Renewable |
Yes |
---|---|
Stackable |
Yes (64) |
Tool |
Any tool |
Blast resistance |
0 |
Hardness |
0 |
Luminant |
No |
Transparent |
No |
Flammable |
Yes (15) |
Catches fire from lava |
Yes |
TNT is an explosive block that can be primed to generate an explosion.
Contents
Obtaining[]
TNT can be broken instantly with any tool, or without a tool. However, primed TNT cannot be broken, as it is an entity, but it can be removed with the /kill
command.
Entity loot[]
TNT also drops when a minecart with TNT is broken.[until JE 1.19]
Chest loot[]
Item | Structure | Container | Quantity | Chance |
---|---|---|---|---|
Java Edition | ||||
TNT | Buried treasure | Chest | 1–2 | 62.7% |
Shipwreck | Supply chest | 1–2 | 7.5% | |
Bedrock Edition | ||||
TNT | Buried treasure | Chest | 1–2 | 34.3% |
Shipwreck | Supply chest | 1–2 | 7.5% |
Natural generation[]
Nine TNT blocks occur naturally in each desert pyramid trap.
Two TNT blocks flank a trapped chest in one secret woodland mansion room.
Crafting[]
Ingredients | Crafting recipe |
---|---|
Gunpowder + Sand or Red Sand |
Usage[]

A TNT explosion.
TNT blocks can be activated by:
- using a flint and steel or a fire charge
- using any item enchanted with Fire Aspect[Bedrock Edition only]
- a powered redstone current
- being shot by a flaming projectile
- being hit by a fire charge fired from a dispenser
- coming into contact with spreading fire or lava
- being in the blast radius of a nearby explosion, including that of another TNT block, a Creeper, a bed, a respawn anchor or an end crystal.
- being summoned, in which case detonates immediately[Java Edition only] (this can be changed with the Fuse tag)
- being fired from a dispenser
- being lit by a flint and steel used by a dispenser
- being hit by an explosive skull from a Wither
- being hit by a lightning bolt.
Behavior[]
Once activated, TNT turns into an entity, which includes being affected by gravity. The new primed TNT is spawned at the center (+0.5,+0.5,+0.5) of where the TNT block was, like a cube with an edge length of 0.98. Its fuse lasts 40 redstone ticks (4 seconds/80 game ticks) if activated by redstone or fire, or a random number between 10 and 30 game ticks (0.5 to 1.5 seconds) if it is destroyed by another explosion.
Once spawned, primed TNT is given a vertical velocity of 0.2 blocks per tick, and a horizontal velocity of 0.02 blocks per tick in a random direction. Given these velocities, the TNT travels 0.166 blocks (or 6 block pixels) horizontally before it stops, given there is no block in the way. When the countdown timer expires, the TNT explodes. If in the air, TNT falls roughly 77 blocks before exploding once it is ignited. The explosion has an explosive force of 4.
Primed TNT's texture blinks, alternating every 0.5 seconds between the TNT block's texture, and a copy of it that has been brightened to near-white. The effect is dynamic and the brightened texture can't be found in the assets.
Primed TNT cannot be pushed by players or other mobs, but it moves when in flowing water or lava. Water/lava cannot push primed TNT into minecarts or boats.
When primed TNT detonates while in water or lava, it does not break any blocks. It does still damage players, mobs, and other entities.[Java Edition only][1] Primed TNT that detonates outside water can still damage submerged blocks.
To make TNT destroy blocks in the water, e.g. to enter an ocean monument from the top, one can place sand or gravel on the TNT before it is primed. Priming the TNT causes the sand or gravel to fall one block, engulfing the TNT. Because the TNT is no longer immersed in water, it can destroy the surrounding blocks.
Primed TNT is not teleported when entering a nether portal; instead, it passes through portal blocks.[Java Edition only] Primed TNT teleports as expected when entering an end portal, maintaining its direction and speed. The fuse timer keeps counting down (unless the spawn chunks are unloaded, then it pauses until a player loads the chunks).
If the TNT is primed atop any sort of fence post that is two blocks high or larger, it falls through the fence block on which it was activated and stops on the next lower one. Its detonation damages only the fence block it was "stuck" in.
In Java Edition primed TNT summoned by a command explodes immediately because the fuse time defaults to zero if not specified.
Redstone component[]
For redstone to activate TNT, it must either lead directly to the TNT, or power an adjacent block.
Traps[]
TNT can be used in a variety of traps. The simplest of them – a land mine – is made of TNT connected to a pressure plate or tripwire with redstone. One such trap generates naturally in desert pyramids under the loot area.
Cannons[]
TNT cannons are mechanisms that launch primed TNT into the air. Some cannons can also be used to launch other entities or objects into the air.
Mob farms[]
Mobs killed by player-ignited TNT (via flint and steel or by flaming arrows) drop experience orbs as though they were killed by the player in regular combat.
Crafting ingredient[]
Name | Ingredients | Crafting recipe | Description |
---|---|---|---|
Minecart with TNT | TNT + Minecart |
The recipe is shapeless.[upcoming: JE 1.19] | |
Underwater TNT | Sodium + TNT |
[Bedrock and Education editions only] |
Sounds[]
Generic[]
Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
---|---|---|---|---|---|---|---|---|
Block broken | Blocks | Once the block has broken | block.grass.break | subtitles.block.generic.break | 1.0 | 0.8 | 16 | |
None[sound 1] | Blocks | Falling on the block with fall damage | block.grass.fall | None[sound 1] | 0.5 | 0.75 | 16 | |
Block breaking | Blocks | While the block is in the process of being broken | block.grass.hit | subtitles.block.generic.hit | 0.25 | 0.5 | 16 | |
Block placed | Blocks | When the block is placed | block.grass.place | subtitles.block.generic.place | 1.0 | 0.8 | 16 | |
Footsteps | Blocks | Walking on the block | block.grass.step | subtitles.block.generic.footsteps | 0.15 | 1.0 | 16 |
Sound | Source | Description | Resource location | Volume | Pitch |
---|---|---|---|---|---|
? | Blocks | Once the block has broken | dig.grass | 0.7 | 0.8 |
? | Blocks | Falling on the block with fall damage | fall.grass | 0.4 | 1.0 |
? | Blocks | While the block is in the process of being broken | hit.grass | 0.3 | 0.5 |
? | Blocks | Jumping from the block | jump.grass | 0.11 | 1.0 |
? | Blocks | Falling on the block without fall damage | land.grass | 0.21 | 1.0 |
? | Blocks | Walking on the block | step.grass | 0.3 | 1.0 |
? | Blocks | When the block is placed | use.grass | 0.8 | 0.8 |
Unique[]
Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
---|---|---|---|---|---|---|---|---|
TNT fizzes | ? | ? | entity.tnt.primed | subtitles.entity.tnt.primed | ? | 1.5[verify] | 16 | |
Explosion | ? | ? | entity.generic.explode | subtitles.entity.generic.explode | ? | (<1.0) | 16 |
Data values[]
ID[]
Name | Identifier | Form | Block tags | Translation key |
---|---|---|---|---|
TNT | tnt | Block & Item | enderman_holdable | block.minecraft.tnt |
Name | Identifier | Translation key |
---|---|---|
Primed TNT | tnt | entity.minecraft.tnt |
Name | Identifier | Numeric ID | Form | Item ID[i 1] | Translation key |
---|---|---|---|---|---|
TNT | tnt | 46 | Block & Giveable Item[i 2] | Identical[i 3] | tile.tnt.name tile.underwater_tnt.name |
Name | Identifier | Numeric ID | Translation key |
---|---|---|---|
Primed TNT | tnt | 65 | entity.tnt.name |
Block states[]
Name | Default value | Allowed values | Description |
---|---|---|---|
unstable | false
| false | Hitting the TNT block breaks it, dropping it as an item that can be picked up. |
true | Hitting the TNT block causes it to ignite and then explode. |
Name | Metadata Bits | Default value | Allowed values | Values for Metadata Bits |
Description |
---|---|---|---|---|---|
allow_underwater_bit | 0x2 | false
| false | 0 | This is normal TNT. |
true | 1 | This is Underwater TNT. | |||
explode_bit | 0x1 | false
| false | 0 | Hitting the TNT block breaks it, dropping it as an item that can be picked up. |
true | 1 | Hitting the TNT block causes it to ignite and then explode. |
Entity data[]
TNT has entity data associated with them that contain various properties of the entity.
- Dynamic block entity data
- Tags common to all entities
- Fuse: Ticks until explosion. Default is 0. If activated from a TNT block, the fuse duration is 80 ticks (4 seconds).
History[]
Java Edition Classic | |||||
---|---|---|---|---|---|
May 21, 2009 | Notch shows interest in adding "explosives", which would blow up when a pulse from a wire was received. | ||||
October 24, 2009 | TNT was teased in a blog post. | ||||
0.26 SURVIVAL TEST | ![]() | ||||
Players have to hit TNT to prime the block. | |||||
The player starts with 10 blocks of TNT in their inventory. | |||||
0.28 | ![]() | ||||
TNT no longer works in survival. | |||||
0.30 (Survival) | Hitting an already active TNT block now defuses it and allows the player to pick it up. | ||||
Explosions caused by TNT no longer produce smoke particles. | |||||
Java Edition Indev | |||||
0.31 | 20091223-1 | When broken, TNT replaces every block one level below it that is of the same block type as the block directly below it with wood planks. | |||
20100125 | TNT's fuse time is now 4 seconds, raised from 2 seconds. | ||||
TNT now flashes when lit. | |||||
20100130 | TNT is now craftable. | ||||
Java Edition Beta | |||||
1.6 | Test Build 3 | Monster traps can no longer be created by putting a pressure plate directly on top of the block of TNT. | |||
Players can no longer cancel the detonation of TNT by hitting it after priming it. | |||||
1.7 | TNT can no longer be directly primed by the player, but only by redstone or any other mechanism that powers the TNT block, as well as by left clicking with flint and steel. Hitting the block destroys it simply and safely so it can be picked up. However, TNT can now be created (using map editors) with a data value of 1 to make it retain the old behavior of being primed when punched. | ||||
TNT can no longer have torches placed on it. Any previously-placed torches disappear. | |||||
1.8 | Pre-release | TNT explosions now emit shockwave particles. | |||
Java Edition | |||||
1.0.0 | Beta Sound Update | TNT has been given a new explosion sound. | |||
1.3.1 | 12w21a | TNT can be naturally found (with structure generation turned on) in desert pyramids as a trap in the treasure room. It's a 3×3 square of 9 TNT under a sandstone floor with a stone pressure plate on the center sandstone block. | |||
12w26a | TNT no longer drops as an item when broken in Creative mode. | ||||
12w30a | TNT no longer damages the player in Peaceful difficulty. | ||||
1.4.2 | 12w34b | TNT can now be ignited when hit with an item that has the Fire Aspect enchantment or the Flame enchantment. | |||
1.5 | 13w04a | TNT is now primed when released from a dispenser. | |||
2.0 | Added etho slabs crafted with 3 TNT as april fool. | ||||
1.8 | 14w05b | Mobs now suffocate inside of TNT. | |||
14w27b | TNT's top texture is now rotated randomly, as part of the addition of arrays to block models. | ||||
14w31a | The explosion physics have been changed, which greatly reduces the range of TNT cannons. | ||||
1.8.2 | pre1 | The explosion physics of TNT have been reverted to those before the 14w31a snapshot. | |||
Explosion force of TNT is no longer directionally biased. | |||||
1.9 | 15w32c | TNT's maximum fuse time has been increased from 127 ticks into 32767 ticks. | |||
15w47a | The random rotation of TNT's top texture has been removed.[2] | ||||
1.11 | 16w32a | The entity ID has been changed from PrimedTnt to tnt . | |||
16w39a | TNT now generates in woodland mansions. | ||||
1.13 | 17w47a | The explode block states for the tnt ID have been removed. As a result, the old punch to prime behavior of TNT is no longer available.
| |||
Prior to The Flattening, this block's numeral ID was 46. | |||||
18w10a | TNT now generates in buried treasure chests. | ||||
18w11a | TNT can now be found in the chests of shipwrecks. | ||||
1.13.1 | 18w30a | Added the unstable block states for TNT, acting like the explode block states did. | |||
1.14 | 18w43a | ![]() | |||
19w05a | TNT has become a renewable resource due to wandering traders selling sand. | ||||
19w11a | TNT explosions now have a 100% drop rate. | ||||
1.15 | pre1 | The explosions from TNT have been optimized. | |||
Black and white smoke particles are removed.[3] | |||||
1.16 | 20w11a | TNT can now be ignited by any burning projectile. | |||
Upcoming Java Edition | |||||
1.19 | 22w13a | TNT no longer drops when breaking a minecart with TNT. | |||
Pocket Edition Alpha | |||||
Pre-release | ![]() | ||||
TNT currently cannot be obtained except via a hex editor. When edited in, the primed TNT simply emits smoke particles, then disappears. | |||||
v0.2.0 | Edited-in TNT can now be successfully primed and detonated. | ||||
v0.4.0 | TNT is now able to be obtained without a hex editor in both survival and creative. | ||||
v0.9.0 | build 1 | The performance of TNT has been improved. | |||
v0.12.1 | build 10 | The sound of TNT has been changed to that of Java. | |||
? | TNT can now be ignited when hit with an item that has the Fire Aspect enchantment or the Flame enchantment. | ||||
v0.13.0 | build 1 | TNT can now be naturally found (with structure generation turned on) in desert pyramids as a trap in the treasure room. It's a 3×3 square of 9 TNT under a sandstone floor with a stone pressure plate on the center sandstone block. | |||
v0.14.0 | build 1 | TNT now can be used to craft minecart with TNT. | |||
v0.16.0 | build 1 | An explosion in creative now gives the player materials as it does in survival. | |||
Pocket Edition | |||||
1.0.5 | alpha 1.0.5.0 | An explosion in creative no longer gives the player materials as it does in survival. | |||
1.0.7 | TNT no longer does damage to a player if the TNT is in water. | ||||
1.1.0 | alpha 1.1.0.0 | The entity ID has been changed from primedtnt to tnt .
| |||
TNT now generates in woodland mansions. | |||||
Bedrock Edition | |||||
1.4.0 | beta 1.2.14.2 | TNT can now be found inside shipwreck supply chests and buried treasure chests. | |||
beta 1.2.20.2 | TNT can now can be used to craft underwater TNT. | ||||
1.10.0 | beta 1.10.0.3 | ![]() | |||
1.16.0 | beta 1.16.100.51 | TNT no longer activates when a Redstone Torch is placed directly on it.[4] | |||
Legacy Console Edition | |||||
TU1 | CU1 | 1.0 | Patch 1 | 1.0.1 | ![]() |
TU3 | TNT can no longer be directly primed by the player, but only by redstone or any other mechanism that powers the TNT block, as well as by using flint and steel. Hitting the block destroys it simply and safely so it can be picked up. | ||||
TU5 | The explosion sound of TNT has been changed. | ||||
TU14 | 1.04 | TNT now makes a sound before exploding. | |||
TNT does variable damage depending on difficulty setting. | |||||
1.90 | ![]() | ||||
New Nintendo 3DS Edition | |||||
0.1.0 | ![]() |
Issues[]
Issues relating to "TNT" are maintained on the bug tracker. Report issues there.
Trivia[]
- "TNT" stands for Trinitrotoluene. The Preferred IUPAC name, however, is 2,4,6-trinitrotoluene.
- The use of sand in the crafting recipe references dynamite, a different high explosive than TNT, consisting of nitroglycerine mixed with diatomaceous earth (which is mostly silica, the same chemical compound as yellow sand). The block’s appearance as a bundle of red sticks is also typical of dynamite.
- Although flint and steel cannot light fires in Adventure Mode, it can still ignite TNT.
- It takes 19.75 blocks to fall for it to reduce the timer for one second.
- Although primed TNT normally gets caught in cobwebs, TNT propelled fast enough flies through them without slowing down at all.
- It is slightly smaller than a full block when activated, as with all entity versions of blocks (see shulker).
- Using flint and steel to ignite it sets it off at once, but fire must burn it for many seconds before triggering.
- In Pi Edition, TNT by default doesn't do anything, but when set to data value 1, it ignites when broken.
- The longest fuse time of TNT is 27 minutes and 18.35 seconds, or 32,767 ticks.
- Attempting to ignite TNT while sneaking results in the block being lit on fire, rather than the TNT becoming primed.
- Standing behind blocks during an explosion dramatically reduces knockback and damage from the explosion.
- TNT does not damage the player on peaceful difficulty, however, it does break blocks and damage entities.
- The TNT fuse sound uses the same sound file as when a creeper is primed, but it is played at a higher pitch when the TNT is primed.
Gallery[]
See also[]
References[]
- ↑ MCPE-21611 Works As Intended
- ↑ MC-12959
- ↑ MC-165991
- ↑ MCPE-81258