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My World brush tower construction strategy to realize automatic monster brush

My world inside the brush tower is a lot of players are more concerned about the problem, and for the mobile version of Minecraft, in fact, players can also realize the automatic brush, recently a player shared Minecraftpe brush tower of some knowledge and production skills, there is a need for players can learn to learn.

Brush Tower Building Tips

Starting out we need to know what a brush tower is used for. We know that in MC there will be monsters at night, and after the monsters die they will drop some items, and most of these items are more useful, such as skeleton's arrows, and bittersweet's gunpowder. Some lazy people don't want to kill the monsters themselves, but they want to have a lot of those items, so a kind of technology appeared: Brush Monster Tower

This is a kind of building to let the monsters brush out in the designated area, and through a series of ways to let the monsters die automatically, which can let the player not have to kill the monsters and get those monsters' drop items.

If we want to control the monster generation area, one of the first things we must master is the conditions for the monsters to be brushed out, which is very basic but also very important.

One of the monster spawning conditions is a brightness of seven or less, which means that a place that provides monster spawning can't have any light sources, such as torches and the like. Secondly it can't be open air, you might think it's dark enough at night to brush out monsters, but actually there is moonlight at night and moonlight affects monster generation.

The second condition of monster generation is that the monster will be generated in a solid square, not liquid (such as water, magma) or air, and most importantly, a transparent square, what is the definition of transparent square? For example, glass, most of the transparent square is translucent, but for example, TNT, this special square is not translucent, but the monster can not be generated on it, this is due to the special nature of TNT, not much to say here. But monsters can spawn on the top half tile is, although that is also a transparent cube. Anyway, about the difference between transparent cubes and solid cubes can't be said here, but anyway, my recommended material for making a brush tower is: round stone, which is usually stocked in large quantities in Survival Mode, and he doesn't burn as opposed to planks of wood.

Monster generation conditions of the third: have enough space, this is very important, if the space is not enough monsters will not be generated, usually zombies, skeletons, bittersweet only need 1 * 1 * 2 space can be generated, and the spider needs 2 * 2 * 2 space, control your brush tower, if you don't need a large number of spiders silk (line) can be controlled by the tower of the 2 * 2 * 2 space to stop Spiders brushing out, this can increase the probability of other monsters generating to a greater extent.

Now we can make a building to provide the above environment, usually we need to reduce the chance of monsters spawning outside of that building, so that generally we have four ways to do this thing.

1: Light up a large area with torches and such

2: Build high in the sky

3: Build underground

4: Build on the sea

And that method is relatively simple and hassle free, you guys can observe it yourselves, and the comparative impact is not going to be particularly great, as the monsters won't be brushed during the daytime when it is sunny outside, and at night there is also a certain amount of

And that method is simpler and less troublesome than the PC method, because during the day the sun shines outside and monsters don't come out, and at night there is a certain amount of moonlight, whereas inside the tower there can't be any brightness at all, and there are no natural caves in the PE.

Then there's the ideal area for players to wait for dropped items, you can't think I'm going to run off and chop down a tree, it'll come and there'll probably be a bunch of stuff there as it relates to monster generation and players.

Monsters will spawn in a sphere with a diameter of 24~128 squares centered on the player, but most importantly, monsters will only be active in a sphere with a diameter of 24~32 squares centered on the player, and outside of 32 squares they will stop moving freely and be deleted immediately. This optimizes the game to a certain extent, so that you don't have to calculate the movement paths of a bunch of monsters at the same time. So a valid area to wait for drops should be within 24~32 squares of the brush space. In pe without redstone, it is only possible for monsters to run into the water on their own and move to the location of the death program. So that can lead to serious problems if the monster can't move, more on that later.

Now it's time to wipe the monster, the usual death system utilized is the drop, which allows the monster to fall from 24 frames high just enough to die (spiders are a little harder to control because they can climb the walls) followed by magma (can't be used now because bittersweet explodes) and cactus type of things to allow the monster to die right in one place, which can be done by allowing the water to flow to teleport the item directly to the player because it looks cooler that way. But in reality, pe doesn't currently have redstone to look at, the most efficient would be to have the monster fall to its death, for one thing, so that the monster dies faster, and it's easier. Some people say you can get smashed by monsters, but only zombies and spiders can "smash" players, and it's not actually a smash, it's just a monster attacking you as it falls on your head, while a skeleton might shoot you in the air with an arrow, and a bitterscotch is unlikely to explode in the air due to lack of time. But even if you get smashed, so what, you'll be missing something? The big thing is to put a bed next to where you pick up stuff, and then you can pick it up again after you revive.

And because dropping monsters makes them die faster, avoiding unnecessary loss of efficiency.

Finally, it's all about efficiency. As I've said many times before, the shorter the time it takes for a monster to spawn and die, the better, because there is a limit to how many monsters can be spawned, and they won't be spawned until the number of monsters is less than that. And if the monsters die slowly, it affects this problem, resulting in a wave of new monsters not being able to brush out in time. And since we rely on water to flush monsters to death, if a monster can't move, it can't go into the water stream, which leads to serious efficiency jams, and that monster is a "dead monster", and the only way to revive them is if you're close to the dead monster's area, which is quite a pain in the ass. And as for why not make the tower bigger, the reason is still this, monsters are walking around, to maximize the efficiency of the monsters from brushing out to moving into the water, so that the brushing area is as close to the water as possible, far away from the monsters wiggling around for a long time will not necessarily run into the water.

And then there's this water flow, monsters don't jump off buildings on their own, you have to use water to send the monsters down, and the old version didn't have buckets, so people in the past used a lot of strange methods, such as utilizing seawater ah, but now there's buckets so you don't have to be so troublesome, and you don't want to have a long flow of water, monsters rushing around in the water also takes time. And as for why not just use the trapdoor to trick the monster into jumping straight off the building? Because the water flow here plays a centralized role, relatively short water flow will not greatly affect the efficiency of the.