Talk:Tutorials/TNT cannons

This is an English Wiki So pls let it AMMUNITION not MUNITION

-Munition - Materials used in war, especially weapons and ammunition.

-Ammunition - A supply or quantity of bullets and shells.

-Those are two completely separate words and should not be interchanged.

?Maximum Delay Increases Distance?

When using TNT as the projectile, I've noticed it consistently travels further when the projectile TNT was activated the moment the booster detonates. Specifically a delay of 10 repeaters set to 4. Kmwillia 12:52, 25 April 2011 (UTC)

00:20, 14 June 2012 (UTC)00:20, 14 June 2012 (UTC)~

Yes, R4.10 is the maximum delay, And achieves the maximum Range for a cannon without changing anything else.

This article is obsolete
As of the latest updates it is not possible to make TNT Cannons (at least not like this). So should this article mark as obsolete? --The mr Zalli from Finland 22:16, 7 October 2011 (UTC)


 * I agree, this page is rather outdated. It needs a rewrite. I don't agree, however, that cannons can't be made "like this" anymore (a variety of methods are covered here; most aren't my first choice, but whatevs), as they can indeed. [|Cactus Master] 02:50, 22 November 2011 (UTC)


 * Wrong! each of these cannons work, i tried it myself!

76.27.210.111 21:57, 28 May 2012 (UTC)


 * That is very wrong. Many of these things are true, especially the part about mounting blocks and condensation. The example cannon is outdated as of 1.1, but still functions as a short range anti-infantry cannon. Edit: I do see your point though in terms of rewrite. Edit 2: Working on it!

ArkEneru 01:27, 14 June 2012 (UTC)

42.2.22.32 06:18, 14 June 2012 (UTC)
 * The thing is that I've tried to make TNT cannons, and since a recent update, the TNT blocks seems to randomly shift left or right when primed each time, resulting in a very erratic firing range and location. Condensing the charge does help to improve the situation a bit, but the TNT cannon is too unreliable to work as anti-infantry. The cannon works all right, but it isn't as good as before. --

While this problem can be easily fixed by adding a guide block(s). You are right, TNT does shift a little, but not in a problematic way if you add guide blocks. If you add a guide, it can work as anti-infantry, or better.

ArkEneru 18:23, 14 June 2012 (UTC)

"I find no problem with current TNT tech, Just add guide blocks as explained. This can, may, and will interfere with some redstone, but i have always found workarounds. All this info is useful. I have made extremely effective anti-infantry cannons in my time, all recently. Granted, the TNT randomness is slightly annoying, but it can be useful to aid spread in wide-impact area cannons." -Creeper&#39;s Nemisis 20:30, 30 June 2012 (UTC)CreepersNemisis

Correct. In fact, TNT cannons today can do more damage than ever before. The workarounds that Creepers Nemisis mentioned are almost always easy to find. With just a minor tweak, the cannons under question can be firing accurately again. ArkEneru 15:31, 1 July 2012 (UTC)

Cannon Range Equation
Ok, so before I give you the numbers, let me first explain how I went about this. I used my Ramses Cannon to test this (link provided so you can see the details of the platform). I tested range at elevations of .5 blocks, 1 block, and 1.5 blocks, as I considered these the practical range of elevations. I used charges from 1-7 tnt for each elevation. I recorded the distance for each shot from each pairing of elevation and charge size. I then took that data and using magic created the following equation. Do remember that it isn't perfect, as it assumes that your target is on the same plane as your cannon. I'm working on altering the equation to account for changes in this.

EQUATION f(x, w) = 13.0539 + cos(0.35123932 - x)/(32.091557 - 15.533575/cos(18.448326*w - x) - 47.684593*x) + 11.635796*w*cos(0.35123932 - x) - 3.8064015*x*cos(18.448326*w - x) - 12.089317*cos(18.448326*w - x) - 11.635796*x

STATISTICS:

r^2: 0.997904

Maximum error: 3.374008

Minimum error: 3.8147^-6

Reply: You have not indicated the repeater lengths, which is another varible. As someone has said up there, the delay length matters very much. ArkEneru 20:27, 14 June 2012 (UTC)

This is more for testing purposes than actual use in combat (my server's battles are too fast for such nonsense), as unless you've got an application built to do so (I made a quick C++ for it), plugging in the numbers is a bit tedious. I feel like a better equation could potentially be derived if more data is used, but I'm pressed for time. If someone would want to help me make a better equation, I suggest using the Ramses in a no-lag environment and measuring elevations of 0, 2, 2.5, and 3 with 1-7 tnt charges. I do, however, not see the point in ever actually equipping a cannon with elevations at the extremes; they are useful in only a handful of situations in battle (and can be accomplished by specialized equipment much easier). Please tell me what you think. My goal for the equation is to be included on the actual page after validation and such by all necessary parties. Thanks for reading.

How the acceleration of gravity (7.5M/S/S) is calculated??
The article referred that "TNT falls at a constant acceleration of 7.5 m/s/s, an important number for predicting the range and drop of the shot"

I have some questions about this. First, how the Measure of "meter" in this blocky game is defined? Dose the author means "blocks"?? Second, what is more important, I’ve developed a experiment to measure the acceleration of gravity in the game(which means I do not use any tools that out side the game) and I've got some statistics which indicate that the sand will get into a constant speed of 2blocks/tic when falls about 10 blocks away. But unfortunately, the experiment is not accurate enough to calculate the actual number of this acceleration.

I'm here to ask if anyone has a method to get the accurate number of the acceleration of gravit? If so, please contact me at peterdengjr@gmail.com –Preceding unsigned comment was added by Woshizhu99 (Talk&#124;Contribs) 13:43, 30 April 2012‎. Please sign your posts with


 * Your measurement is close; the actual acceleration and maximum speed are at Entity (pulled from decompiled source code). Looks like the 7.5 m/s/s figure was added by an anonymous user - I'll remove it, as it's quite wrong. -- Orthotope 04:55, 1 May 2012 (UTC)
 * I have been doing some calculations based on the values given in the entities and my understanding of how explosions work; and have found equations for finding the trajectory of the tnt shot. they are as follows: x = ((vx0*Exp(d t))/d)-(vx0/d)
 * And y = t((g/d) + (vy0 - (g/d))*Exp(d t))
 * Where x is the distance from the starting point in blocks, y is the height in blocks, vx0 is the starting horizontal velocity imparted by the tnt(vy0 the vertical) in blocks per tick, d is the drag (-0.02 for tnt), g is the gravitational force (0.04 for tnt), t is time in ticks.
 * They are only an approximation though as minecraft doesn't use smooth continuous functions to model trajectorys. The range calculation in the case where all tnt blocks explode in the same position is of the form n^2/(b+c n) with n being the amount of tnt and b and c coefficients based on the firing parameters.(the actual one is a bit big for this comment) Roady62.251.84.197 14:17, 28 September 2012 (UTC)

Names
Ther is a big problem when the "technical name" is easier to understand than the "common name." Problems w/ the common name system include: Damage value: This is a misnamed combination of factors that shouldn't be combined. The "speed" input is a misnomer; it should be called "range." If I had a cannon with a high DV, it could have a ton of TNT in the shot but be completely inaccurate, or be powerless but have a short range or high "speed" to make up for it; I wouldn't know. Power, accuracy, and range should be separated. "Egronomic Value": Seriously? How about "construction" or "cost?" More importantly, this is too vague. "Estimate the complexity of the Redstone from 1 to 10." It doesn't even say if10 is high or low. This should at least be replaced by something specific, like # of repeaters. The TNT is also double counted in the name. Finally, a handful of complex formulas are required to make the so-called "common name." I shouldn't have to know trig to calculate the accuracy of my cannon just to give it a DV. The "Technical name" is easier to understand! In summary, the common name system is too vague. It bundles together some information that should be separated. Some of this info would be useful to know if it were separatedThe naming system needs to be cleaned up. 96.237.54.85 02:00, 8 December 2012 (UTC)


 * You're right... Unfortunately it is so complex creating a common name that I don't even use it anymore. Understanding them is no problem... I've created a list of attributes most TNT cannons have, I'll post them below:

Nickname Cannon Type Basic - A varient of the basic cannon structure. Duel/Combination - A combination of cannons that achieves a unique effect not possible with a single cannon. Size(Counting necessary blocks only) Dimensions of bounding box. Range(Farthest recorded, in meters, from origin of TNT entity.) Short < 100 Medium < 200 Long < 700 Insane > 700 Spread Type (Farthest distance from average location, in meters.) None < 0 Low < 5 Medium < 10 High > 10 Mortar(Shoots in random direction) Charge Power(Per charge/shot, calculated by formula (8-avg(distanceFromShot))numberOfTNT) Shot Power(Number of TNT in the shot) Shot Block Height(Height of the block(s) the shot is directly above when fired.) Reload Type Manual - Cannot self-reload. Automatic - Can reload itself fully at least once. Shots Per Reload The number of times a cannon can shoot before you have to manually reload it. Delay Type Manual - Requires the shot to be lit by a player. Automatic - Lights the shot via a redstone delay circuit. Fire Type Single-Shot - The entire charge detonates simultainously. Semi-Automatic - Fires every time it recieves a redstone input from a player, without manual reloading. Automatic - Fires repeatedly without player interaction once activated.


 * This problem is a hard one, as shown by the discussions below. An ideal naming system must be easy to name a cannon with, and easy to understand. Good luck if you're gonna attempt to make one.


 * &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 02:52, 8 December 2012 (UTC)


 * Sorry if I banged your page too much... This problem is more complex than I thought at first. I'm pretty new to the whole cannon thing anyways. Just thought it could be simplified a little. Long live the cannon! :)

-96.237.54.85 03:59, 10 January 2013 (UTC)


 * First off it's not my page... lol It's fine, because you're right, it can and should be simplified a little. I came up with an idea that maybe people could just stick tags like "Automatic-Delay" or whatever, um, idea rolling through here

We could name our cannons with attributes in front, I know very verbose, but it can be shortened however much you want as explained...

[Cannon Type] [Fire Type] [Fire Rate] [Reload Type"-Reload"] [Delay Type"-Delay"] [Range"-Range"] [Size] [Spread Type"-Spread"] [Shot Power"-Shot"] [Nickname] Cannon

Example: Basic Non-Automatic Manual-Reload Automatic-Delay Medium-Range 13x3x2 No-Spread 1-Shot 'Basic' Cannon Or more simply: Automatic-Delay Medium-Range 13x3x2 'Basic' Cannon Or even: 'Basic' Cannon Example 2: Basic Automatic 600rpm Automatic-Reload Automatic-Delay Medium-Range 16x29x45 High-Spread 12-Shot 'Rapid-Fyre' Cannon Or: Automatic 600rpm 16x29x45 12-Shot 'Rapid-Fyre' Cannon >>>Attributes<<<

>>Nickname The name of the cannon. >>Cannon Type Basic - A varient of the basic cannon structure. Compound - A combination of cannons that achieves a unique effect not possible with a single cannon. Advanced - A non-basic cannon. Experimental - A cannon that has a substantial potential to explosively degrade.

>>Fire Type Non-Automatic - The entire charge detonates simultainously. Semi-Automatic - Fires every time it recieves a redstone input from a player, without manual reloading. Automatic - Fires repeatedly without player interaction once activated. >>Fire Rate(If Automatic fire type) Fire Rate(In Rounds-Per-Minute) >>Reload Type Manual - Cannot self-reload. Automatic - Can reload itself fully at least once. >>Shots Per Reload Number of shots that can be fired before you must manually reload the cannon. >>Delay Type Manual - Requires the shot to be lit by a player. Automatic - Lights the shot via a redstone delay circuit. >>Range(Farthest recorded, in meters, from origin of TNT entity.) Short < 101 Medium < 201 Long < 701 Insane > 700 >>Size(Counting necessary blocks only) Dimensions of the bounding box of the cannon. >>Spread Type (Farthest distance from average location, in meters.) No(None) = 0 Low < 6 Medium < 21 High > 20 Mortar - Shoots in random direction. >>Charge Power Per charge/shot, calculated by formula (8-avg(D))*T Where D is the list of distances between the charge TNT and shot. >>Shot Power Number of TNT in the shot. >>Shot Block Height Height of the block(s) the shot is directly above when fired.
 * How's this for an idea?

&#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 17:51, 10 January 2013 (UTC)

I like ArkEneru's TNT page, it has some very useful information, but I need some help. I do not completely understand the naming process. It is very confusing. Can somebody please expand on ArkErneru's explanation for to me. That would be very helpful.

An example of two cannon names are ArkEneru's 119.3R4.10M6 Ares and 112.0MM3 Ironwall Anti-Infantry cannon.

CommanderLOL 20:22, 13 June 2012 (UTC)CommanderLOL

00:14, 14 June 2012 (UTC)ArkEneru Hey! Saw your comment, maybe this can help:

Charge= TNT used to fire a projectile Shot= said projectile, usually TNT Vertical row of TNT= Well, harder to explain. Say, in the example cannon, it has 1. If it had another row of TNT above that row, it would be 2, etc

119.3R4.10M6 Ares

119.3 = 1 row of vertical TNT (the same as the one button medium range cannon), 1 shot, 9 charge, 3 condensation charge. R4.10 = 10 repeaters each with the full setting of delay. M6 = The mounting block code is 6, which means fence post and pressure plate. Ares = Nickname

112.0MM3 Anti-Infantry Ironwall

112.0 = 1 vertical row of TNT, 1 shot, 2 charge, no condensation charge M = manual, no repeaters or other form of delay ( such as minecarts, dispensers (heh)) M3 = Mounting block code for Half block. Anti-Infantry = Descripition of use, not mandatory. Ironwall = Nickname

Hopes that helps! If it dosent, maybe you could post a Descripition of your cannon, and I could show you how to name it.

--Ark ArkEneru 20:27, 14 June 2012 (UTC)

Thanks Ark

CommanderLOL 02:50, 14 June 2012 (UTC)CommanderLOL

Your welcome. So it helped? Glad to know. Just ask if you have any more questions.

ArkEneru 03:04, 14 June 2012 (UTC)

''"Um, just saying, this naming system is really confusing. I would propose a system much clearer, at least clearly separating the bits of data. For example, I would suggest instead a common name with info common folks want to know, like [# of TNT in shot][range estimate(s/m/l/x)][arc type(h/m/l/n)] [nickname], so a typical single shot 7 TNT cannon with a half-slab shotblock would be 1mm Basic. So you could say 'This cannon shoots 1 tnt medium range with a medium arc' Then there would be a technical name for those guys like us, which would be like [# charge tnt]:[# charge layers]:[# shot tnt]:[shot distance]:[spread(n/a/m/w/r)]:[arc type(h/m/l/f/f&p)] [nickname] [condensation system? (Focused)] or something, so that same cannon would be 7:1:1:104:n:m Basic. THis gets around the problem i find with the presented system: the numbers run together and confuse themselves. for example 234 could mean 23,4 or 2,34. I would explain a lot more but i have limited time at the moment. I plan on further reaserching and explaining a perhaps diferent system from the one i presented, that was off the top of my head. Input would help me =D"'' -Creeper&#39;s Nemisis 20:25, 30 June 2012 (UTC)CreepersNemisis

(Please read this all I'm not critizing you just explains a little. I've had problems with people not doing that in the past. Thanks!)

Thanks for the feedback, I was right about to get around to changing the system when you mentioned this. But the system you offered would not work. Some faults in it are:


 * The arc of a cannon is explained by the MB, and if it has an special component it will have a Mortar label right before the nickname.
 * The shot distance is explained by MB, charge/charge layers, and conden charge.
 * In Minecraft, there are two people (right now) that you can define in cannons: People who don't like cannons and people who like them enough to use the full name. So if there ever is a common folk, I think they would just call a cannon by it's nickname.
 * One minor thing, when building the cannon, the condensation charge is not something you can just decide to stick on as an after though. In your system, the conden charge is said right after the nickname, and it is just focused/not focused. The conden charge is a large part of a cannon and if say you were building one and forgot that there was a condensation charge, you would probably have to start over.

I have been working in a better naming system for a long time because of the probllems that you explained. Many times, it would be hard to tell where the numbers are separated. Such as in my longer range cannons, they have in the triple digits of charge, it gets very confusing. I am thinking of something more just moved around, such as

Instead of a 116.0R4.7MB3

Bum ba pa!!!! Preeeeesenting my suggestedddddddd naming system!

1R4.7M3-1/6.0

1 shot, 7 full repeaters, 3rd mounting block, 1 vertical layer of TNT, 6 charge, no conden charge. It separates each bit of info more, and it separates the shot info on one side and charge info on another.

This is just an example to you guys. I you do not like it, tell me. This is where the cannon experts decide the naming future for cannons. This one will probably become the standard in the next few days. If you do not like the first example and have something different to offer, I am open to suggestions. ArkEneru 16:16, 1 July 2012 (UTC)

''"I did say I was working on it =P The problem with that is that you have to memorize mounting block numbers. I completely disagree about the shot distance being explained by the Mounting Block. Delay, amount and distance of TNT, and ceiling blocks placed to shorten the shot range can help determine that. I put some more thought into it, and I realize that even the die-hard TNT engineers have limits, and long complex strings of numbers and letters don't help memorizing a cannon name. I came up with a simpler system:

''TNT Naming System

''A simple, clear naming system.

Damage Value: How effective it is. This is tricky, as there are always situations where some cannons are more effective than usual, E.G. a cannon might be good defense but terrible offense. However a few basics I have noticed are valuable for most cannons, and since this value is for most cannons, it is practically useless for rating specialized cannons One is range. Cannons are meant in general to hit a target with as much TNT as possible from the farthest distance possible. This can mean different things, as there are always trade-offs between these three things, which I will call 'accuracy','power', and 'speed'. They are important in that order. You can fire 1524522 TNT 155248852 blocks, but without accuracy it will do no damage. Or if you carefully aim a 52289 block long shot but have no power you do nothing. And if you shoot 100 TNT just right 0 blocks... So I have concluded the damage value should be an average between a 1-100 range value between these three values. Accuracy can be measured by ten minus the distance of each shot from the block the shot should hit times ten. Power can be measured by ten times the number of TNT in the shot. Speed is the number of blocks the farthest TNT blocks traveled divided by ten. So a Basic (single-shot,7 TNT charge, half-slab SB)cannon that shoots ~104 blocks would have a Damage Value of about 60+10+10/3=27 out of 100. Notice values over 100 are possible and denote awesome cannons.''

Ergonomic Value: How much it takes to build the cannon. This is also hard to figure out. This involves the amount of materials and complexity of the mechanism. This would be hard to get exact measures on and is therefore inaccurate a bit. So for the first measure 1000 - the estimated number of blocks divided by ten. And for second 10 minus an estimate from 1 to 10, times 100. Those two measures are then averaged, so for example the Basic cannon would have a score of 97+80/2=89.''

Number of TNT: How much TNT it takes to fire the cannon witout manual reloading. A Basic cannon takes 8 TNT.''

Range: How far it shoots. A Basic cannon shoots about 104 blocks.

Nickname: The nickname of the cannon.

'' '27.89:8.104 Basic TNT Cannon'

''The details of each cannon are too many to be contained within a simple name. They can be posted in other ways. Common technical parameters include: ''Number of Charges ''Number of Layers ''Number of TNT per Layer per Charge ''Charge Delay ''Compression Charges ''TNT per Compression Charge ''Compression Charge Delay ''Number of Shots ''Shot Range ''Shot Spread ''Shot Block ''Shot Delay ''Timing Type Automatic/Semi-Automatic/Single-Shot

''Also note that the values presented in calculating the DV and EV are not perfected. "'' -Creeper&#39;s Nemisis 03:12, 6 July 2012 (UTC)

1. Thanks for pointing out my mistake there the delay does matter. What I meant is that the range is explained by the other things mentioned in the name. But with that added to what I said, it does become explained e.g. You can tell that 1R4.10M3-1/9.0 shoots quite about farther than 1R4.5M2-1/6.0 tl;dr Thanks I made a mistake however I am still correct that it is explained by the other, less specific components.

2. If the a whole bunch of numbers could not be applicable to some cannons, then that part of the system cannot be used. Each number must apply to all cannons. I mean, if there is one quirky cannon that is mean to screw itself up or something, it's okay. But if that bunch of numbers would have a totally Diffrent meaning in a specialty cannon, which is a pretty large category are growing larger fast, it just would not work. tl;dr Damage value section only applies to certain things, therefore too specific to be used.

3. If a cannon is built not accurate enough to function, why would it be named? It is under assumption that a cannon is accurate enough to function properly If it is to be built for military purposes. Power, if it is how you described it, is mentioned when it says how many blocks of TNT in the shot, because you described power as that. Speed is described by mounting block, charge and conden charge. tl;dr Damage value section is pointless.

4. The Egronomic value is out of place. If you have enough materials to reasonably have a Cannon in mind, then I don't think you need to worry about the mount of blocks. I don't know really how to word that well, but it does not make sense to say that.

5. When writing a name in so that a reader of the name can make the cannon and have the desired effect, you need to list all the components. If you do not know amount of delay or charge or whatnot, YOU CANNONT EFFECTIVELY BUILD THE CANNON. tl;dr You cannot build a cannon from a name if the name does not tell you how to build the cannon.

THE SECTION THAT ACTUALLY IS IMPORTANT To wrap this up, I don't think that you quite understand the concept of naming a cannon. It is not really naming it per se, just announcing the important specifications that would be nesscary to build it. I do not know how to explain this, but the system is made for building the cannon based on the name. The way to read the range and accuracy and whatnot from the name is to interpret it by processing said specifications.

Thank you for reading me ramble on, and not raging when I foolishly repeat myself many times and execute countless grammar mistake.

ArkEneru 05:05, 6 July 2012 (UTC)

''I based my system on the fact that: ''1. Putting the complete technical specifications of a cannon is too much, ''2. No reasonable name can tell how to build a cannon, ''3. The person reading the name is interested in building it and would like to know if it is feasible for him/her to build such a cannon, and if they want to, based on how much damage it does.

''I used extreme examples on accuracy, I know nobody would make a cannon that absolutely has no chance of hitting, unless it's a mortar. But a hit 6 blocks away from the target can have a huge difference in effect then a shot that hits just perfectly. If you want to make a specefication system, it is good, but not appropriate as a naming system. Names are meant to designate a thing/person by, and good names are short and easy to remember. What you want is a short notation of how to build/see specs, not a name. The name does not tell you how to build the cannon, the instructions do. No set of tehnical details like all that stuff you have can tell you how to build a cannon, only the specifications it has to meet to be classified as one of those cannons. All the things in my system I know all cannons have.'' ''TL;DR Read it this time. -Creeper&#39;s Nemisis 20:14, 6 July 2012 (UTC)

Guess what: I did actually read what you wrote! I read every last bit of it, because I have had it happen to me when people do not read my entire suggestion. cough cough. Anyways. In my talk, user CommanderLol actually did build the Ares cannon to the desired effect, if not looking like mine, based on the name. I helped with a few things, but he got down the components needed to get the desired effect, and the cannon shot the desired distance. It actually does not matter what the body of the cannon looks like, as long as long as it has the technical specifications.

Other words:

1. No, its not. Anyways, we don't put the ENTIRE specifications, 2. Yes, it can, if you mean to the desired effect of the person trying to build it. 3. The naming system is designed so that a general can tell two builders to set up a cannon that will shoot a certain distance and will take the shel on a certain trajectory. 3a. If you are a survival cannon engineer, the things that will turn you away from a cannon will be the amount of TNT and delay. However, if you are the general of an army wanting to build a cannon, it does not really matter if you use a bit of TNT, you will probably have a crap ton of it. 3b. Like I said, cannons are assumed to be accurate. If it is not, it would not be used.

Final You name a cannon based on the specifications of building it. Other things can be assumed and some don't actually matter. The point of when you name a cannon is that the person on the receiving end can look at the specifications in the name and create those specifications, which will make the cannon work, regardless of the shape of the body or technique of the condensation system. If you decide to build a TNT cannon in the first place, the ergonomic value does not matter, as wet TNT cannons can be made out of dirt and the delay out of redstone torches. The only thing that really would matter would be the TNT, but that is listed in my system. Damage value is assumed to be well enough to function. I don't know how that did not get through, its that simple.

If this doesn't help you understand, just trust me on it. I am not not admitting you do not have good points, but that is not what would fit into this system not because the system is named "names" but because this system is meant to tell people how to build the cannon's important specifications.

Edit for sig

ArkEneru 20:41, 6 July 2012 (UTC)

Okay, let me explain this the way I see it in the clearest terms I can think of.

A good naming system clearly and simply describes to any reader basic information about a cannon without excessive hassle to the reader.

A good technical description system describes specifications of a cannon, even possibly suggesting how to build a cannon to meet those specs.

''I made a naming system, you made a technical description system, and call it a naming system. Technical descriptionscannot be a naming system because of the simple fact that it is too complex and causes excessive hassle(for a naming system) to remember all the places meanings etc. ''

''My system is good for naming because it is simple(4 bits of info), and provides basic information condensed to an easy-to-understand form. ''

''As for accuracy, I understand nobody would name a wildly inaccurate cannon, unless it was a mortar-type cannon. However, most cannons have some small degree of inaccuracy that can alter performance. I also know nobody would name a cannon that doesn't do damage, but Damage Values are about how much damage a cannon does at a glance. I, for one, would like to know if the cannon I see the name of only does as much damage as a 27.89:8.104 Basic cannon or blasts a 100 block radius crater. ''

''Your system is a good technical description system, because, as you said, people can construct similar cannons from the specifications. ''

''If necessary, you could call my system the 'simple' name and yours the 'complex' name, or 'common' and 'technical' names, or the like. BTW, I real all of each of your posts, too; Ivput the TL;DR for the peops skimming through this discussion. =)'' &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 02:44, 8 July 2012 (UTC)

You have very clearly explained your points. Many people will just start to shout after a few times :) I admire you for that. I also like your solution to the problem. The reason that the current 'naming' system is really a technical name is that all the previous systems we're also technical name systems, but less precise and efficient. You've helped me understand a lot about this. However, as the main complaint for the current system, too many numbers, etc, I think, that there needs to be a acronym for Damage Value, such as D, and an acronym for accuracy, just to keep it more understandable to people who have barely grasped the idea of a TNT cannon. I for one, can understand both your and my system at a glance. I also like the for diffrent names, my choice would be common name and technical name. Of course, nobody would refer to it out loud as either one (real out loud not Minecraft out loud) but in the chat box it would be possible. People would probably usually actually say the cannon as the nickname. Hail the cannon!



Edit because my smile was weird?

Edit 2 fine be that way you stupid smiely. I don't even like you anyway.

ArkEneru 11:50, 8 July 2012 (UTC)

So I guess we'll edit the name section later to have two naming systems: Common and Technical.

''What I don't get is how the accuracy thing needs an annotation. It's never directly in the name... .:.. The formula to calculate the DV is DV=(1/3)*(((10-a)*10)+(t*10)+(d/10)), unsimplified, 'a' being the distance of the TNT from where it should have hit, 't' being how much TNT is in the shot, and 'd' being how far the farthest TNT in the shot went. Could you please explain? ''

''I'm putting togethe a draft of the 'Common Names' subsection of the future 'Names' section. '' &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 23:30, 9 July 2012 (UTC)

Eh, I don't really know. Its just a suggestion, nothing necessary. What I mean is instead of 27.89:8.104 maybe 27.89:8R104 or some other alphabetical separator so it is easier to remember what comes after what. R= Range

Think you might email me the draft when your done? Thanks :)

Hail the cannon!

ArkEneru 00:09, 10 July 2012 (UTC)

I dunno your email; I'll post it here:

"

Common Names

The common name of a TNT cannon tells the Damage Value, Ergonomic Value, the number of TNT required to operate the cannon, and a close estimate of the maximum range of the cannon. These values appear in the form of four numbers, like so:

.:. 

Damage Value tells how much damage a cannon does, on the basis of three values called Accuracy, Power, and Speed. Accuracy measures how close TNT explodes relative to the place the TNT is therorized to hit, assuming the TNT entities do not move from where they spawned. Power measures how much TNT is fired. Speed measures the range of the cannon. The formula for calculating the Damage Value is as follows:

DV = (1/3)*(((10-a)*10)+(t*10)+(d/10)),

"a" being the distance of the TNT from where it should have hit, "t" being how much TNT is in the shot, and "d" being how far the farthest TNT in the shot was propelled.

The Ergonomic Value tells how easy it is to build a cannon. There are two measures to be calculated for this value. The first value is 1000 minus the estimated number of blocks divided by ten. The second is 10 minus an estimate of redstone complexity from 1 to 10, times 100. That makes the formula to calculate the value as shown:

(1/2)*(((1000-b)/10)+((10-r)*100))

Assuming "b" is the number of blocks used to build the cannon and "r" is the estimate of the complexity of the redstone.

For example, I will use a basic TNT cannon as an example. The Common Name would be "20.88:8.104 Basic", assuming the shot lands six blocks form where it should have, and it traveled 104 blocks before exploding. Also it takes 45 blocks to build (minus the TNT), and has a redstone complexity of 2.

"

EDIT: Crap it lost the formatting =(

EDIT2: I suck at formatting in this editor =(

EDIT3: Woops, didn't see the first half of your post =/ I dunno about the letters, i think it looks more cluttered. Yeah I can tell it does make it easier to remember, but it looks messy to me, and probably others, too. I think four numbers should be easy enough to remember, if there is anybody else reading this page please provide input on this matter. &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 00:12, 10 July 2012 (UTC)

Its okay copy paste :) I think its great. Only thing: maybe expand your explanation of the formula a bit. I'll give you the draft of my Technical Name subsection when that's done.

''Uh, which formula? Just in case I did 3 edits of the above ;) It's getting annoying having to scroll all the way to the top of the section to edit this, don't you think? =P'' &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 00:28, 10 July 2012 (UTC)

Oh yeah. Its too bad the "edit" button is at the top and this conversation is at the bottom.

I meant the formula for finding DV and EV.

And the suggestion for added letters was only that, no need to discuss it if you don't like it.

ArkEneru 00:34, 10 July 2012 (UTC)

Here's version 3 (finally) " Common Names

The common name of a TNT cannon tells the Damage Value, Ergonomic Value, the number of TNT required to operate the cannon, and a close estimate of the maximum range of the cannon. These values appear in the form of four numbers, like so:

.:. 

Damage Value tells how much damage a cannon does, on the basis of three values called Accuracy, Power, and Speed. Accuracy measures how close TNT explodes relative to the place the TNT is therorized to hit, assuming the TNT entities do not move from where they spawned. Power measures how much TNT is fired. Speed measures the range of the cannon. The formula for calculating the Damage Value is as follows:

DV = (1/3)*(((10-a)*10)+(t*10)+(d/10)),

"a" being the distance of the TNT from where it should have hit, "t" being how much TNT is in the shot, and "d" being how far the farthest TNT in the shot was propelled. The (10-a) makes the accuracy value higher as the TNT is closer to the hitpoint. *10 makes the value equal or be less than 100. The power is just the number of TNT in the shot times ten, so most cannons will have a value less than 100, but superlarge cannons can have values bigger than 100. The speed value is the range divided by ten, and generally cannons shoot less than 1000 blocks, so it's hard to get a value bigger than 100. The values are averaged, so that each value balances out the others, e.g. a cannon with a lot of speed usually has less accuracy.

The Ergonomic Value tells how easy it is to build a cannon. There are two measures to be calculated for this value. The first value is 1000 minus the estimated number of blocks divided by ten. The second is 10 minus an estimate of redstone complexity from 1 to 10, times 100. That makes the formula to calculate the value as shown:

EV=(((1000-b)/10+((10-r)*10))/2

Assuming "b" is the number of blocks used to build the cannon and "r" is the estimate of the complexity of the redstone.Only superlarge cannons have more than 1000 blocks, so a negative value is improbable. Blocks inlude every block except air, water, and TNT. A Redstone Complexity estimate from zero to ten is subtracted by ten then multiplied by ten to get a measure from 100 to 0. The average can be anywhere from 100 to -infinity.

For example, I will use a basic TNT cannon as an example. The Common Name would be "20.88:8.104 Basic", assuming the shot lands six blocks form where it should have, and it traveled 104 blocks before exploding. Also it takes 45 blocks to build (minus the TNT), and has a redstone complexity of 2. " &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 21:56, 12 July 2012 (UTC)

Common Names (v2.0.0)

The common name of a TNT cannon is a short numerical description followed by the cannon's nickname. It is useful for comparison of two cannons and gives the reader an idea of what the cannon can do at a glance.

The common name of a cannon consists of five parts: the Damage Value(DV), the Ergonomic Value(EV), the TNT Amount(TA), the Maximum Range(MR), and the Nickname. They appear in this order:

.:<TA>.<MR> <Nickname>

Example: 40.86:8.104 Basic

Damage Values show how "good" a cannon is, the higher the value, the better it is. (usually not accurate for specialized cannons)It is calculated as the average of three values, dubbed "Accuracy","Power", and "Speed". The accuracy value is calculated from the accuracy input, which is the average of the distances from the explosions generated in the shots to the average of the positions of the explosions aforementioned. In the image to the right, the accuracy input is the average of the lengths of the blue lines. The red dot is the average of the positions of the explosions, and an endpoint of each of the blue lines, the others being the explosions. The accuracy value equation is (45-A)*2, where "A" is the accuracy input. The power value is much simpler to calculate; it's the number of TNT in the shot times ten. The speed input is the distance between the front of the cannon to the average position of the centers of the explosions. The speed value equation is S/5, where "S" is the speed input. The Damage Value is generally below 100, and to calculate it all at once use this equation: (((45-A)*2)+(T*10)+(R/5))/3=40.

Ergonomic Value tells how hard a cannon is to build, higher values signifying easier build. It is the average of the construction, redstone, and TNT values. The construction input is an estimate of the number of blocks in the cannon, excluding fire, water, air, and TNT.The construction value is (1000-C)/10, assuming "C" is the construction input. The redstone value is ten minus an estimate from one to ten of the complexity of the redstone, times ten; (10-R)*10, where "R" is the estimate. The TNT value is (50-T)*2, and "T" is the number of TNT needed to operate the cannon at maximum capacity. The whole equation to calculate the EV is stated here: EV=((1000-B)/10+((10-R)*10)+((50-T)*2))/3

TNT Amount, Maximum Range, and Nickname are pretty self-explanitory, but to clarify, the TA is the same as the TNT value of the EV, and the MR is the distance from the front of the cannon to the farthest explosion. The nickname is whatever you name it, assuming it's not profane, and nobody else has already named a similar cannon.

As an example I will show how the 40.86:8.104 Basic was named. (See Image) (((45-0{Accuracy Input})*2)+(1{Power Input}*10)+(104{Speed Input}/5))/3=40<DV>. (((1000-50{Construction Input})/10+((10-2{Redstone Complexity})*10)+((50-8{TNT Used})*2))/3=86<EV>:8<TA>.104<MR> Basic<Nickname>

''I revamped everyhing so it is much better(above). Imma work on some basic cannon tutorials and put them in a "Basic TNT Cannons" page. By "Basic" I mean like the single shot cannon I keep mentioning, a double shot one, a 6 shot one, and a "Rail Cannon" which is a 2 button 3TNT cannon meant for castle walls and such. If there are any cannons you want me to add or suggestions just tell me, you could PM me (CreepersNemisis(yes, with the "Nemisis" spelled wrong and all)) on http://TheEnderForums.prophpbb.com/ or the minecraft forums so we can conspire without making this page any longer =P I highly recomend the Ender-Forums, that's what the link i gave above is to. =D Also when the time comes to edit the "Names" section, could you can put in my writing and format it to look decent? Because I suck at formatting stuff in this editor =\ And maybe to make the full name clearer the common name could always be in front of the nickname while the technical name would always be after it, just a thought.'' &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 04:47, 19 July 2012 (UTC)

Uhh... Feedback, anybody? &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 03:32, 31 July 2012 (UTC)

I recently made a TNT cannon, but I'm having trouble naming it using th standard naming system, can anyone help? The specifications are as follows, 20 TNT charges, 1 shot charge, About 350-400 range, Max repeater delay, No condenser charge, but the charges are in a single tower, condensing them into one block, Half slab mounting, Nicknamed, skypillar. Any help is much appreciated. Also, I'm rather new, forgive me if I'm sumbmitting my question in the wrong way.. I'm rather new to this.

-Orion95 Any help is much apprciated.

The current standard naming system is rather cryptic, and I will post the common naming system because there seem to be no objections. You might want to call the "20 charges" a "20 TNT charge" and the "1 shot charge" is more of a "1 shot" =P You might want to sign your name with four of those little squiggles you see on the top of the key next to the "1" on your keyboard, the wiki will automatically fill in your name like so: &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 18:11, 8 September 2012 (UTC)

Semi-Automatic versus Automatic delay
Maybe this is not common knowledge, but just because a cannon has one button to activate all the redstone does not make it semi-automatic. The term for that is called automatic delay. Ive made a few semi automatic and automatic designs, and those are called automatic because they actually reload the TNT immediately after each shot. In terms of firing/reloading, the tiers go like this:

Hope that helps you guys understand!
 * Manual: Must activate charge and shot sepreatly and manually, eg no delay, must reload TNT after every shot manually.
 * Automatic delay: Charge and shot are activated automatically, eg delay of some sort, must reload TNT after every shot manually.
 * Semi-Automatic: Charge and shot are activated automatically, TNT is reloaded after every shot, must press button to fire shot after every shot (ooooh so much work!)
 * Fully automatic: Charge and shot are activated automatically, TNT is reloaded after every shot, once you press the button, it keeps firing until you press the button again.

--Ark ArkEneru 00:48, 14 June 2012 (UTC)

Thanks for the clarification! &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 20:22, 6 July 2012 (UTC)

I cannot tell of that is sarcastic or not. If it is, oh well. if it is not, you are welcome.

ArkEneru 20:44, 6 July 2012 (UTC)

''Not sarcastic. =D'' &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 00:09, 10 July 2012 (UTC)

Okay great :) You wouldn't believe how many times I have gone on youtube to compare peoples "automatic" cannons with mine, and get a video about a guy who is saying "Ma cannon so awesome it only has one button beat that!"

ArkEneru 00:13, 10 July 2012 (UTC)

Rewite
As of right now (as I wright this post) The article has been mostly re-written by yours truly to be updated with the current Minecraft version and the current level of cannon science. There are still a few things that haven't been re-written, such as the mounting block descriptions, but it's happening. I will update this post according to how close it is to being finished. Also, if you have any questions, post them as replies here. I'll try to get back to you ASAP.

--Ark

ArkEneru 01:34, 14 June 2012 (UTC)

Some of the content breaks the Wiki rules. The videos aren't necessary and therefore should be removed. If you still want them included, link them. All of your signatures could constitute as spam and advertising, and you are not part of Mojang, so those have to go too.Frogjg2003 02:09, 14 June 2012 (UTC)

I didn't post the vids. About sig, I thought it said that I was supposed to, but.. Okay. ArkEneru 02:46, 14 June 2012

For the talk pages, you are supposed to use signatures. I was referring to the fact that your name appears 7 times in the article itself. The last time doesn't even indicate your work; its function would be better served with an "In use" template. http://www.minecraftwiki.net/wiki/Template:In_use frogjg2003 03:41, 14 June 2012 (UTC)


 * The reason we don't put signatures in articles is that claiming ownership of text discourages others from editing it. Edits that improve an article often reorganize text and combine separate things, meaning adding signatures to each individual part would be a lot of noise that makes it hard to read the text. I see you proposed leaving them until major changes are made — but think about how you would feel to people making “minor” changes to the text with your name on it! Or, someone might not edit at all because they were worried about either leaving your name on or taking it out inappropriately. So, we sidestep all of this by keeping credit in the article's history, not in the article. A wiki is a place for everyone to make one good document, not for everyone's individual contributions to be recognized (though good work is noted by people who read Recent Changes and occasionally commended, and your name is forever in the page history).


 * As to the in use template, you use it by writing, with curly brackets, at the top of the page. I just tested that out in preview and it seems to be working fine.


 * —kpreid 19:09, 14 June 2012 (UTC)

Thank you very much for explaining. It does make sense, but it did not the way that other guy was explaining it. I'm only trying to help here; I don't need that other guy to come and say its breaking the rules. An enlightened ArkEneru 20:20, 14 June 2012 (UTC)

Okay, everything us up to date with the innovations of now, except the mounting block descriptions, which I am debating wether or not to rewrite some of them. Of course, there are many more things to come in cannon science, so this page of far from finished! ArkEneru 03:57, 15 June 2012 (UTC)

Naming scheme
The current naming scheme attempts to convey some information awkwardly for superlarge cannons; I have a superlarge cannon that has 16 vertical rows of 8 TNT (minus 1, for the water source) that would be displayed as 161127 (and the 114 example listed only has 3 charges, not 4). The delay on the cannon is also more complex than anticipated (to get those 16 rows). I suggest a scheme more similar to:

16.127.2|1A!5:F Rows.Charges.[Condensers|P]|Shots[A|M]!MountType:Direction


 * Rows Vertical rows of TNT.
 * Charges Total number of charge shots.
 * [Condensers|P] Number of condensing charges, or P for piston
 * Shots Number of shots fire per volley. (usually 1 or 2)
 * [A|M] A for automatic lighting of shot(s), M for manual.
 * MountType The type of mounting block used: 0 no block (shot is level with charge), 1 full block (shot is a full block above the charge), 2 half block (shot is half a block above the charge), 3 trap door (shot is on a (normally closed) trap door), 4 ladder/pane (shot is on a ladder or pane of glass/iron), 5 fence post (shot is on a fence post: 1.5 blocks above the charge), 6 piston (shot is located on a piston)
 * Direction The direction the shot is fired. F for forward, D for diagonal, S for spread

This seems clearer than smashing numbers together. Skyboy 08:44, 7 July 2012 (UTC)

Yes, we are working on the naming system. That is a very good idea for one, but some things should not be there. I have quite a few super large cannons the really screw the current system, the system as of right now really only works if they have in the ones digits of TNT/rows of TNT. My candidate for the new system still has the same number, but with more separation. Lots of the other suggested systems do not works because of too much/too little specifications. Thanks for your help. ArkEneru 23:05, 7 July 2012 (UTC)

Call me almost a week late, though I like the idea of this. It make more sense than 137.3-R4.13-60 "Helsinki", being perfectly honest, though (this might just be the train nut in me) I prefer the standard hyphenated. Maybe add the delay between condensing and catalyst charges' priming? Without it, the format used would make it look unreliable (52 ticks of delay), though with it, it could also make the convention more confusing. (And for the reference, the catalyst delay past the condensing charges is 20 ticks.) EvilJackCarver 22:19, 13 July 2012 (UTC)

my cannon
So, I've been messing around in the nethers top void, and I made a fair few cannons up there, however, one is giving me a lot of flack. the cannon is nameless right now, and uses 80 tnt per load. its split 10 for the shot, 70 for the charge. its built to reload automatically. its a 10 round single shot. the cannon is almost flawless, However, on both test fires, the tnt glitched back into the mag. tore up all my redstone. will blast doors help? idk if this is the right place. Superchu 17:12, 11 August 2012 (UTC) EDIT: So after another Accidental fireworks display, i noticed the tnt for some odd reason sometimes hits the ground, then goes in the pond. even with guide blocks. i think i need to make the pond bigger. forget it, imma play with my arrow/tnt cannon combo and the Rainbow Of Death. :|

Superchu 17:35, 11 August 2012 (UTC)

Dispenser TNT cannon
I just tried using a dispenser with fire charges and TNT to make a fully automatic TNT cannon(I'm not kidding)and I tore a bunch of holes through an NYC village and then I tried it on a obsidian wall 3 blocks wide and completely trashed it. Is this worth mentioning on the main page? –Preceding unsigned comment was added by 115.69.55.82 (Talk) 13:01 12 September 2012 (UTC). Please sign your posts with

You can't blow holes in obsidian, it would take a blast radius like 3000000000 blocks long... People make auto TNT cannons all the time or at least I do) So while I understand your exhilleration at making your first full auto, it's probably not important enough. However, if you make a tutorial, make another tutorial page! =D &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 21:07, 19 September 2012 (UTC)


 * True, you can't blow up Obsidian, but neither would that ridiculous number. A block needs a minimum of 77.67 "blast resistance" to have a 100% chance of not being destroyed. Obsidian has 6000. -- Kanegasi  ☺  C  12:50, 19 September 2012 (UTC)


 * Oh Really? "An explosion powerful enough to break bedrock would have a blast radius of over 30,000,000 blocks, enough to destroy the entire world in 1.2.5. If it were an uninterrupted blast, it would cover 238,775,501.2 blocks."
 * &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 20:58, 19 September 2012 (UTC)


 * That's pretty cool. Too bad that quote is for bedrock, not obsidian. In any case, both are still indestructible. It doesn't matter how much TNT is used, a block with a blast resistance of 77.67 or greater will never be destroyed with TNT. -- Kanegasi  ☺  C  22:53, 19 September 2012 (UTC)


 * Yup =) I wish TNT had cumulative blast power, like if 2 TNT exploded at the same time their combined powers would effect the block...

&#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 16:45, 20 September 2012 (UTC)

Other Cannon Is Not A Cannon
There's a bit on the page about an "Other Cannon" which is a lava covered TNT pillar.... I think it should be removed, as it isn't a cannon. If it is, a huge 1000000x1000000x256 block of TNT is a cannon. Or just 10 TNT randomly placed. &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 02:23, 7 October 2012 (UTC)
 * As there are no objections, I'll remove it.


 * &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 15:04, 27 October 2012 (UTC)

This isn't a tutorial... I think.
I don't really think this is a tutorial... it's a help page for a certain type of player-made structure that achieves a base purpose: A TNT Cannon uses TNT to launch TNT in a controlled and predictable manner. It shouldn't be in the Tutorials section. &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 17:20, 13 October 2012 (UTC)
 * And how is that not a tutorial?  Not to mention, where else would you put it?  It could probably use some more "introductory" material and plan diagrams, but it's certainly an information resource for something a lot of players want to do. --Mental Mouse 17:35, 13 October 2012 (UTC)
 * Good point, but if it really is a tutorial, then we need to re-organize it to be like one. So I added the section below about a page revamp.

Revamp the Page... Again.
We need to revamp the page. A lot of concepts are being blurred together, and that's not good. Also this is the tutorials section, we need to make it more like a tutorial! I've made a suggested outline: -Overview/Intro -TNT Shooting Cannons --Basic Cannon -Entity Shooting Cannons --Block Cannons --Arrow Cannons --Mob Cannons --Human Cannons &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 16:36, 15 October 2012 (UTC)


 * Something really needs to be done, I'm working on a concept, but it's taking awhile. I mean this definitely shouldn't be a place where you dump everyone and their brother's cannon designs, we need a database for that... This needs to have a variety of examples, but not too many.

&#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 18:27, 30 December 2012 (UTC)

New Cannon Type?
Hi all, first post/comment on the wiki from me, but after reading through this guide I came up with an idea for a mix between vertical/horizontal cannon which works pretty damn well.

Basically I made a tower of charges which drop into one trough and are then pushed over by two blocks using a couple of sticky pistons to end up underneath a ladder mounting point, these give the vertical component to the shot - meanwhile a secondary trough is setup adjacent to the top of the ladder to provide the horizontal component - finally a last tnt block is primed in the firing position to be launched with a delay of your choosing. The final setup looks a little like:

A H W O O | O O O V W O O O O

A: Ammo H: Horizontal Charges |: Ladder  V: Vertical Charges W: Water O: Solid Blocks

I haven't done the maths/experimenting yet, but in theory, setting the number of blocks in the vertical component along with the ammo delay will always result in a detonation at the same height. Varying the horizontal component will just change how far it travels. This will be exempt from the fuse range restriction mentioned previously and the range will only be subject to the maximum entity speed possible on the server. Also there is no energy wasted by mounting blocks obscuring angles - all of it is passed into the projectile.

I'll link images and possibly a video when I rebuild it (had a nasty rewiring accident whilst making it look presentable for some pics - doh)

PhlOgistOn 03:02, 27 October 2012 (UTC)
 * It seems okay, I'll probably test this later, but it may not be as efficient per block charge as a standard diagonal cannon. As you probably know, this all depends on the sampling points taken by the game.Per TNT, I believe a diagonal cannon would have more sample points on the TNT than horizontal and vertical, due to a larger angle from the explosion center. However, this cannon's TNT horizontal charges are closer than a diagonal cannon, though not by much, it may add a dozen or so more points. On the other hand, the vertical charge is substantially farther away, which would reduce the cannon's power as a whole. What I like about this idea is the concept of more vertical/horizontal control, even though it can be(probably) closely equaled by combinations of shotblocks, delays, and charge placements of other cannons. YOur point about shotblocks obscuring angles was a good one, but since the explosion comes from the center of the TNT, anything at or below the level of a half-block won't obscure any angle. That includes pistons(Piston heads are entities when retracting), Fence+pressure plate,trapdoor(closed). Ladders and open trapdoors have a minimal effect. These are the most useful shot blocks(In my experience). Also it will not always explode at the same height, though it will average. There is a slightly random upwards vector when the TNT entity spawns. I'll check, but I'm relatively certain it's not exactly constant. Also the TNT sample points will vary some, for sure.
 * EDIT: Also some advice, always save a World Edit copy =) It'll save you so much time rebuilding!
 * "Look at me still talking
 * When there's Science to do.
 * When I look out there,
 * it makes me GLaD I'm not you.
 * I've experiments to run.
 * There is research to be done.
 * On the people who are still alive."


 * &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 14:47, 27 October 2012 (UTC)


 * Here's an album of some pics of a quick proof of concept version I knocked up in a few minutess, using no condensing - just a single vertical charge and a simple trough for the horizontal and having the shot placed in it's final position rather than having it drop down into position precisely for a greater overall reliability on it's accuracy http://imgur.com/a/Pnk6B#0
 * A little of the TNT energy is wasted by having the vertical part separated by the ladder. The main bonus is that it is, I think, exempt from the range issues of being forced to fire at a minimum of 30 degrees when using standard cannons - at short ranges it's a little wasteful compared to diagonal versions since you have to have a minimum of 2 charges but with proper condensing it will really shine at extremely long ranges since it can potentially fire at any angle with the right ratio of H/V.
 * PhlOgistOn 15:13, 27 October 2012 (UTC)
 * Diagonal cannons are by no means restricted to fire at a minimum of 30 degrees. I've had cannons shoot quite a bit lower than that, but I really don't have a use for that low of an angle. as I said before, it may be able to do any angle, but conventional shot blocks can closely match that type of performance, and as I also said, with a close match in efficiency too, and also they're easier to construct in general. It does look like it has the capability to shoot multiple charges, and I can see how I could ramp up the speed to 600 rpm... Continuous charge with a couple rapid shot chains should do the trick. It might be better, it might not. I won't know until I run the tests.


 * &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 16:04, 27 October 2012 (UTC)
 * Ah'k - this article really needs a cleanup then, I'm sure I read that 30 degree was minimum for conventional cannons :)
 * http://www.mediafire.com/?8qiiji7wq4woh2i - Here's a link to the latest version, primed and ready to fire with 3H, 3V charges (gives about 100 block range) - I've made it to accept upto 4H charges, but that causes it to leave the loaded area and so glitches out - guess it needs testing on LAN or online with someone else watching. Enjoy
 * PhlOgistOn 18:25, 27 October 2012 (UTC)


 * Thanks, I'll take a look, and see if I can't spike the power a little next time I'm on Minecraft =) And test it.


 * &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 18:50, 27 October 2012 (UTC)


 * I looked at it, it seemed overcomplicated, so I made my version... but for some reason it isn't near as good, though it's simpler. https://dl.dropbox.com/u/81578871/___TNT___.zip
 * Take the warp to the West Cannon Range, this is my new 1.4.2 world =) I see no functional difference besides the TNT compression charge instead of a piston one... Of course the cobblestone wall could have done it.


 * &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 20:28, 27 October 2012 (UTC)
 * New version now accepting 6H charges: http://www.mediafire.com/?b66kvz50n4j6ynh - the range is just shy of 200 although I'm now getting accuracy wobbles over 4H which is odd since the <3H was straight as an arrow everytime and the charges are still in exactly the same positions - I'm guessing my old CPU/GPU combo can't handle the calculations whilst struggling with the larger view distance needed to make it work at all - any tips on getting neighbouring chunks to process properly whilst testing this without having to set to extreme view?
 * I'll have a check of your version creepers - I've only just started playing with cannons, so not tried compression charges yet but there are some oddity's I noticed while trying to streamline my version - try removing the block next to the ladder (I made it red wool for illustration) and see how it affects the range, even though it should be inconsequential :)
 * PhlOgistOn 21:39, 27 October 2012 (UTC)
 * Yeah, try running over the path the TNT will go on. Contrary to common belief, TNT acts the same in unloaded chunks as it does in loaded chunks. At least in 1.3.2, I haven't tested in 1.4.2. Also when I fired your cannon, the shot was always skewed to the right, because of the way you compressed the vertical charge.I don't have a good computer either, but when it calculates a lot of explosions, it just takes longer, so I doubt it's your computer. The randomness does increase with more TNT because of the random vector applied to TNT when it is lit.


 * &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 22:01, 27 October 2012 (UTC)
 * Ah so TNT isn't a full block size? it can be slightly to one side within the grid, which causes the offset? BTW the issue with your (very nice looking) design is the timing - I don't know exactly how many clicks the torch relays each take, but I butchered it and replaced them all with plain repeaters and it works fine (also took out half the vertical charges ^^): http://www.mediafire.com/?ru6zvqe2li1ab2e
 * PhlOgistOn 22:05, 27 October 2012 (UTC)
 * TNT is both a block and an entity. The TNT block is solid and doesn't do much, except when it is powered by redstone or destroyed by an explosion, when it creates a "Primed TNT" entity. When the Primed TNT is created, it is given a vector, which is a small random one if it is created via redstone. This entity is 0.98 the size of the TNT block. It isn't affected by water streams, and has a variable fuse length, but it always blows up after about 4 seconds if it was made by redstone or a flint and steel. If it is ignited by an explosion, it blows up after anywhere from .5 seconds to 1 second.


 * &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 00:28, 28 October 2012 (UTC)


 * &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 22:13, 27 October 2012 (UTC)
 * Yeah, I didn't call it an entity, but that was what I meant - so the .02 width was affecting the accuracy of the piston based one because of the side-loading mechanic, also I think the misfiring was due to pistons not activating over a certain range when I used my long fuse line - in better news, I learned the compression charge technique from looking at your version and blowing up a few models of my own and have now added a second layer of H charges as well as done some wiring optimisation since fewer charges were needed for the V component (could actually refine it even more if it'll only ever be used for flat shooting, but I left it so that you can use a higher angle for elevated targets if necessary) http://www.mediafire.com/?krexphw62gudeqx - Uses 2(+2 compression) vertical charges and 13 (+5 compression) horizontal charges.
 * This could easily have extra layers added and added or even have a chained route of compression charges to increase the H component until the server crashes due to the muzzle velocity as I mentioned initially - I did have an extra block in the second layer which pushed me over the 400 blocks range, but 25% of the time it resulted in a misfire (when it 'bounced' onto the shot block) - also multi shots could eaily be added but would lower the range as the timing wouldn't be so tight. Also, technically it'd be best to reverse the route of the V charges so that you gain an extra .04 position which would add a small amount to the range rather than pushing against it. I might extend/modify it tomorrow just to break the 500 block barrier (should only take about 4/5 more charges)... thanks for the encouragement and guidance CreepersNemisis :)
 * PhlOgistOn 03:05, 28 October 2012 (UTC)
 * You're welcome... Just helping out a fellow TNT engineer/cannoneer(If I'd just said cannoneer that would refer to someone who shoots cannons, not someone who designs them) =) 400 blocks is a good medium range cannon =) It's usually out of the render distance of your target, so they can't see what's coming. I'll see if I can't get my version up to speed, and/or add a few more shots.(By the way, a redstone torch does one redstone tick of delay, forgot to mention that, but it's affected by the South/West Quirk, or whatever direction it is now, I think North/South... I completely forgot about that, it can remove up to I think one game tick of delay... It's kind of hard to tell.)


 * &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 18:13, 28 October 2012 (UTC)

Theoretical short range SMG cannon
Wouldn't it be potentially possible to make a fully automatic MP7 cannon by having the same cannon barrel be used by several seperate charges and shot at once, using the same chain of repeaters with a pulsar clock to prime the shot at the exact right moment? You couldn't do this with too many TNT, as that might cause the TNT to be propelled out of the barrel, but that only limits the range to where it would still seriously mess up someone's day. If anyone manages to get this to work, put it on the wiki (I so far have not gotten a 100% fail-safe model, but I have managed to get the -powpowpow- function down. Perhaps making it 5 round burst and having water flow down the barrel to increase saftey..)


 * Yes, it is easily achievable, I've used a similar concept to create up to 600 rpm full-auto cannons. I've been working on a youtube vid, but I haven't had much time...


 * &#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 17:38, 6 November 2012 (UTC)

Zeus Cannon
I have been creating and testing cannons in minecraft. I for one has created a cannon i call Zeus Cannon. I aint familiar with the basic and technical names so i won't even try to tell you it in basic or technical names. It shoots very differently depending on the mounting block. I personally chose the half-slab for best results. I have added the glass in the center of the 2 barrels for maximum accuracy. Those signs you see on the signs is the efficiency rate. For 1 barrel its 7 shot and 7 charge for 100%, but in this case its 14:14. But if you look carefully, it holds 16 shot and 14 charge (114%). The range of the cannon is anywhere between 5 and 100 blocks making it a highly effective Anti-Infantry cannon. I aint putting down how many blocks it takes (it will probably take me at least 2 hours to see how many total). The pros are as follows: High efficiency rate, can be modified continuously for more efficiency, Highly Accurate. The cons are as follows: Prone to bring your fort down if it self-destructs, Gets more costly when modifying, Costs a lot of redstone and redstone repeaters. Hopefully I can get the schematics up here soon enough. It will strike fear into the hearts of others, forcing them into submission SirCabal 15:19, 30 December 2012 (UTC)


 * I'm sorry to tell you, but this isn't anything new =) I'm glad you can do this, but things like this have been around since I was first starting and before, basically like ever since TNT and redstone were added.

&#60;&#60;&#61;CreepersNemisis&#61;&#62;&#62; 18:23, 30 December 2012 (UTC)

Any suggestions?
Hi, i,m a novice cannon engineer. I'm fairly new to cannon classifications and the like, but i have this idea for a short range cannon that can do good destruction over a small area,but I,m not sure about it's cannon class. I,m open to suggestions on anything, but here is the basic premises of my cannon: The shot is composed of 6 superimposed primed tnts, which have all been primed simultaneously, except for one, which has been primed earlier. When the shot is launched, one of the tnts explodes, scattering the 5 others around a small area, which explode simultaneously. I'm still not sure how to set this up; i'd like some suggestions on how much charge to use and what launching block to use. Thanks!