Talk:Explosion

Ray separation for large explosions
This video is an unremarkable roundup of "cool commands", but the segment at 1:00 shows some odd behavior for very large explosions: It looks to me like for sufficiently large explosions, the crater edge breaks up into the individual rays of the explosion processing. --MentalMouse42 (talk) 13:44, 7 February 2015 (UTC)


 * I recall seeing something similar a while ago, setting off a very large explosion in a superflat world made of glass blocks to more easily see the path of the rays. -- Orthotopetalk 19:56, 7 February 2015 (UTC)

Explosion bias
Southeast bias in explosions has been fixed. 108.216.22.33 00:59, 20 May 2015 (UTC)

Interactions with entities - gained velocity
I don't understand section about interactions with entities. Last point in results is: "The maximum velocity gain that an entity can obtain from a TNT explosion is 1...", but above is no word about velocity.

Second thing - point 4: "The entity's eyes are propelled along the ray from the explosion center by the new exposure" What means entity's eyes? What is "new exposure"? I assume it's reduced exposure from point 3 but what is connection between exposure and velocity (and velocity before explosion)? Wrimpl (talk) 15:27, 26 November 2015 (UTC)

Shulker bullets, PE potions
There was a suggestion in the editor notes that we look into the explosion power of shulker bullets, and that of mixing potions in PE. What I've found: – Sealbudsman talk/contr 01:14, 5 April 2016 (UTC)
 * Shulker bullets make an explosion-looking particle, and maybe deal knockback, but no explosion.
 * Potions make an explosion sound, but no explosion.

Archive nav
, I tried to copy your technique; could you walk me through why it's including that archive note, when this page title doesn't include the fragment 'Archive/' ? It's doing it also on Talk:Crafting. – Sealbudsman talk/contr 02:15, 5 April 2016 (UTC)


 * Cause I was dumb and forgot the "#" in "#pos:". It was calling it as "Template:pos: ..." instead. – KnightMiner  t/c 19:22, 5 April 2016 (UTC)


 * Hah. Insidious syntax error.  Thanks!  – Sealbudsman talk/contr 19:25, 5 April 2016 (UTC)

Beetroot blast resistance
In reconciling my personal block database with the blast resistance table, I noticed that Beetroot was missing from the table. I tried to add it but Module:Blast resistance values is expecting the argument 'beetrootseeds' and I couldn't find a combination of template parameters that would pass it that. I figured changing the module would probably break it in the Beetroot seeds infobox, so I've come here for help. Auldrick (talk) 13:56, 12 January 2017 (UTC)


 * I think you can just add an extra line for 'beetroots' or whatever you want to call it. The module does this well already I think, you can see it in 'pumpkinseeds' vs 'pumpkinstem', and in 'seeds' vs 'wheat' –  Sealbudsman talk/contr 14:09, 12 January 2017 (UTC)

16×16? 15×15?
I'm not sure about the grammar of this, but there might be an ambiguration here. While saying the blast demonstration cube has 16×16 grid, it seems more like a 15×15 plane. Is 16×16 the correct/better way to say it? JackAlpha26 (talk) 13:17, 26 February 2017 (UTC)

Wrong blast resistance formula?
In the "Model of block destruction", point 3 says

"For every 0.3 blocks along the ray, the intensity of the ray decays/is attenuated by 0.3×0.75 (0.225), and the block it passes through absorbs/reduces it by ([blast resistance/5]+0.3)×0.3"

However, the explosion code says this

if (iblockstate.getMaterial != Material.AIR) {                               float f2 = this.exploder != null ? this.exploder.getExplosionResistance(this, this.worldObj, blockpos, iblockstate) : iblockstate.getBlock.getExplosionResistance(worldObj, blockpos, (Entity)null, this); f -= (f2 + 0.3F) * 0.3F; }

I don't see that 'divide by 5' anywhere in the code. –Preceding unsigned comment was added by 81.39.183.31 (talk) at (UTC). Please sign your posts with

A question
If you used so much tnt on a single block of bedrock that the blast power added up to 18,000,000, would you be able to break it? 217.42.115.45 18:42, 5 January 2018 (UTC)


 * No. Separate explosions are completely independent of each other, so there is no way to make the blast power of multiple explosions "add up" to anything. 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 19:53, 5 January 2018 (UTC)

Blast resistance multiplied by 5
If I'm understanding decompiled code correctly, the blast resistance values shown here are multiplied by 5 from what's in the code. However, the only place where the value seems to be explained is on Explosion, where it gets divided by 5 again. The in-game explosion code doesn't seem to do any of this manipulation: if (!blockState.isAir || !object2.isEmpty) { float f3 = Math.max(blockState.getBlock.getExplosionResistance, object2.getExplosionResistance); if (this.source != null) { f3 = this.source.getBlockExplosionResistance(this, this.level, (BlockPos)object, blockState, (FluidState)object2, f3); }   f2 -= (f3 + 0.3f) * 0.3f; }

In my opinion we'd be better off listing the exact values in the code, since the values don't have any meaning without the formula on Explosion anyways (and I don't think they're used for anything else). – Sonicwave talk  07:26, 13 February 2020 (UTC)
 * . --dr03ramos Piston.gif (talk) Admin wiki[pt] 11:49, 23 February 2020 (UTC)
 * . I don't see any reason to keep it 5 times the original. Lê Duy Quang (Make some words | Contributions) at 13h54:56 – 8 | 1/3/2020 (UTC)

All of the values in the blast resistance module have been divided by 5 and the formulas on this page updated to match. If it turns out we do need to multiply values by 5 for some reason, it'd be less error prone to add base values directly from the code (instead of multiplying it first) and do the calculating in a template/module instead. – Sonicwave talk  07:36, 2 March 2020 (UTC)