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This tutorial seeks to teach you, the player, how to farm blazes, a mob found in fortresses.

This tutorial seems to help you (the player) brush Flame Man. The Flame Man is a hostile creature that grows in the Lower Fortress.


Purpose

There are many uses for building a Blazing Man Monster Sweeping Field. The Flame Man drops twice as much experience as an ordinary creature. And like zombies and skeletons, both have only 20 health. This makes Flame Man an ideal choice for brushing experience. And most importantly, the Flame Stick is the only source of Flame Powder, and every step of brewing requires Flame Powder, and if you want to go to the end, you also need it.


Basic part

Before building this monster farm, you must find a [Lower Fortress]. When you first find it, you need to decide where your Flame Man Farm is built. You can also start building a Flame Man Farm from the Flame Man Brush Monster Cage or an open fortress. Each part needs its own system to handle them.


Brush Monster Cage

The monster farm built next to a monster cage may be the easiest farm to build. This is because no other creatures will be generated in the squares around the Flame Man's brush monster cage. This type of farm has the following parts:


  1. Generation Zone - Flame Man can generate in mid air. This area must be enclosed and able to prevent the flames from flying. If they fly, they may not be able to enter the second area. Flame Man can be on a 9 × The center of the 9 platform (above the brush cage) can be generated, or it can be generated above and below the brush cage that is not attached.
  1. Funnel Zone - There must be a system to move flaming people to a narrow area where they should be able to be killed. Many times, the funnel layer is achieved by the Flame Man stepping on the pressure plate - activating the piston that pushes the Flame Man down the kill zone.
  1. Kill Zone - In order to make the kill zone more effective, players must quickly kill the Flame Man, as hostile creatures may stack up. Many kill zones use suffocation damage to cause damage until the Flame Man only has half his heart's health left, so they are a one shot kill. And some fully automatic monster fields make them more complex, as they use wolves to kill the Flame Man. After version 1.14, you can also use the withered spirit rose to accelerate this process.


When building a Blaze Man Swallowing Field that uses a Swallowing Cage, it is recommended to temporarily illuminate the Swallowing Cage so that the Blaze Man will not generate during the construction of the Swallowing Field. When you remove the light from the cage, you may need fire-resistant potion to survive in a pile of fiery people.


Open Fortress

This situation may be the most difficult to establish, as [Dead Spirit Skull], [Normal Skull], [Zombie Pig Spirit], [Evil Soul], and [Magma Monster] may harm you. If you have another choice, choosing this design solely for the sake of the Flame Man is unrealistic. But if your lower fortress doesn't have Flame Man's monster cage, or if you accidentally destroy them, then the open fortress will become

EthosLab's Design

In this design, the blazes are pushed by pistons when they touch the pressure plates, which condenses the blazes into the grinder. The grinder, like many other farms, is triggered by a button, which suffocates the blazes until they are down to a half of a heart, allowing for players to kill them in one hit. This design also includes an option to trigger lava flow on and off, allowing to stop blazes from spawning if desired.

Mumbo Jumbo's Design

This design is very similar to the previous one. Like EthosLab's design, it uses pistons to push the blazes down into a grinder, which suffocates the blazes until they have only a half of a heart left. However, the redstone for this design is different, partially because of the addition of redstone comparators in Minecraft Java Edition 1.5.

Generikb's Design

Schematic

This design is different from previous designs. There is no redstone for this design, making it a lot simpler to build. Also, unlike the first 2 designs, the player must move around to kill the blazes, as well as completely kill the blazes, rather than just hit them once. Basically, this design allows the blazes to fall into rows, where the player can safely attack their feet, without taking any damage from the blazes.

Gnembon's Design

This 1.12 design is very resource friendly since it uses the AI wandering process instead of pistons to collect blazes. A follow-up video in the channel further eliminates the redstone-powered grinder by circumventing entity cramming with ladders and killing multiple blazes with a Sweeping Edge sword. (It's still working in 1.14.2).

Here's a very quick tutorial that shows how to build the same farm.

ImpulseSV's Design

This design was one of the few fully automatic designs for a blaze farm. Because of the fact that it is fully automatic, it requires a lot more redstone than semi-automatic farms, and is therefore more complicated. What happens in this blaze farm is, a player must be in a certain spot, so that the blazes can attack that player. Once the player is attacked, tamed wolves positioned in a certain spot will kill the blaze. Due to the update in 1.8, this design no longer works as blaze do not swim upward in lava.

1.16+ Design

1.16 adds the feature‌[Java Edition only] that lava pushes fire-resistant mobs. This allows for easy spawner farms similar to using water to push mobs in the overworld. This design by Cheesedud6 uses no redstone for the basic collection unit, with the option of having a redstone mob softener.

Bedrock edition

Flowing Lava

Flowing lava pushes the blazes to the flowing point. (tested in Bedrock 1.19) This property makes blaze farming extremely cheap and easy.

Mumbo Jumbo's Design

Some houses are designed to be smart. Others have smart designs. An example of the second type of house won an Award of Excellence from the American Institute of Architects.   Located on the shore of Sullivan’s Island off the coast of South Carolina, the award-winning cube-shaped beach house was built to replace one smashed to pieces by Hurricane Hugo 10 years ago. In September1989, Hugo struck South Carolina, killing 18 people and damaging or destroying 36,000 homes in the state.   Before Hugo, many new houses built along South Carolina’s shoreline were poorly constructed, and enforcement of building codes wasn’t strict, according to architect Ray Huff, who created the cleverly-designed beach house. In Hugo’s wake, all new shoreline houses are required to meet stricter, better-enforced codes.The new beach house on Sullivan’s Island should be able to withstand a Category 3 hurricane with peak winds of 179 to 209 kilometers per hour.   At first sight, the house on Sullivan’s Island looks anything but hurricane-proof. Its redwood shell makes it resemble “a large party lantern ” at night, according to one observer. But looks can be deceiving. The house’s wooden frame is reinforced with long steel rods to give it extra strength.   To further protect the house from hurricane damage, Huff raised it 2.7 meters off the ground on timber pilings—long, slender columns of wood anchored deep in the sand. Pilings might appear insecure, but they arestrong enough to support the weight of the house. They also elevate the house above storm surges. The pilings allow the surges to run under the house instead of running into it. “These swells of water come ashore at tremendous speeds and cause most of the damage done to beach-front buildings,” said Huff.   Huff designed the timber pilings to be partially concealed by the house’s ground-to-roof shell. “ The shell masks the pilings so that the house doesn’t look like it’s standing with its pant legs pulled up,” said Huff. In the event of a storm surge, the shell should break apart and let the waves rush under the house, the architect explained.

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