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Disambig gray  本文章介绍的是陷阱如何工作和各种陷阱的设计观念。关于各种陷阱设计的列表,请见“教程/陷阱”。

陷阱可以在玩家不在时对目标造成伤害。但不是所有的陷阱都是隐藏的,可视陷阱能使玩家触发它之前引起一种很安全的感受。在下文中, 陷阱的目标可能是一个人或一群人, 并且并不是所有的陷阱都同样奏效。

陷阱部分

为了描述一个陷阱, 我们必须将其分成几个部分。大多数陷阱有三个部分。我们将会在下面详细介绍。

  • 触发器。触发器就是使陷阱开始运作的部分,它往往被目标触发。
  • 连环陷阱。它们能使陷阱更有效率,但不是必需的。
  • 方法。方法是目标被处置的方式,方法也是对目标造成伤害的方式。

触发

触发器激活陷阱,大多使用红石制作而成,但类似的触发器也是可以的(比如水冲掉火把)。触发器往往安装在不引人注目的地方最为有效,它可以是门旁边的一个按钮或者压力板,这样的陷阱往往超出预期。

  • 压力板当有人站在上面时就发出信号,离开时就不发送,永远不变。压力板可以连至一个或非RS锁存器来稳定信号。通过把压力板放在一个亮度很低的区域,可以很好地隐藏压力板,并且需要把压力板放置在一个任何玩家都会通过的小道内。
  • 按钮产生一个短脉冲,可以被连至或非RS锁存器或T触发器来稳定信号。如果按钮被用作触发器的话,目标一定会被欺骗,相信这个按钮是用于其它功能的(比如用来开门或调整灯光)。
  • 如果一个方块被插上了红石火把(火把不能被看到),那么破坏火把所在的方块也可作为触发器。这个骗局是目标凭他们自己的意愿挖掉方块而造成的,可用一些珍贵方块来作为诱饵,如钻石块或金块等。。
  • 流可以被一个相邻的方块更新触发更新。这可以在红石改变水流方向时被看见,但也可以用熔炉触发的门实现。被更新的水流会冲掉一个红石火把,产生信号。
  • 方块更新感应器可以用来在有门或箱子打开时触发陷阱。它们也可以检测其他方块状态改变。
  • 有些玩家试验了隔着角落捡起物品的可行性。物品被放置在木质压力板上,它松开时发出信号。物品会在五分钟后消失,所以陷阱在没有预触发机制时很不稳定。这个触发也假定了目标在物品栏中有空地可以收起被使用的物品。一般会用箭,因为许多玩家会带着箭,也不会在有多余时注意到。这种触发比其他的隐蔽很多,几乎任何拐角都可以是触发器。下面有一个教程视频解释了这种触发机制。

复杂化

可以在陷阱触发器和应用的陷阱方法间任何部分做复杂化。除了下面这些,还有许许多多的复杂处理。复杂化往往使陷阱延时更大,而这一般不讨人喜欢。

  • 红石钟可以用来产生周期性的脉冲。这几乎总是和箭发射器或者是周期性激活的陷阱,比如活塞研磨机,配套使用。
  • 锁存器。这些电路接受短脉冲并维持它们。一个或非RS锁存器有两个输入端,一个设置信号,一个重置信号。重置开关会是远离目标的那一个。T触发器只使用一个输入端来切换信号。这在陷阱中比或非RS锁存器更少见,因为目标有机会在被杀死前重置陷阱。
  • 假墙(活塞或重力方块)。假墙隐藏了重要部分。这不造成伤害,但隐藏了机关,所以给了目标一种虚假的安全感。活塞能轻松放置和撤下假墙,但红石线路在开阔区域很难隐藏起来。沙子和砂砾可以当做气闸,在水流冲掉支撑火把时露出重要部分,但这需要在每次陷阱触发后手动重置。
  • 洞可以被认为是一个难题,因为它迫使目标处在一个较小的区域,而不是对它们造成伤害。对于这篇教程,洞是一个非致命的下落处,而坑是一个致命的下落处。和坑一样,目标通常是被推进去的。
  • 水的推动能力有限,但对于如僵尸这一类没有多大抵抗力的生物而言,水的推动很有效率。水流在僵尸农场里是常常被用来运输僵尸的,但当用于运输玩家时效率极低。

方法

该方法是玩目标造成伤害的可靠方法。这种陷阱通是隐藏起来的,所以目标不会察觉即将到来的危险。关于计算伤害的更多细节,请阅读伤害

  • 使用一个坑,当目标坠落了超过3格方块高时,它受到伤害的影响。坠落得越深,伤害越高。通常是运用活塞把目标推进了坑里而导致的坠落。这些陷阱很容易构建,而且僵尸可以被吸引,并被推倒陷阱中,但这些陷阱庞大,且较难收集掉落物。鸡不受摔落伤害。如果陷阱使用伪装的地板,通常会要求目标是玩家。
  • 岩浆是一种危险的液体。所有陷入岩浆的生物都会受到周期性的岩浆伤害和火焰伤害。因为岩浆扩散比较缓慢,岩浆源应尽量靠近目标,使他没有多少时间试图逃跑。岩浆会摧毁一切掉进去的东西。在封闭空间内从天花板水门中释放岩浆造成伤害的使用方法尤其有效。或者可以把目标推进一个灌满岩浆的洞中,这样不用等岩浆扩散。建议把坑用熔炉一类的方块做墙壁,使目标无法放方块逃脱。
  • 水的运用难度较高,因为在水散太开时会产生气泡。所有玩家和生物都有一个空气条,在耗尽后才会使他们受到伤害,所以玩家可能有足够时间挖出气泡来并无伤逃脱。溺亡在针对玩家的陷阱中不大常见,但经常用在怪物陷阱和怪物磨床中。
  • 窒息。上半身在固体方块中的玩家或生物会受到窒息伤害。这可以通过向目标释放沙子或砂砾实现。如果玩家可以迅速挖走造成伤害的方块,他就会停止受到伤害并能够逃脱。使用活塞把方块推进玩家更加有效,如果你确切知道玩家在哪的话。
  • 可以对玩家造成伤害,无论是由TNT弹射,从活板门掉落,还是最常见地,从发射器中。TNT推动的箭精准度极差。从活板门掉下的箭只能对目标造成极小的伤害。发射器火力可以非常迅猛,并且射程较远,所以适合用于封闭空间中,比如隧道内。发射器必须每次重新填装。
  • 敌对生物可以用来对目标造成伤害,如果目标是玩家。陷阱从怪物农场收集怪物,或手动把它们引入洞中。目标被直接扔进有怪物的洞中,或怪物被放进目标所在的房间。怪物发出的声音可能引起目标的警觉。
  • TNT是快速杀死目标的常见方法。它对目标造成大量伤害并且起爆时间较短,意味着目标反应时间更少。它不会摧毁目标掉落的物品,然而会摧毁四周的方块,除非它是在液体(水或岩浆)中爆炸的。许多玩家利用这一特性制作可以重复使用的陷阱。玩家也可以做出有意破坏大范围地形的连环TNT陷阱。TNT被点燃后会变成实体,不再支撑其他方块。这可以用来做成把玩家困在区域中直到TNT爆炸的机关。
  • 仙人掌对任何与其接触的玩家造成伤害。和岩浆类似,仙人掌会摧毁一切与它接触的物品。仙人掌必须在四个邻近的方块都是空气时才能放置。仙人掌农场的建造原理就是让仙人掌长到不合规则的方块上。把怪物送过仙人掌农场可能会是个有效的怪物磨床。
  • 不是所有的陷阱都需要杀害手段。陷阱可以用来活捉玩家和生物。因为玩家可以挖掘和放置方块,活捉起来困难得多。

使用的术语

Let's create some simple traps to describe the parts we just discussed:

Example 1

A miner is digging away a 2x1 tunnel. He finds gold ore, but once he mines it arrows are relentlessly shot at him.

On the back of the ore is a redstone torch that acts as the trigger by sending a signal once broken. This signal allows a rapid pulsar (complication) to repeatedly send power to a dispenser, the method.

Example 2

An explorer comes across a cave. He drops down a few blocks when he notices it's getting lighter instead of darker. He jumps to his next ledge just before a flow of lava engulfs his previous position.

Since our trapper can't maintain the trap consistently without drawing suspicion, let's assume he sets up a redstone clock to a dispenser. Every four and a half minutes a new item will be dispensed, maintaining the trap. Clocks are generally a complication, but since it is used to stabilize the trigger we'll call it part of the trigger. This trap is hidden in a natural location and uses an invisible trigger (an item through the wall). This opens a flood gate of lava (method) in the entrance, it will spread and trap the explorer in the cave.

Example 3

The owner of a large underground mansion is being chased by another player. The owner escapes through an iron door controlled by a pressure plate. On the other side he hits a button. The pursuer sees him open the door by the pressure plate and follows him. But the door doesn't open. Instead a series of pistons opens a hole and pushes the assailant into it. Once the pistons extinguish the light from the opening, it is pitch black.

The button on the far side of the door is a safety attached to a T-flip flop. It engages the trigger (the pressure plate), which, until a moment ago, was pretty uninteresting. Both sets of pistons (The ones that opened the hole and the ones that pushed the assailant) are complications. The obsidian jail is a live-capture method.

Example 4

A robber has snuck into a large obsidian-reinforced storage facility and walks into a room with a red wool floor. He hears an audible click before the opposite wall is pulled away revealing dispensers that start to pelt him with splash potions of poison and slowness. Before he can get away a 9 block TNT charge goes off but since the room is reinforced the facility as a whole escapes unscathed.

The pressure plate in the door is the trigger. The piston-removed false wall is a complication. The dispensers are a method. However there is a 6 second repeater delay (complication) connected to a secondary method (bomb).

保险装置

使用红石的任何陷阱可以放置一个拉杆来创建一个安全开关。这个开关可以被激活,让陷阱制造者执行维护或安全通过。The simplest way to do this is to construct an AND gate, using a lever as one of the power sources. When active, the AND gate functions as a double NOT gate.

Generally, the AND gate is placed between the trigger and the rest of the wiring, but this may not be the case for all traps.

解除陷阱

Traps are not designed to be found and immediately lose effectiveness once discovered. That being said, disarming a trap will require an understanding of the trap and there is no guarantee you'll survive the disarming process. The more traps you disarm, the more proficient you'll be at it. But if you come across a something suspicious that you don't recognize, here are a few tricks:

  • Don't alter any redstone (either active or inactive) unless you can see the entire circuit. Even inactive redstone can be part of a really long clock.
  • If you find the method, disable that (take arrows out of a dispenser, take TNT, knock down cacti, take/fill in lava). It may be a two method trap, so you're not necessarily safe yet.
  • If all else fails, try to safely trigger the trap. Either step on the trigger and run, or use redstone to trigger it from a distance. It is best to have a good understanding of the nature of the trap before attempting to trigger it, as one can easily underestimate its size.
  • Another way to disarm a trap is to explode it with TNT. This doesn't work with bedrock and obsidian.

Anti-tampering complications are rare. So when a player incorporates one into their trap, it will often be something of their own design. Synchronized clocks are probably the most common and will trigger a defense mechanism if one is desynchronized.

僵尸磨床

Mob grinders are an integral part of a mob farm. One way to think of a mob farm is as one entirely self-sufficient trap. The spawning of mobs is the trigger, canals are a complication and the grinder is the method. We'll only be looking at mob grinders here, for a tutorial on Mob farms, see Mob Farm.

Water streams push the target into the grinder. Grinders don't work well with players because they can fight the current or disrupt it by placing blocks.

  • A piston smasher trap uses a piston to periodically suffocate trapped mobs. Mobs can be packed together by dropping them into the smasher. The design to the right can not process a massive amount of mobs at once, since mobs will push against each other and clog the machine. The smasher to the right will eventually work through a build up of mobs though. Also, this design doesn't work for spiders.
  • Lava grinders push the mob into a suspended stream of lava. Most items will be preserved and can be collected using additional water streams. Since lava grinders are a light source, it must be put away from the spawning pads as to not interfere with mob spawning.
  • Drowning grinders use water to deal damage to mobs. Mobs will float when in solid water source blocks and eventually drown if they don't find an air pocket.
  • Sunlight chamber deal damage to zombies and skeletons. A benefit of this is the ability to sort out creepers, spiders and endermen. The obvious disadvantage to this is it only functions half the time.
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