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怪物磨牀(Mob Grinder)生怪塔的最後一部分,用於自動殺死大量目標生物並將跌落物移動至方便收集的位置。怪物磨牀是一種機械裝置,也可以是一種特殊的陷阱

怪物磨牀通常針對目標生物的大小而設計。目標生物一般是較高的怪物,譬如骷髏骨喪屍爬行者,但也可以指或者喪屍豬人。較矮的生物指只有1格高或以下的生物,如蜘蛛豹貓

墨魚地獄幽靈的生活習性、生成條件和體型與其他生物有很大不同,因此很難被自動化殺死。因此,它們通常不作為目標生物。

怪物磨牀不能生產出唱片罕見跌落物,因為怪物磨牀不能滿足這些物品跌落的條件。

普通結構

以下是怪物磨牀的普通結構。這些結構都很高效,佔地也相對小。

岩漿陷阱

Lavatrap-frontview

一個岩漿陷阱(正視圖)。

岩漿可以燒毀跌落物,但只要在岩漿系統末尾用指示牌支援且保證目標生物的死亡點岩漿系統末尾,岩漿就不會燒毀跌落物。梯和指示牌對生物和玩家來説可以隨意透過,但對流體而言則是一種不可穿過的固體。你也可以考慮使用水淹死生物保證跌落物的安全。你也可以在生怪箱周圍8×8的區域建立一個水流引導系統,將生怪箱生成的生物都引領到指定的位置。

水與岩漿交匯處截面。跌落物在梯下收集。

生怪塔的水流引導系統將生物引至右側的最終水道。生物會被強迫進入胸膛高的「岩漿劍」而受傷致死。推動生物的水流也會將跌落物沖至指定的跌落物收集處。在跌落物收集處可以製作進一步的物品運輸收集系統,或使用木質壓力板做出跌落物存在指示燈。在 Beta 1.9 Pre-release 2 後,終界使者不會拿起石頭石春,所以你不必擔心終界使者拆掉你的裝置。

活塞粉碎陷阱

活塞粉碎陷阱的基本原理是透過活塞控制一個非透明方塊壓在目標生物的頭部,使其窒息而死。這種陷阱不需要危險的岩漿,且由於使用了紅石電路,此法具有很大的擴展性。但缺點是殺怪較慢,陷阱輸出傷害為大約2(♥每秒,每一隻生物都需要10秒左右的時間才會死亡(可以透過同時放置多個活塞窒息多個生物來解決),且無法對付蜘蛛。

通用版

Piston smasher trap

通用版活塞粉碎陷阱的實例。

這種陷阱含有一個普通活塞將目標生物推到粘性活塞底下。而粘性活塞則帶動一個非透明方塊推到目標生物的頭部使其窒息。這種陷阱與紅石脈衝相接,以便後續生物的進入。底下的水流則將跌落物集中在一個物品收集點上。這種陷阱設計只限於高的生物,但這種原理也可以用於較矮的生物。

在這種陷阱中,合理設定的紅石脈衝週期是高效率的前提:

  • 對於單生物陷阱,至少需要30個延遲設定為最高的紅石中繼器,即一個週期12秒。週期的設定至少應該略大於10秒(保證生物死亡)並應存在2秒左右的載入時間讓後續生物進入。
  • 對於一排8個粘性活塞的陷阱,載入時間則是約6秒,這意味着紅石脈衝需要至少40個紅石中繼器,一個週期16秒。
  • 對於8×2粘性活塞陣列,載入時間則是8秒。這就需要至少48個紅石中繼器。

簡易版

PSmasher simplified

簡易版活塞粉碎陷阱的實例。

這種陷阱使用水流將目標生物推到粘性活塞之前,然後由石製壓力板(不能使用木質壓力板,因為跌落物也可觸發)啟動活塞窒息生物致死。生物死亡後,跌落物會集中在石製壓力板上。

對比通用版本,這種版本成本較低,且因為沒有用到紅石脈衝,可以在停用紅石脈衝的伺服器中使用;但由於無法對跌落物進行進一步的收集,玩家必須靠近裝置收集跌落物,這樣會帶來潛在的風險。

注意:若粘性活塞設計在生物側面,則為了防止生物在窒息時跳動,生物頭頂必須要有方塊頂住。

影片教學:http://tieba.baidu.com/p/1562567067

溺水陷阱

溺水陷阱的工作原理是將怪物導引到沒有氣穴的一個小型密閉空間。跌落物會沉積在水下並可方便地收集。此影片教學會指導你建造從溺水陷阱到垂直生物電梯的製作。

這種陷阱的優勢是跌落物不會丟失且可與其它結構相容。

跌落陷阱

透過跌落傷害來殺死目標生物和收集跌落物也是一個有效的方法。

建設方法:

  1. 挖出一個1×1×20的深洞。
  2. 做出安全通向深洞底部的通道(用於往後收集跌落物)。
  3. 在深洞洞口使用非門和粘性活塞做出一個下陷地板,並將其開關放在操作室。參見教學/利用活塞
  4. 將深洞周圍圍起來,並與生怪塔相連。

操作方法:

  1. 等待目標生物站在下陷地板上。
  2. 打開開關,目標生物將會掉下去。
  3. 關閉開關,透過安全通道下到洞底收集物品。

注意:

  • 這種方法對具有飛行能力的地獄幽靈烈焰使者無效。
  • 確保你能在開關所在地看到下陷地板,以便確定開關的時機。
  • 深洞的大小可以自定,但長寬不能同時超過2米,否則不能製作出相應的下陷地板。

特殊結構

以下的怪物磨牀在特定情況下有效,但由於其面積過大、不夠簡便或其它原因,這些結構並不通用。

仙人掌關卡

Cactuschoke

仙人掌關卡。

這種磨牀是專門對付蜘蛛的,可以清除掉擁有蜘蛛體型/跳躍/爬牆能力的生物。這是一種簡單的設計,依賴普通蜘蛛2×2的體型和其跳躍的能力。這種磨牀可以將所有蜘蛛卡在「瓶頸」處。放上一個仙人掌,就可以殺死卡着的蜘蛛(確保仙人掌在水流之上,以免仙人掌破壞跌落物)。

仙人掌關卡變形

AltCactusChoke

仙人掌關卡變形。

與上面的仙人掌關卡相似,但效率更高,跌落物也不會卡在沙方塊之後。在水流末尾底部有一條小溝,小溝後有一個仙人掌,這樣蜘蛛就可以不必爬上仙人掌就能受到傷害。將仙人掌換成其它方塊,就可以做出將蜘蛛與其它生物分開的裝置。

跌落傷害磨牀

Space permitting, fall damage can be used to dispatch mobs. This style of mob grinders doesn't work for chickens since they glide rather than fall. Spiders should be sorted out before they are dropped as they can climb the inside of the drop-tube and potentially clog it. Mobs must drop from at least 23 blocks to receive fatal damage. Use a water column full of source blocks to float mobs up at least 28 blocks. At the top of this column of water, have another stream push the mobs into an empty tube (the drop-tube). This tube helps prevent skeletons from firing arrows at you while they fall. If desired, a control lever can be built that will collect mobs at the top. This can either toggle a door or piston, both designed to artificially clog the machine until released.


Here is a how-to on a simple but effective Fall Damage Mob Trap/Grinder.

1. Construct a 20x20 platform of any solid block 28 blocks high above the ground.

2. Make walls surrounding platform six blocks high.

3. Inside the walls, make four water channels coming from the middle of each four walls to the center. This should create a 2x2 square of dry block in the middle. Cut out that square, that will be the hole the mobs fall through.

4. Make the channels 2 blocks high so mobs can't jump out of them.

5. Make four platforms between the four corners that the water channels create that are flush with the top of the water channels. (this will be the area that the mobs spawn on)

6. Make a roof over the whole thing. You should be able to walk around inside your spawner with a space 3 blocks high. A second layer of ceiling blocks can be added to prevent Endermen from spawning.

7. Remove any torches to make it dark inside.

Fall Damage Experience Grinder

When a skeleton, zombie, or creeper (Which have 10 hearts of health) drops 22 blocks it will leave it with one half-heart of health left. Endermen have 20 hearts, so at 42 blocks, they will have 1/2 of a heart, and spiders have 8 hearts, so they need to fall 18 blocks. A canal can then carry them to a hole in the wall, where the player can reach in and punch them to gain both experience and the drops. This works best when you make this in a dungeon.Firstly, make water flow to a 1x2 hole in the dungeon. Then,have water source blocks alternate with signs to the desired drop height. At this point have water flow to its end (it has a low viscosity so this may go on a while) and then mine down to the place where the mobs hit. It is best to leave them with half a heart, because mobs do not disappear over time, but pickups do. Then mine a pathway to your house. Then go back to the fall point and place a block so that only the mobs' legs are showing so that they cannot hurt you. Then you have a working mob trap.

曝曬死刑間

殭屍和骷髏在日光下會灼燒,這是個有效造成傷害並和區隔爬行者的方法。 A sunlight death chamber is simply a room with a glass ceiling. This is a very simple mob grinder to make but has several downsides:

  • Daytime. Only the sun can burn these mobs, making this useless at night and when overcast.
  • Unblocked. No blocks can be directly above the trap (with the exception of glass).
  • Dry. Water extinguishes fire and since the mobs burn, no water can be present in the chamber. This can be simplified by having a valve which can be shut off during the day.
  • Limited Selection. This only works for Skeletons and Zombies. (As of 1.0 this no longer works for Endermen).

Mob arena

Strictly speaking, this is not a mob grinder but does have a similar outcome and is a way of using the mobs spawned from a mob farm. The mobs are collected in chambers and slowly released into the arena to fight against players.

The concept is simple, 2 tall buildings, with about 15 rooms inside, that have holes at all corners, and water around the sides to push anything that goes to the side into the hole at the corner. Then once the mobs fall down, they are trapped in a simple holding area until a lever is pulled to let pistons open so that the mobs can fall out.

Video explanation and showing the concept at work: Youtube

Egg Spawner Grinder or "Mob Vending Machine"

With the addition of the mob spawner eggs in Minecraft 1.1, it is possible to create an egg spawner based grinder. Very useful for getting mob based items such as bone and rotten meat for SMP without a small amount of danger.

You put an egg over a block which have a sign or a ladder blocking the water in the upper layer to flood down and at the same time pushing mobs up, then they go through a corridor and falls in a 1x3x5 corridor covered in the upper block with air, midblocks with cobweb (or air) and in the down block with water and with a dispenser that shoots fire arrows with a clock mechanism. It is possible to shoot the eggs with a dispenser creating a "mob item vending machine".

You only need to be careful with one thing: NEVER put creepers with other mobs in the machine because if they start to fight inside the water canal the creeper could blow up and destroy part of the machine causing lava to flow outside of the machine in 90% of the cases killing you. It is secure to put creepers alone in the machine even if you put 64 or more creepers in so they don't blow up. and the overhang in the egg placing area prevent creepers and other mobs to attack you one time that the water push the mobs up in the moment that they spawn.

To automate the entire mechanism, place a dispenser in the egg placing area, stock it with eggs, and connect it with redstone to a button. Connect a lever to a clock mechanism to shoot the arrows. From here, it's just a matter of pressing a button to spawn a mob, and then using the lever to launch arrows at it.

File:Grinder vending.png

File:Function.PNG

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