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刷怪箱陷阱是一个使用刷怪箱的一种实体农场。它所使用的刷怪箱可以在地牢找到,作为实体的来源。这些陷阱的目的是创建能以有效的方式从由刷怪箱生成实体收集物品的无限来源。这些陷阱的两个总体目标是保持玩家安全,让实体生成。 另见: 教程/农场, 可以找到基于自然生成各种怪物的系统
寻找地牢
探索洞穴和废弃矿井时发现地牢。他们出现在随机的地方,但几乎总是在地下。第三方程序MODS包的纹理,如地图查看器,可以帮助玩家找到一個地牢。 刷怪塔可以通过把火把照亮任何黑暗的地区阻止刷怪。因为亮度在11级或以下可以刷怪,然而,火把(亮度14)不中和白斑刷怪塔是非常有效的。在不同版本,有六种类型的怪物会分成两类,高大的怪物(烈焰人,骷髅和僵尸);和矮小的的怪物(蜘蛛,洞穴蜘蛛,蠹虫)。 烈焰人刷怪箱会出现在下界要塞,并可以收集烈焰棒。但这是最危险的刷怪箱,对火灾的恐惧,以及在下面的熔岩。你将频繁的死亡除非你有强大的盔甲或设置难度和平。 蠹虫刷怪箱可以出现在遗迹的末地传送门房间。然而,蠹虫不掉任何麻烦除非妥善困。你可以选择简单地打破刷怪箱,除非你想创建一个你的基地入口处附近的蠹虫陷阱。蠹虫有一定的优势,因为他们是最容易产生敌对生物和XP的生物。 在上世界上最危险的是那些骷髅,由于他们的长期能力,和(自骇人更新起)射击的很快,尤其是在玩家接近时。因此最好是提前攻击一个骷髅。 正常蜘蛛产卵是最简单的一个陷阱,因为它们不能适应通过1大洞,你可以通过在产卵侧和一个火炬没有受伤的恐惧。洞穴蜘蛛刷怪塔是很难的陷阱,因为你会中毒-在普通难度,建议尽快打破蜘蛛网。然而,洞穴蜘蛛可以通过1x1块空间,使建筑更容易,如果你知道一个陷阱,和刷怪塔产生远远高于其他类型。有些人甚至可以产生在20个方块的另一个,可制成一种非常有效的陷阱。
简易自动化农场
三种最常见的刷怪箱分别对应僵尸、骷髅和蜘蛛。 在各种情况下,用一些比较琐细的方法使你可以攻
击怪物而不被它们伤害到,这样便可以建造一个简单的刷怪“农场”来获取经验和怪物的掉落物。 (洞穴蜘蛛 刷怪箱也可以改造成为刷怪农场,不过对它的改造要复杂和危险得多。) 过程如下:
- 进行改造时,最好点亮刷怪箱和它周围的空间, 以免被刷怪箱刷出的怪物偷袭。
- 拿走箱子里的物品并且挖掉箱子(适用于地牢)。 选择一处方便的地方作为农场的“前面”, 放置箱子和工作台(以及其他你觉得需要的东西) 以便制造石剑,节约屠杀怪物的成本——当然,如果你想用其他武器也无所谓。请确保你的农场有方便行动的空旷地或者房间用于躲避, 例如当你发现有一个或以上的爬行者生成时(通常此时应退后并使用远程武器,因为刷怪处一般较狭小,很难用击退的方式确保它们不会爆炸)。
- 圈出用来刷怪的区域, 尤其应该注意, 应将刷怪箱理论上的的整个刷新区域包括在内: 以刷怪箱为中心的水平8×8范围(并不是严格的中心——因为是偶数格;范围偏向刷怪箱的西北角)。这个范围还包括刷怪箱上方和下方各一格高的8×8范围, 因此可以采取地牢原有的空间格局, 如果必要的话还可以腾出刷怪箱下面的空间。扩大前面,因此可以防止怪物或掉落物隐藏在角落。
- 现在封锁额外的出口和凹室,填充杂散的漏洞并放置栅栏或者其他障碍使怪物朝前行走。 如果你需要红石电路, 那么现在就是建造安身处和山洞入口的时间。
- 最重要的是流水体系, 想要刷怪并保持持续掉落刷怪所得物要最先考虑。你可以挖开刷怪箱下方8×:8的区域,并在“后面”最后一排倒三桶水,造成漂亮的水墙。这样怪物和它们的掉落物就会被流水冲到“前面”够得着的地方。假如还是有掉落物被冲到角落拿不到,你可以挖一条旁道,用粘性活塞拿,以免暴露你自己。
- 如果你下定决心,还可以建造一个照明系统。使用红石灯将会非常简单。
- 根据怪物类型布置陷阱“前面”。一般来说你需要陷阱门,使你可以在怪物刷新的空档冲进去捡东西,或者去修理什么。
- 对于僵尸,一个简单的有门的栅栏就够了。 将你对刷怪笼的视角做到最大化,使他们更快的走到栅栏旁。
- 对于蜘蛛, 你需要1格宽或更多,2到3格高的缝隙。你可以攻击到他们,但是他们却攻击不到你。要对付除了蜘蛛以外的怪物比如爬行者,你可以将缝隙造成两格高,上下方台阶之间。(也就是说,缝隙一共占三格,上下各有一个台阶,各占掉半格空间,这样就剩下两格。“高个”怪物会以为这个缝隙不能通过,而你可以利用这个缝隙移动和攻击。
- 对于洞穴蜘蛛(如果你无论如何要这么干),你可以在地板和天花板之间建造两根栅栏柱子,再在中间放一扇门(见下图)。用铁门会比较好,这样当你攻击蜘蛛的时候就不会不小心打开了。
- 注意洞穴蜘蛛刷怪箱不会在密闭的地牢里生成,所以你先要造个房间将刷怪箱围起来。记住蜘蛛会在距离最多4格外生成(在合适的方向),无论这个地方跟刷怪箱之间有没有墙。
- 骷髅最狡猾:一旦站在合适的位置,骷髅能透过哪怕最窄的缝隙射箭。在杀怪区域,在目视高度放置栅栏或者门(这样它们就射不到你),然后在地板高度不放方块(这样你就能攻击它们)。如果你直接站在栅栏的前方,它们一般会走到你前面来,这样你就能攻击了。你还可以在栅栏前方挖一条壕沟,这样你可以在房间里走得更远一点,不过这样它们会不时透过栅栏给你射一两箭。
- 只要你的刷怪陷阱准备好了,熄灭附近大部分或全部火把,麻利退回“前面”。
- 特殊情况 若你在蘑菇岛发现了一个地牢, 祝贺! 由于爬行者不能生成, 你可以熄灭地牢中所有火把, 并得到陷阱最大的产出。
- 做些石剑并不断挥舞。在入口准备弓和箭矢,防备爬行者趁你离开或者靠近的时候生成。你也可以潜行进入房间。(一般的怪物不会在玩家附近24格内生成。)
- Water floor.png
A classic water floor for normal dungeons
- Cavespiderleveler.png
A more elaborate farm, using water to wash them forward
杀怪
标准怪物磨床都可以接到地牢上。不过,这些怪物磨床是专门给那些缺乏材料无法建造更大建筑物的玩家。在1.5版以后,漏斗可以用来收集掉落物。
Lava Blade Traps
A lava blade trap consists of using water 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 sign but no further. This allows the mob to drop items at their feet for your collection. A tutorial can be found here.
Drowning Traps
Drowning traps employ water to drown the hostile mobs. Mobs float in water and items drop, which allows easy separation. In this example, the dungeon is a 5x5 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.
Flow Trap
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 8x8 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 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.
Sunlight Based Traps
This type only applies to zombie and skeleton mob spawners. Where below a spawner has water flowing from one side to another side where precisely at the end the water stops, the pit drops down a level or two and directly above this dry area is a skylight to the surface which will burn the mobs alive. An example of this can be found here.
Potion-Based Trap
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:
DWWWWWD X - Roof Block XXXWXXX W - Wires XXXWXXX D - Dispenser looking in the spawner room XXXLXXX L - Lever, button or even a redstone clock, whatever you want to power XXXWXXX the dispensers up! XXXWXXX DWWWWWD
Fourth: Put inside the dispensers:
HARMING POTIONS: Used to damage Spiders. HEALING POTIONS: Used to damage Skeletons and Zombies. POISON POTIONS: Used to weaken all enemies, best if you want to gather XP with fists.
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.
Iron Golem traps
In this trap an Iron Golem is used to kill the monsters for you. To make it, simply make an Iron Golem in the dungeon and watch it kill for you. However, the Iron Golem will eventually die (especially if more than 1 enemy is spawned), so you'll have to replace it with another. Another farm using Iron Golems is a house with 15 NPC villagers in it (houses with 15 villagers spawn Iron Golems) and have a killing mechanism to get free iron, it should only have one door because the golems only spawn at the door, and knowing where they will spawn. Lava traps are ideal as they will drop the items at the golem's feet where you can put signs and have a water channel to collect the drops.
Cactus Traps
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.
Villager Traps
- 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!
Blaze Traps
Since it is impossible to obtain water in the Nether for a drowning trap, this trap takes advantage of Blazes' weakness to snowballs. To create this trap, one must disable the Blaze Spawner and fence a Snow Golem 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 Glowstone 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.
A Note on Lava
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 unless placed far away; 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.)
Here [1] is a video example of how to make a dungeon trap using a lava grinder in 1.2.5.
Auto Meat Cooking Trap
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
Other
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.
选择性处理陷阱(by Mathcrazy12345)
建造这个陷阱你需要几个活塞和一桶水,还有3~4个的漏斗和箱子。在右侧开一个洞用活塞推方块来窒息怪物(当僵尸太多时),并通过活塞来控制水流是否使怪物流向洞口。在下面放置几个漏斗用来收集掉落物,并把它们收集到一个箱子里。在右侧开一个小洞用来手动杀死僵尸和收集经验。
Pit Trap
- For this method, you must dig a pit that reaches far under the dungeon. Depending on the height (at least 23 blocks), the mob will die on impact, as long as there isn't 2+ 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, you can build an elevator for the mobs using alternating water and signs to bring the mobs 23 or more blocks higher, 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).
Experience Trap
- 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 glitching your minecraft, and maybe even crashing on weaker computers.
Efficient Pit + Experience Trap w/ TuT (by Epiiik)
- *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 x 2 hole for three blocks in the middle of the wall (allowing mobs to pass through).
- Begin digging upwards in a 1 x 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 x 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 x 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 x 1 fashion for 22 blocks. Face the direction of the mob spawner and dig another 1 x 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 x 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.
Alternative Layout
- 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 9x5x9 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.
Another Experience Trap (by AlexxShadenk777)
- 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 5x5x5 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!
Humanoid Monster Spawner Xp Trap(By HeofShadow)
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 it's head. This allows good use of both Swords And Bows(Also, some servers give bonus damage for Headshots). *Screenshots Coming Soon*
S-Bend Design
This type of trap allows a one-hit kill on zombies and skeletons; 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 9x9. 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.
Multiple spawners of the same species
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 8x8x4 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.
Videos
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.















