方块坠落我的世界0.15红石陷阱阱

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刷怪箱陷阱是一种利用的怪物农场。玩家使用在中发现的刷怪箱作为一种怪物的来源。制造一个刷怪箱陷阱的目的是创造一个可以无尽地收集从刷怪箱中刷出来的怪物的掉落物的装置。这种陷阱的两个主要目标便是:保证玩家的安全,允许怪物生成。
您同时可以参考: ,这是一种利用怪物天然生成的机制的怪物农场。
在你挖掘隧道、探索洞穴以及在中冒险时,你有可能会找到地牢。它们貌似是在随机位置生成的,不过大多数都在地下。它们大多数生成在Y=30~Y=60(Y是高度)之间。它们很难在不使用mod、作弊和外挂的情况下被精确找出。要“正常地”找到一个地牢,你需要很大的运气以及一点技巧。第一点,当你看见掉落的砂石或沙子在地上形成一个完美的或比较完美的正方体时,这基本上可以肯定下方有一个地牢。第二点,当你在挖掘隧道或者探索一个洞穴时,如果一直听到同一种或者几乎同一种的怪物发出的声音从墙后传来,这也是一个非常明确的地牢的标志。第三点,你如果在底下较深的地方发现了一些连续的苔石,你基本可以确定你发现了一个地牢了。最后,如果你发现了一些圆石并且不是由熔岩造成的或者是另一个玩家摆放的,你可能会发现一个地牢。
想要是一个刷怪箱无效化以便于你安全地开展你的工程,你可以放置一些火把来照亮刷怪箱周围的区域。由于烈焰人的允许生成光照等级在11或更低,所以使用火把(亮度等级是14)并不是一个可以有效地使烈焰人刷怪箱无效化的方法。就拿1.5.2版本来说,可以“非自然地”生成的怪物有6种(如果你算上僵尸猪人就是7种,不过它们是从地狱传送门生成的而不是刷怪箱)。它们可以大致分为两个种类:2格高的“高怪物”和1格高的“矮怪物”。“高怪物”是僵尸、骷髅和烈焰人,而“矮怪物”是两种蜘蛛(普通蜘蛛和洞穴蜘蛛)和蠹虫。
在中,刷怪箱可以在中自然生成,烈焰人会掉落和大量的经验值。由于建筑物的复杂结构和它的高度,以及熔岩带来的额外的危险,烈焰人刷怪箱陷阱是最难做成的。你必须好好准备一下来改造这种刷怪箱,以免你死于高空坠落、熔岩、刷出来的烈焰人甚至是外部的怪物。
你可以在中找到刷怪箱。不过,蠹虫不但不会掉落任何东西,而且不正确地控制住刷怪箱的话它们还很令人伤脑筋。除非你想要在你的基地的附近做一个蠹虫刷怪箱陷阱,你最好直接打掉它。不过,蠹虫确实可以带来一些好处,因为它们是最容易击杀的敌对生物并且产出一般数量的经验值。
普通刷怪箱是几种刷怪箱中最容易改造的。由于蜘蛛不能穿过1格宽的洞,你可以在地牢的墙上挖一小块洞然后安心地在刷怪箱上放一支火把
刷怪笼比较难改造。在普通或更高难度下,洞穴蜘蛛的攻击可以让你,新手玩家最好还是尽快打掉它。值得注意的是,这种刷怪箱比其他种类的刷怪箱更频繁地出现,甚至有些地方两个刷怪箱间隔都不超过20格,因此洞穴蜘蛛刷怪箱可以被改造成一个非常有效率的刷怪箱陷阱。作为一个小体型的怪物,洞穴蜘蛛可以穿过1×1的空格,甚至是半砖的间隙,这使得改造这种刷怪箱利弊参半。你可以用它制造小型的、简单的、高效的怪物磨床,不过,它们非常难以建造,而且很可能会导致蜘蛛漏出陷阱并最玩家造成致命的毒伤。
三种刷怪箱最常见的类型是,,和。在每种情况下,通过一系列的方式将它们集中,你可以攻击怪物而不被反击,形成一个简单的经验农场或者物品农场。(的刷怪箱同样可以这样做,但这是更危险。)进行如下:
先保证地牢的安全并照亮它!在你施工的时候,照亮地牢和刷怪箱是必须的。这样一来,刷怪箱就不会打扰到你了。
搜刮并清空所有的宝箱。准备一个“前线”工作阵地,你最好有一个箱子和工作台。制作几把石剑来赶走偷偷闯入的怪物(因为你的工作地点大部分在地下)。确保你有一个可靠的退路,以免你接近的时候发现里面有很多爬行者,这样的话,你必须用弓箭射击。
准备好怪物生成区。特别注意,怪物生成区域是以刷怪箱为中心的9x9的水平区域,要把这一块区域完整地留空。在竖直方向上,需要留空的生成区域还包括刷怪箱的上一层和下一层的9x9的区域,所以你要把原本的圆石和苔石地面挖掉,如果有需要,你还可以在比原本的地板低一层的地方建造一层新的地板。 向前延伸,同时向延伸方向向下挖一格;并在原来的地板上铺上水 让水流能够将怪物和掉落物品冲进新挖掘的坑道中.
现在封死所有多余的出口和窟窿,如果你想使用任何的红石机关,现在就可以开始准备空间了。
可选择设置红石系统:
最重要的是水流系统,运输怪物和其它到前面.如果你已经成功开凿了所有有效刷怪面积(9x9),你可以用水流铺满整个空间,这将推动他们向前,一直推动到水流的尽头 如果任有怪物被困在角落里,你可能需要采取一个粘性活塞将其推到水流中,从而让其随着水流前进
如果你拥有足够的材料,你可以建立一个简单的红石系统来随时终止怪物的刷新。这将是更加容易的,你需要一些和一些
根据刷怪箱刷出的怪物你需要作出不同的准备.
僵尸:你仅需一个简单的门即可控制,让他们更快速度的来到你面前
蜘蛛:你需要一个两格宽的出口便于他们来到你面前,但需要注意的是最末端需要有2~3个方块高,这样可以让你攻击他们而不会被他们反击
洞穴蜘蛛:你可以把一扇门放在地面上(看下面的图片)。推荐使用铁门,因为这样你不用担心不小心打开它。
值得一提的是,洞穴蜘蛛刷怪箱在一个地牢中出现的时候,不一定会是已经包围住了的,所以一开始,你将可能会需要先从它旁边建造一个房间。要记得:洞穴蜘蛛是可以在离刷怪笼4格以外的地方生成的(这取决于方向),而不论中间是否有墙壁隔着。
骷髅最麻烦了:只要一有角度,他们可以从即便很微小的缝隙射你。为了干掉他们,你将需要将门或者栅栏放置在与他们的眼睛齐平的高度上,这样一来他们将无法射你,以及在栅栏的下方挖出一排空挡,这将作为你攻击的空间。如果你直接站在栅栏外,他们往往会迎到前面来,此时你便可以攻击了。在栅栏外围最近的一行可以作为一道沟壑,你可以站到那里,在房间里的攻击范围可以更远一些 but then they will occasionally get an arrow or two under the fences.
刷怪箱陷阱布置就绪之后,灭掉在刷怪房内的绝大多数或全部的光源,赶紧跑出去。
特别情况:如果你在蘑菇岛地形内找到了地牢,那么恭喜你!由于爬行者不会在蘑菇岛内生成,你可以把地牢室内的灯光统统灭掉,得到刷怪笼怪物最大的输出。
制作一些石剑,在离怪物远的地方攻击之。在地牢的入口处,记得准备足够且就绪的弓和箭,防范你离开时或正赶往刷怪室时生成的爬行者,或者防范他们潜入了刷怪室。(正常情况下,在黑暗处生成的怪物起码距离玩家24格)。要想通过打一下——退后——重复以上步骤的方法杀死爬行者也是可能的。有铁剑的可以直接交锋爬行者并能够在它自爆之前杀死他。
A classic water floor for normal dungeons
Redstone lamps controlling a spawner
Containing cave spiders
A more elaborate farm, using water to wash them forward
任何标准的陷阱都可以使用到地牢上。然而,这个装置的目的是为了玩家,所以要用耗材低的装置,详细请看。从1.5开始,使用一个将收集到里。
A lava blade trap consists of using
underneath the spawner and funneling these into a single line. At this point the mob should find themselves approaching a sign at ground level and a 'lava blade' above it which flows over the top of the
but no further. This allows the mob to drop items at their feet for your collection. A tutorial can be found .
Drowning traps employ
to drown the hostile mobs. Mobs float in water and items drop, which allows easy separation. In this example, the dungeon is a 5×5 zombie spawner.
Capture the spawner and place water in one of the corners. The opposite corner should have one dry block.
Dig a small hole in the dry corner. This is where the items will drop and a water channel is recommended.
Place two signs in the corners and one in the hole. Water considers signs to be solid blocks.
When water is placed in the corner, it will be held in place, even though it will look like it is flowing backwards.
Place glass panes (any block works, but this is a cheap material and allows easy access while filling up the drowning chamber).
Fill the chamber with water to the ceiling.
Close up the chamber.
Place a collection stream below the drowning chamber. Remove the torches and close up the dungeon walls.
Take out the torches and enclose the dungeon. This was designed for tall mobs, but can be modified for spiders by making the drowning chamber larger. Use signs to hold up water.
Capture spawner
Place water in one corner. Dig a hole in opposite corner.
Place signs
First source in drowning chamber
Glass panes
Fill the rest of the drowning chamber
Enclose drowning trap.
Collection stream
Please note that this video shows the incorrect process. You must fill up the column using source blocks, not just one at the top.
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This trap is highly recommended. It's effective and safe on all mobs, except blazes, since you need water. Disable the spawner, and then make an 10×10 room around the spawner. On one side, place water on every other block. On the opposite side, make a one block deep trench extending along the side opposite the water. Light up the trench well. If you want, you can add a pool for fish and get a fishing rod to fish. Then, make a wall with a line of air at eye level to look through and strike. The holes have to be next to water. Now, get plenty of food, a few chests, and two or three swords. Now, remove the torches and let mobs spawn. The water will bring them and the drops to you, and you can shoot them and hit them. Also, make a room to eat and heal in safety, just in case you didn't build the trap thouroghly. With this trap, You can go for hours in one go, and gain hundreds of experience levels and items at minimum risk. The trap system is built in a way where you can easily leave when you want, with almost no creepers or non-spawner mobs popping up.
If the spawner is a spider, make these adjustments:
Add iron doors with levers to control mob flooding and possible death.
Bring milk.
This precaution is for cave spiders.
Add an on/off lighting system.
Bring bows to help control mob flooding and possible death.
This type only applies to
mob spawners. Sunlight based traps are made by placing water below a spawner. This water will flow from one side to another. Where the water stops, dig a pit a few levels down. This will drop the mobs into the pit. To finish, make sure that the pit is open to sunlight. This sunlight will burn the mobs alive. An example of this can be found .
This is a fairly expensive and hard to make trap, so it's not recommended.
First: Light up the room to prevent mobs from spawning.
Second: On top, dig out 2 blocks from the spawner room top without breaking the spawner roof
Third: Place the wires and dispensers like shown:
X - Roof Block
D - Dispenser looking in the spawner room
L - Lever, button or even a redstone clock, whatever you want to power
the dispensers up!
Fourth: Put inside the dispensers:
HARMING POTIONS: Used to damage spiders. HEALING POTIONS: Used to damage skeletons and zombies. POISON POTIONS: Used to weaken any mob that is not undead.
Fifth and last, but not least: Take the lights out, get up, and when you hear the roars, push the lever/activate clock/ whatever you used to power it up.
Again, it's expensive, so it's a lot better to use water or lava traps until you got a blaze trap, a lot of patience and potions, or just playing Creative/Having TooManyItems, or you can use witch to let witch throw potions to the trap filled with mobs, but it'll despawn if you're going too far away from them, and witches don't throw healing potions, so it's only usable for any mob that is not u
在这个陷阱里铁傀儡用来为你杀死怪物,只要做一个铁傀儡在地牢里然后看着它杀死怪物。然而,最终铁傀儡也会死(特别是一次生成超过1只怪物的时候),所以你要做另一只铁傀儡,或者把它链接到一个铁傀儡农场。
The following cactus trap is designed for spiders. It has a chance of destroying the items, but this is an inherent issue with cacti. (This can also incorporate a small cactus farm by placing a block 2 blocks above the cacti.)
Dig the main channel. The spider spawner is left in the wall forcing spiders to spawn on the small dry patch.
Dig two blocks down and one block in just before the cacti. These two holes will hold the collection water sources.
Place three ladders on the far side of the collection output. Place one on either piece of sand. Place the two water sources in the holes.
Place the main water in the two openings. The block between them makes the water flow towards the gap in the cacti, slightly improving the collection rate of string.
Cover the entire trap and remove all lights.
First make a room high above the ground and move at least 2 villagers to it.
Now put at least nine doors in it.
Next change one of the one wall in the room to glass.
Attach another room to the side that the glass wall is on.
Mine a hole in the floor of the empty room.
Line the hole with open trap doors (if your hole is 2 by 2 you will need 4 trap doors)
Directly under the hole, make a room without a roof on the ground.
This trap only works with zombies
Both rooms that are in the sky must be very dark
The zombies will try to get the villagers, they will fall through the hole, and if the room was high enough kill themselves in doing so and drop some awesome stuff!
Main channel, dry
Collection channel, dry
Collection channel, water and ladder placement
Main channel, water flow
Both channels. Front view.
Since it is impossible to obtain water in
for a drowning trap, this trap takes advantage of blazes' weakness to . To create this trap, one must disable the blaze spawner and fence a
into a nook in a wall. Once the spawner is re-enabled, the snow golem will shoot snowballs at the blaze until it dies. Alternately, one may create a redstone mechanism that brings out
or turns on redstone lights to prevent the blazes from spawning until the mechanism is switched. Fenced access to a snow golem's nook can allow the player to construct a new one should the blaze defeat it. However, in Minecraft version 1.2, Snow Golems die in the Nether, making this trap need a potion of fire resistance.
Another way to make a blaze farm is to box in the spawner so that the blazes can't fly away. leave a space at the blazes foot level and stand so that your eye level is at that space. That way the blazes can't hit you (mostly) but you can hit them. This is also a pretty good experience farm since each blaze is worth 10 xp. Be warned however that sometimes blazes will spawn outside the box so it is advised that one box themselves in as well.
(Patched) However, if you are playing on the Xbox 360 edition (This no longer works due to recent updates.), you can make a MUCH easier trap using ice, cobblestone/nether brick, and light sources. First, make an 8×8×3 space around the spawner (recommended you do this on peaceful and creative as you could be killed by blazes, fall in lava, or the spawner may be destroyed by ghast fireballs, as well as ice not being available in survival). This will require destroying the fences around the spawner. Next, place ice in a row along the back of the trap and place a light source above it (recommended glowstone) so that the ice will melt. Once the ice melts, you can destroy the light source above it. Repeat this step until you get flowing water to the front of the trap. Afterwards make a place where you will sit and wait for the blazes to spawn so you can kill them (The water alone will kill them, but you will not get any loot or xp.) Make a hole as wide as the trap's insides and one block high. If you let water flow into the area, you will not catch on fire if you are hit by a fireball (though you will take impact damage), at the cost of being faster to get to the loot, so make a platform out of the water to move around. Then, get your Looting sword (preferably diamond with Sharpness and no Knockback, as Knockback will send the blaze into still water caused by the ice, which will keep it from flowing toward you) and beat the blaze rods and glowstone dust out of them!
Lava can quickly kill mobs and can be suspended on either a ladder or a sign. To suspend the lava, create a 3-long channel then put a sign or ladder on the last block. Lava spreads three blocks away from the source, so the last section of the lava will be left suspended on the sign or ladder.
Lava generates light, which can lower the spawn rate in the dungeon un however the increased turnover of mobs may compensate for this. (Only one trial - lava 'blade' is approximately 7 blocks away from spawner. Significantly increased rate with lava closer as opposed to having a dark spawn room with lava further away.)
is a video example of how to make a dungeon trap using a lava grinder in 1.2.5.
This is when you have peaceful mobs spawn and are burned to death which cooks the dropped meat. First you cause peaceful animal mobs to spawn. Then you cause them to fall into lava that is one block high with a sign below it. This prevents the lava from flowing. Below the signs you put a block of cobweb. This causes mobs that have been caught on fire by the fire to burn and die without losing the drops. Just have a way to collect the fallen meat, and you have an Auto Meat Cooker. You can also make a chicken trap by making a big pit of fire and then go high up and put a spawner. The chickens will fall into the fire and drop cooked chicken.
A working Auto-Pork Cooker
Traps that use unusual methods, such as huge pits, fall into this category.
Note: Using a half slab of cobble, planks, or sandstone in murder holes will prevent creepers and skeletons from seeing you, then you can retrieve items without breaking blocks, place the half slab on top of where the mobs would usually stand.
For this method, you must dig a pit that reaches far under the dungeon. Depending on the height (at least 23 blocks), the
will die on impact, as long as there aren't any blocks of water at the bottom. However, this method takes a long time to make and only works for spawners near or above the surface. Alternatively, , and then drop them 23 or more blocks in order to kill them (or you can do 22 blocks if being used for an XP farm).
For this trap, you need to dig a large pit 22 blocks deep under the dungeon, or make a water elevator taking them upwards so you can stay near the monster spawner. Go to the bottom of the pit and place water in a fashion so that it should flow towards a wall. Then make a room where the water is flowing. This is where you will stay while finishing off the mobs. Make the room so that it has a one-block hole where you can see the mob drop zone. Hopefully, mobs should spawn, fall down the pit and survive with half a heart, get pushed towards you by the water current, and get killed by a single hit. If you like, you can bring food along as your hunger will deplete over time. This should provide normal as well as rare mob drops and experience levels, making it quite useful. Another technique is to leave your player by the dungeon for a couple of hours, overnight is suggested, and there will be at least a hundred monsters waiting to be harvested. There is a possibility of the number of monsters causing large lag spikes, glitches, and maybe even crashing on weaker computers.
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*Note, all dimensions are given the format: Horizontal x Vertical. This method is an indirect hybrid of the aforementioned traps, utilizing both fall damage and mob control with water. In the mob spawning room, dig 1 block down so that the spawner is at eye level, and place water blocks at two adjacent corners. On the wall opposite of the two water blocks, dig a 1×2 hole for three blocks in the middle of the wall (allowing mobs to pass through).
Begin digging upwards in a 1×2 fashion for 26 blocks. To get up, place signs on the long-faced wall (your left/right) in a zig-zag pattern going up while placing water blocks in between the signs. The first sign should be placed as furthest, lowest space possible. Stop placing signs after the 23rd level. The last water block should be against the wall furthest away from the mob spawner on the 24th level.
On the 25-24 block levels, dig a 1×2 hole for seven blocks in the direction the mob spawner. On the seventh block in, dig one block downwards. Dig in the forward direction for eight more blocks (again, 1×2). You should notice the water block placed on the 24th level should stop where the path drops by one block. Place a water block against the wall of the drop. Notice how this water block stops 1 block short of the path.
Dig further for two block and begin to dig downwards in a 1×1 fashion for 22 blocks. Face the direction of the mob spawner and dig another 1×2 hole one block deep. Dig down one and fill the top level with one block so that you can only see through one block of the pit you just created. (If you are using a skeleton spawner, you will need to stand one block away from this hole so that the skeletons cannot shoot you.) You are now standing at the loot point. Now that the almost-dead mobs are depositing into your 1×1 hole, simply attack them with any item to gain their loot and experience! You may use TNT + water to do splash damage to kill all mobs at once at the risk of lag spikes. Splash potions of Healing will also work, as they do damage to most hostile mobs.
note: you must have 2 block tall non-exploding mobs to do this or the mob will either destroy or get out of the trap
Useful tips on this design by Duck//Marvin: When you make the opening in the spawn chamber for the mobs to exit, make it 3 blocks high and place a sign or half slab at the top. This lets the mobs into the elevator more easily and prevents water spillage from the elevator. Also making the transport corridors at the top 3 blocks tall instead of 2 allows the mobs to be transported faster as they will not hit the ceiling when they try to swim and get stuck.
As you can see in the picture above, there are 2 spawning rooms for the hostile mobs to spawn. This is very useful if you can silk-touch mine mob spawners. Anyhow, the dimensions for the room are 5 across, 13 down, and 9 long. The picture is slightly deceiving, because you can't see behind the wood. To construct the spawning room(s), you will need a very durable pickaxe, or several pickaxes. You shall dig out the full room, and make a redstone lighting system to control when the mobs can and cannot spawn. You will then make a 2×7 water elevator, bringing the mobs up 5 levels above where you will hit them. You shall then make a 1×2 area to hit the mobs, and if room allows, a spot where water may flow to bring mob drops to you. You will be able to pick up most mob drops without this, but there are still few you won't be able to.
An alternative layout with a smaller footprint takes advantage of the fact that a player must be within 16 blocks of a spawner for it to activate, but that spawners only check 9 blocks vertically for spawned mobs. Build the trap as above, except instead of being off to the side, the killing floor is 4-16 squares directly above the monster spawner. This requires less materials, less x,z space and less precision in construction, though is 3-15 blocks taller.
To construct the trap this way, build a 9×5×9 room around the monster spawner with flowing water leading the mobs into a corner. Build a water ladder in this corner going 26-38 blocks upwards as measured from the top of the monster spawner. At the top of the ladder, direct the mobs a couple blocks in any direction with water, and into a 22 block drop chute. At the bottom of the drop chute, create a platform 1 block lower, with a 1x1 "window" into the chute through which you can strike the mobs safely from the platform.
Firstly it should be noted that this was made with a zombie spawner in mind. Basically you just make a balcony of sorts and wail on the zombies as they approach you while being unable to hit you.
Seal the zombie spawner in a 5×5×5 chamber, naturally you want it to stay in the center of the chamber at the lowest height. Outside of the chamber make a platform that is 2 blocks high that surrounds the outer wall, and while standing on this platform, punch a wide hole in the corner of the chamber 1 block above the platform. Remove the corner block so you can stand in the corner while the zombies practically funnel toward you. They'll be able to push you but not hit you at all, so you're free to smack them on the head with your weapon of choice.
Naturally the rotten meat they drop will remain inside the chamber but the experience points will hover toward you. If for some reason the points end up too far just walk around the chamber to their nearest corner.
Optional: lead some tamed wolves into the chamber before sealing it!
Place torches to turn off spawner
Place water in two corners
Make a hole where the water ends
Make a 3×2 path until the water ends
Make it so mobs will stop at the end.
Recollect the torch and stand where the end of the tunnel is.
If done correctly you can slay the mobs and get experience and rare drops from mobs.
This type of spawner is made for Humanoid type monster spawners (skeletons, zombies, and in some cases zombie pigmen), but can be modified for a spider spawner. First disable the monster spawner and areas around it with Torches so Mobs do not spawn and disrupt the creation of the trap. Now make a room 17 blocks wide by 9 blocks long and anywhere from 4-7 blocks high, with the spawner being in the rough center and 1-2 blocks above the ground. Now dig out the bottom row 1 down everywhere except the center, which should be dug down around 7 blocks. Place a water source block on each end of this dug out area and it should stop just before the center. Now place water source blocks at the top so that it should stop before running into the dug out area. Remove the torches so that the mobs start spawning, and go down so that you are at eye level with where the center area was dug down 7 blocks. Make it so you can only see the mobs feet on one side, and on the other use a slab to make it so you can just see the top of its head. This allows good use of both swords And bows (Also, some servers give bonus damage for Headshots). *Screenshots Coming Soon*
This type of trap allows a one-hit kill on z however, the drops and the experience are farther away.
Expand the floor so that there are two blocks of air below the spawner, and the walls so that the room is 9×9. Dig four blocks down on the block directly below the spawner and place water source blocks in each corner.
Dig one block north and two blocks south (three blocks tall for each direction), then go towards the south end, and make an access shaft. At the north end, dig a shaft, 30 blocks deep, and three pointing west. At the bottom, make a small room and light it up. Place ladders on the west end, and make an access shaft to the top of the ladders. Place blocks to the east of the ladders, except for the bottom few.
Place two bottom slabs on the block south to that directly below the spawner, and place trapdoors liberally (zombies and skeletons can climb ladders). Optionally, place hoppers at the bottom of the collection room.
To maintain maximum efficiency a trap must take on an increased complexity in keeping mobs separated or moving quickly when dealing with multiple spawners of the same species. Minecraft first checks within the 17 wide by 17 long by 9 high area with the spawner in the center (or 8×8×4 radius from the spawner) for mobs of the same species as the spawner. If there are fewer than 6 mobs of the same species in the checking zone, it will spawn a mob within half the distance of the checking radius. This means that with two spawners of the same species near to each other, there will be a zone that mobs will count for both spawners and severely impact the spawn rates. It would be a wise idea to work out where these checking zones overlap and ensure that mobs being funneled to the trap do not enter that zone and/or leave the overlapped / checking area as quickly as possible to maintain peak monster spawner output.
This design is easy to build and doesn't require too many materials. It allows mobs to enter, but blocks them from leaving with pressure plates and pistons.
刷怪箱陷阱
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