The purpose of an enderman trap (popularly called Ender Ender) is for the easy access and killing of endermen. It is possible for the user to create such a trap that can be used by simply standing still, and looking at the endermen. This angers any you look at, luring them into the trap. Most endermen traps are best suited to the End, as endermen spawn at a considerably higher rate there. You can still create this trap in the normal world, but endermen spawn far less often.
The schematics of this EATT (Enderman Automated Termination Trap) are as follows:
- Level the surrounding land and dig a 3x3x3 pit in the ground.
- In the center of the pit, build a tower (at least 4 blocks high.)
- Place 3 pistons on opposing sides of the pit.
- Place 1 piston on each of the other opposing sides.
- Conduct a test of the pistons.
- Rig a lever behind a piston with one block in between (at the farthest extent of your reach) and place redstone in a ring around the pistons.
- When the redstone, lever and pistons are correctly placed the pistons should extend and fill every space except the center and create an enclosed 2 block high space.
Using and operating the trap
To use the trap, stand on the pillar, grab a sword and look at an enderman. It will rush towards you and fall into the pit. Activate the lever and the pistons will extend. Wait a few moments and deactivate the lever. The enderman should be weakened by having its head smashed and you can kill it with one strike. An upgrade is placing pressure plates (wooden for testing, so you can activate the trap with an item, and stone for the enderman) at the bottom of the pit and rigging redstone into an AND Gate. The lever primes the trap and the enderman touching the pressure plates activates the pistons.
It is possible for the user to gain EXP from this trap, as the character hitting a mob once will register the mobs' death as a user-kill. This means that even with the pistons crushing the mobs down to half a heart, you can still give experience from the player hitting the mobs at their point of death. It is also possible to switch the levers and pressure pads with a button, these can be timed to crush the endermen, then release when they reach the health points of half a heart, readying the endermen for a one hit kill from the player.
Panda's enderman trap
The farm is built in the End at least 128 blocks away from any spawnable block, so the endermen can only spawn there. A platform is built for the endermen to fall onto from spawning pads built at least 43 blocks above the platform, with rings built upwards to prevent endermen falling onto an area that isn't the platform. On the 43rd block up vines are placed to break the fall, so the endermen take 19.5 hearts damage, leaving them on half a heart.
The spawning pads either have pressure plates on them, connected to sticky pistons with blocks attached, or a tripwire attached to normal pistons to push the endermen off the pads, down the drop and landing on the platform with only half a heart of health left, allowing for one hit kills by punching. A good way to start punching is to create a two-high ceiling and start staring at the endermen.
When near an enderman, place down a boat and click to enter it. Approach the enderman with the boat, the enderman will get trapped in the boat allowing you to get an easy and safe kill.
Endermite lure trap
The endermite lure trap is one of the cheapest and most efficient enderman farms, requiring only blocks, a name tag, and a minecart while relying on the aggro they have towards endermites. The trap involves first blocking any spawns on the main end island by one of several methods: covering it in slabs, covering it in water, lighting it up to a light level above 7, or building the trap 128 blocks away from the nearest spawn-able block.
The next step requires to build a killing platform; a 7x1 space for them to fall onto and whatever room design you'd like to put with it, making sure it is also spawn proof. From the killing space, place 43 blocks upward, where you will then build the spawning platform and endermite lure. It is important if you want the endermen to be contained in the killing chamber to build a tube from the killing room to the spawning platform surrounding the killing space but leaving room to hit them. This can be done with any block type, and to save blocks you can use slabs with 2.5 blocks between each ring.
From the center of your killing space, 43 blocks above it, you will build a circle with a diameter of 61 blocks and fill it in, leaving two holes on the sides of the center block above the edges of the killing space. A larger circle is too far for the endermen to aggro toward the endermite.
Positioning the endermite
This step involves placement of an endermite in a minecart directly in the center of the spawning disc, giving it a name and covering it with slabs so the endermen cannot attack it. Note: the endermite must be spawned by throwing an enderpearl or the endermen will not aggro toward it. To do this, first place a 2.5 block high roof covering the center of the circle in about a 9x9 square, with a line of minecart rails running into the center with a block to stop it. Then, use enderpearls to teleport while under the roof until an endermite spawns, (be sure to name it now as it is essential to keep the endermite from despawning and you cannot name it while in the minecart) and quickly place the minecart and attempt to push it into the endermite. Because an endermite can move a minecart on its own, it may be a good idea to loop the rails back toward the center, then once you get the cart on the rails you can walk to the other side of the block and the endermite will ride into it where you can break the rail beneath. Note that endermites may be able to attack you while in the minecart. From here, the trap is almost complete. Simply break two holes in the roof over the two holes in the floor and on the farthest edges from the center (inside the hole) place open trapdoors. The endermen will read these as whole blocks and walk onto them to chase the endermite but instead fall down to the killing space. They should now have taken 19.5 hearts of damage and therefore be a one hit kill.
Under the platform
This design does not yield as much as some, but it is good for starting out. Start in the Overworld, and later switch to the end.
When there is an enderman nearby, look at its head until the anger animation shows. Quickly stand under the platform and hit the endermen repeatedly.
To cover a larger area, simply build extra platforms.