated Cube Pressure Plates in the area falls within a configured min / max range.

Troubleshooting, Common Issues and Community Feedbackโ€‹

  • Placement rejected: the plate must be placed on the upper face of a floor block. Aim at the top of a sol block, not at a wall or ceiling.
  • Plate does not activate when I stand on it: verify that activable by players is toggled on. Without this option, only cubes activate the plate.
  • Plate does not react to the mob I brought: check which category the creature belongs to โ€” a plate set to animals ignores a zombie, and a plate set to monsters ignores a cow. A hoglin counts as a monster, and a shulker as a monster too. /lasers componentinfo lists every activator and its state.
  • A wandering mob keeps triggering my plate: a naturally spawning creature activates a plate just like one you led there. Light the room, fence it off, or leave the corresponding category off if the puzzle depends on precise timing.
  • Plate does not activate when a cube falls onto it: the cube must come to rest (landed) on the plate's block. A cube falling through or held above the plate does not count.
  • Vanilla pressure plate next to my Cube Pressure Plate: vanilla plates and Cube Pressure Plates are independent โ€” they do not interact with each other's activation state, only through the redstone they emit.
  • The block under my plate won't break: the supporting floor block is protected while a plate rests on it, so the plate can never be left floating and unremovable. Remove the plate first (aim at it and left-click in editor mode), then the supporting block can be broken normally.
  • Persistent issues: for unresolved issues, refer to our issue board.

We welcome your input to help improve this documentation:

  • Test our Minecraft server: Solve puzzles made by the Lasers-Enigma developers and the community. Refer to Lasers-Enigma.eu/Play.
  • Feedback: Submit suggestions or report issues through our issue board.