刷怪塔是一种能够更容易和更多地获得怪物的掉落品的建筑。他们通常由两项组合而成,塔本身和一个大量生产怪物的大暗室并且一个能让掉落物集合呈漏斗状的收集点和一个能快速有效地杀死他们的怪物磨坊。
位置
刷怪塔的原理是能提供大而且能令怪物刷出的区域让怪物生成位置,并很快的杀死怪物。由于minecraft适用于生成怪物的规则,这使得选择刷怪塔的位置成为比较难的课题。 当刷怪塔放置在地表上时白天可以提供良好的刷怪率,因为他是为数不多的暗环境中的一个,但在夜间生成率会暴跌, 因为当整个地表都为黑暗时,其他地方就足够支持怪物生成了。 当刷怪塔建在地下时有一个独立的生成率,在你挖矿时,敌对怪物将一直存在你个人生成范围里,但其生成率取决于你周围洞穴数量,能够让怪物生成的地方。 当刷怪塔建立在天空 一天都有较高的刷怪率,因为它是唯一能够刷怪的地方. 然而, 在生存模式中建立这种建筑比较鸡肋,因为当你下矿时,他们会完全停止工作. 为了得到掉落品,你不得不停留在天空。
在超平坦世界里时,刷怪塔将提供比其他世界更高的刷怪率,因为地下空间的减少使得怪物极少生成在别的地方。
在下界建立刷怪塔是较难的, 因为水的消失和所有下界怪物对火的免疫。这使相当多的刷怪箱设计失效。岩浆可能会在运输中扮演水的角色,但是它会破坏掉落物。你可以尝试将怪物穿过下界传送门到世界来避开地狱的限制。
掉落品
刷怪塔生产什么取决于它的位置和用来杀死怪物的方式。自动杀怪将影响到刷怪率和得到的经验,但是它对于玩家来说十分安全,因为不必和怪物亲密接触。 下面是关于怪物一定可以产出和可能得到的掉落品。手动杀死怪物才能得到可能得到的掉落品以及经验。
| 生物 | 一般掉落物 | 被玩家杀死时可能掉落的物品 | 小贴士 |
|---|---|---|---|
| 爬行者 | 火药 | 无 | |
| 末影人 | 末影珍珠 | 无 | 不要在想要刷出末影人的刷怪塔中以水为基础。并且他们可以随意放置和破坏刷怪塔里的方块。 |
| 骷髅 | 箭 骨头 |
弓 随机的盔甲 |
|
| 史莱姆 | 粘液球 | 无 | 它们不会游泳。大史莱姆会堵塞通道。它们只会在沼泽生物群落或基岩附近生成。 |
| 蜘蛛 | 线 | 蜘蛛眼 | 会爬墙堵塞通道. |
| 凋灵骷髅 | 煤炭 骨头 |
凋灵骷髅头颅 石剑 随机盔甲 |
下界怪物,只生成在地狱要塞中。 |
| 僵尸 | 腐肉 | 铁锭 胡萝卜 马铃薯 铁锹 铁剑 随机盔甲 | |
| 僵尸猪人 | 腐肉 金粒 |
金锭 金剑 随机盔甲 |
可以在地狱刷出, 或者当他们生成在地狱门边时就会出现普通世界中. |
设计
在规划刷怪塔时,你应该考虑到刷怪塔所需要的规模,这取决与它在哪。所在地区的情况关系到你的规划.如果你打算直接在刷怪塔的下方等待掉落品, 怪物生成的半径将可以帮助你轻松的计算出刷怪塔的大小:
向下取整( 开平方根(1024 - (生成楼层高度 - 收集点楼层高度)^2 )) = 刷怪塔半径
如果你打算把你的时间花在一个不太确定的位置, 这可能很简单叠加一个简单的设计几次,至少确保在某些方面是在生成的范围内,同时减少复杂性。
排水口
最简单的设计是由一个大的,形状简单的空白区域,怪物从地下的一个或多个孔掉落通过。每个孔的边上有一排排告示牌或打开的活板门来让怪物认为这是实体从而跳下去。你大约要用0.542个木头去做一个告示牌,而做一个活板门需要0.75个木头,所以活板门更经济。然而活板门可以被红石控制,所以我们能在远处通过活板门关闭农场的那个孔。
整个刷怪塔的屋顶是封闭用来创建最低的光照等级。屋顶高度3允许末影人生成,而屋顶高度1将限制刷怪塔只生出蜘蛛。
使用排水口设计的刷怪塔效率不怎么高,因为它是自然的。因为怪物们恰好走到排水口是小概率的,而且当玩家远离刷怪塔时,那么刷怪塔中的怪物将不能活动。但使用排水口设计的刷怪塔可以被快速的建筑,而且造价低并且在下界一样工作。
水渠风格
Example layout of a 38x38 Canal-Style farm
为了提高怪物落入孔的机会, 一个可以放入流动的水通道引向中央的孔.通道兩旁的跡象來欺騙陷入小怪,水輸送到磨床。這樣的設計需要一點點的規劃,以確保有可能卡住小怪是沒有固定的水,減少效益。 由於本系統採用水運輸小怪,它將無法捕捉Endermen,瞬移離開時,沾水。因此,屋頂的洞穴應該是2塊以上的地面,以防止惡意破壞你的農場由Endermen塊。
Active Mob Displacement
The Canal-Style System still suffer from the mobs freezing when outside a certain range around your character. Active Systems can correct that problem, using Redstone and Dispensers filled with a Water bucket to flood the spawning grounds repeatedly, flushing all mobs into the channels to be transported to the grinders. Thus, the farm provides area for the mobs to spawn in, but does not rely on mob movement to get them into the grinder. Using this, one can omit the signs needed for the other, passive designs.
A good example of this kind of farm can be seen here, stacking the same basic design several times and using fall damage as grinder.
Other Designs
Instead of using water to transport mobs, there are various other methods to make them move towards the grinder, all of which may work better with certain mobs, but can have higher ressource requirements or lesser gathering rates.
One-Way Doors
Relying on the random movement of mobs, One-Way Door Designs prevent the mobs from wandering backwards by using doors or pistons. Making several sets of doors can increase the speed with which the mobs move towards the hole.
The easiest configuration consists of a wall of doors (Iron on Hard difficulty to prevent Zombies from smashing them, Wood on other difficulties) with a row of pressure plates in front of them. When the mobs walk onto the trapdoors, the door opens, letting them through, but once on the other side, they can't open the door since there is no switch.
With Pistons, the arrangement is reversed, with the pressure plates on the desired side, and the pistons pointing upwards, so that they block the path of the mobs when extended. This design only work with a 2-block high roof to prevent the mobs from jumping, and even then might fail on spiders. However, it requires considerably more common ingredients than the iron door variant.
Such systems can also be used to "store" mobs after gathering them from the farm, so that they later can be killed for the rare drops and experience.
Transporting Mobs
After collecting the mobs from the farm, it might be beneficial to transport them to a different location before grinding them , so that you can access the items more easily while remaining at a close-to optimal position for the spawning of your farms.
Horizontal Transportation
Horizontal Transportation can be done easily using flowing water, with a drop of 1 block vertically for every 8 block travelled horizontally. Build a tunnel with a height of 3 blocks and a width equal to the size of your gathering holes (usually 2). Mine forward to a length of 8 Blocks, so that water placed at the start ends exactly at the drop. Repeat, but one block lower, so that the creeps fall from one funnel part to the next. Mine out the roof at the higher level for 2 or 3 more block to prevent spider clinging to the walls from clogging up the funnel.
Spider grinder
Alternatively, one can use a cactus to grind the spiders immediately. To do this, make the first funnel part only 7 block long and place only one water source block instead of two. Place a sand block and a cactus on top on the same side as the source block. The place the cactus, you have to mine out the block next to it. To ensure the water flow on the next part, mine out the wall block next to the sand and add the water sources there and next to the sand, where there would usually be one.
Downward transportation
Transporting mobs and items downward is trivial, simply let them drop down a chute with a water brake at the bottom. Or omit the water brake when you want the mobs to die from fall damage.
Upward transportation
Upward transportation uses the fact that nearly all mobs will attempt to swim in water, moving upwards. Therefore, to get the mobs using upwards, one has to provide only a column of water with enough airholes to prevent them from drowning. This can be done by arranging signs or ladders and water source blocks in the following vertical configuration:
This can be repeated indefinitely in any direction for a mob elevator. When arriving at the right height, flowing water on top of the topmost ladder in enough to dislodge them.
However, one should remeber that Slimes do not swim, and neither do Items. These things will instead float downwards to the bottom, which can be used to separate items or slimes from other mobs.
Grinding
The last part of a mob farm is to kill the gathered mobs and collect their items. This can be done in different ways, using the variety of damage available in Minecraft, like falling, suffocating, drowing, burning, sunlight (for undead), touching cacti or simply player-applied damage from weapons.
Passive Systems do not change to kill the mobs, they rely on constantly available damage sources . The most common mob grinders, the "Lava Blade" and "Drowning Trap" fall in this category.
Active Systems have to change configuration to actually kill mobs, usually in the form of redstone devices. The most known might be the "Piston Grinder", which applies suffocation damage by pushing an opaque block into the head of the mob. While possibly faster than passive systems in killing, active systems usually have a limited capacity, and higher amounts of mobs might clog or even jam the system.
EXP farms are systems that capture and soften up the mobs, but rely on the player to deliver the killing blow, so that the rare drops and experience can be gathered. An example would be a nearly-lethal falling height which would reduce the majority of mobs to half a heart, easily killed even without a weapon. However, such systems are only as good as the player using them, and in constant danger of being destroyed by creepers if not built out of obsidian.
With the upcoming Hopper, it becomes easy to collect the dropped items, even without player interference. This makes fully automatic mob farms possible where the loot will be deposited in a chest for easy accessibility.