Talk:Explosion

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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]

KnightMiner, 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.