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Ray separation for large explosions[edit source]

This video [1] 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[edit source]

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

Interactions with entities - gained velocity[edit source]

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[edit source]

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:

  • Shulker bullets make an explosion-looking particle, and maybe deal knockback, but no explosion.
  • Potions make an explosion sound, but no explosion.

Sealbudsman talk/contr 01:14, 5 April 2016 (UTC)

Archive nav[edit source]

Template:Ping, 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[edit source]

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?[edit source]

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?[edit source]

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 20:28, 11 April 2017 (UTC). Please sign your posts with ~~~~

A question[edit source]

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. ディノ千?!? · ☎ Dinoguy1000 19:53, 5 January 2018 (UTC)

Blast resistance multiplied by 5[edit source]

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#Model of block destruction, 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#Model of block destruction anyways (and I don't think they're used for anything else). –Sonicwave talk 07:26, 13 February 2020 (UTC)

(agree). --dr03ramos (talk) Admin wiki[pt] 11:49, 23 February 2020 (UTC)
(Agree). 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)

Changed blast resistance for all blocks?![edit source]

How did every block change its blast resistance (e.g. bedrock and technical blocks) from 18,000,000 to 3,600,000? Owen260498 (talk) 10:22, 2 March 2020 (UTC)

See the above section; the values in decompiled source code are 3,600,000 etc., but the wiki previously multiplied all of them by 5 for some reason. –Sonicwave talk 16:37, 2 March 2020 (UTC)
Template:Ping So the page Ghast is outdated. So ghast fireballs can damage cobblestone?! Owen260498 (talk) 01:32, 4 March 2020 (UTC)
They still can't destroy cobblestone like before; I fixed the blast resistance values on that page. (BTW, pings in talk pages don't seem to work since the notification system was updated several months ago.) –Sonicwave talk 04:52, 4 March 2020 (UTC)
I'd been trying to figure out what ghasts Can damage, via more player occupation of the New Nether (1.16). I'm wondering if I'll have to keep building from Overworld materials mostly, or what the Blast Resistances, of the Nether-native blocks are, to ghast fireballs( ' explosions!). - Yilante 3 /14 /20. 11:36 p.m. 76.209.248.192 06:36, 15 March 2020 (UTC)