dec: 46 hex: 2E bin: 101110
|— Duncan Geere|
Nine TNT blocks occur naturally in each desert temple trap.
TNT blocks can be activated by:
- using a flint and steel or a fire charge
- a powered redstone current
- being shot with a Flame-enchanted arrow
- being shot with an arrow shot through lava or fire
- 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 or a Creeper
- being summoned, and it 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 in a dispenser
Once activated, TNT turns into an entity, which means it is now affected by gravity. It is spawned at the center (+0.5,+0.5,+0.5) of a powered TNT block, while itself is 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 to 30 game ticks (0.5 to 1.5 seconds) if it's destroyed by an explosion.
Primed TNT's texture blinks, with its texture alternating between its standard texture and a pure white texture. The texture blinks at a rate of 2 times per second.
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. If it does not collide with another block, it travels 0.166 blocks horizontally on flat ground before it stops. When the countdown timer expires, the TNT explodes. When unsupported, it falls for roughly 77 blocks before exploding. The explosion has an explosive force of 4.
Primed TNT burns if it is shot through lava. It can also be pushed by water currents.
When the player primes TNT and the primed block falls into an end portal, the TNT block detonates when the player enters the End. When primed TNT is directed towards a nether portal, it simply passes through the portal blocks and not travel into the Nether.
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.
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 down one block, engulfing the TNT. Because the TNT is no longer immersed in water, it can destroy the surrounding blocks.
For redstone to activate TNT, it must either lead directly to the TNT, or power an adjacent block.
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 temples.
TNT cannons are mechanisms that launch primed TNT into the air. Some cannons can also be used to launch other entities into the air or into other objects.
|Minecart with TNT||TNT +
|Underwater TNT||Sodium +
|[Bedrock and Education editions only]|
|Name||Default value||Allowed values||Description|
|unstable||Hitting the TNT block breaks it, dropping it as an item that can be picked up.|
|Hitting the TNT block causes it to ignite and then explode.|
TNT has entity data associated with them that contain various properties of the entity.
- Dynamic block entity data
- Tags common to all entities see Template:Nbt inherit/entity/template
- Fuse: Ticks until explosion. Default is 0. If activated from a TNT block, fuse value will be 80 (4 seconds).
|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.|
|0.27 SURVIVAL TEST||Implemented TNT.|
|When TNT was added in Survival Test, it acted similar to how it did in beta 1.6. Players would have to hit it to prime the block, but the difference was players could hit it again to cancel the detonation.|
|The player started with 10 blocks of TNT in the inventory.|
|0.29||TNT now works in creative mode.|
|The player can no longer pick up an already lit TNT block.|
|0.30 (Survival)||Hitting an already active TNT block now defuses it and allows the player to pick it up.|
|Java Edition Indev|
|0.31||2009-12-23-2||When broken, TNT would replace every block one level below it which is of the same block type as the block directly below it with wood planks.|
|2010-01-29||TNT is now craftable.|
|Java Edition Beta|
|1.6||?||TNT's texture was rotated.|
|Monster traps can no longer be created by putting a pressure plate directly on top of the block of TNT.|
|1.7||TNT can no longer be directly primed by the user, 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||?||The smoke textures from TNT explosion have been replaced by shockwaves.|
|1.0.0||Beta Sound Update||TNT was 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 3x3 square of 9 TNT under a sandstone floor with a stone pressure plate on the center sandstone block.|
|1.3-pre||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.|
|?||TNT no longer drops as an item when broken in Creative mode.|
|1.5||13w04a||TNT is now primed when released from a dispenser.|
|1.8||14w27b||TNT's top texture is now rotated randomly, as part of the addition of arrays to block models.|
|14w31a||Changed explosion physics, greatly reducing the range of TNT cannons|
|1.8.2||pre1||Reverted explosion physics to those before the 14w31a snapshot|
|Explosion force is no longer directionally biased|
|1.9||15w32c||TNT's maximum fuse time is increased from 127 ticks into 32767 ticks.|
|15w47a||Removed random rotation of TNT's top texture.|
|1.11||16w32a||The entity ID is changed from |
|16w39a||TNT now generates in woodland mansions.|
|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 |
|1.14||19w11a||TNT explosions now have a 100% drop rate.|
|Pocket Edition Alpha|
|0.1.0||TNT could not be obtained except for via a hex editor. When edited in, the primed TNT would simply emit smoke particles, then disappear.|
|0.2.0||Edited-in TNT can be successfully primed and detonated.|
|0.4.0||TNT is now able to be obtained without a hex editor in both Survival and Creative.|
|0.9.0||build 1||Improved the performance of TNT.|
|0.12.1||build 10||Changed sound to that in Java Edition.|
|?||TNT can now be ignited when hit with an item that has the Fire Aspect enchantment or the Flame enchantment.|
|0.13.0||build 1||TNT can be naturally found (with structure generation turned on) in desert temples 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.|
|0.14.0||build 1||TNT now can be used to craft minecart with TNT.|
|0.16.0||build 1||An explosion in creative gives you materials as in Survival.|
|1.0.5||alpha 18.104.22.168||An explosion in creative no longer gives you materials as in Survival.|
|1.0.7||TNT no longer does damage to a player if the TNT is in water.|
|1.1.0||alpha 22.214.171.124||The entity ID is changed from |
|TNT now generates in woodland mansions.|
|1.4.0||beta 126.96.36.199||TNT can be found inside shipwreck supply chest and buried treasure chests.|
|beta 188.8.131.52||TNT can now can be used to craft underwater TNT.|
|Legacy Console Edition|
|TU1||CU1||1.0||Patch 1||Added TNT.|
|TU3||TNT can no longer be directly primed by the user, 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||Changed the explosion sound of TNT.|
|TU14||1.04||TNT now makes a sound before exploding.|
|TNT does variable damage depending on difficulty setting.|
|New Nintendo 3DS Edition|
- "TNT" stands for Trinitrotoluene.
- However, the use of sand in the crafting recipe references dynamite, a different high explosive consisting of nitroglycerine mixed with diatomaceous earth (which is mostly silica, the same chemical compound as yellow sand).
- If TNT is blown up just as an arrow passes by, then the arrow is redirected opposite of the blast.
- Although flint and steel cannot light fires in Adventure Mode, it can still ignite TNT.
- While under the effects of a Potion of Night Vision, TNT appears fully bright as usual, but ignores the potion's effect and takes on the light around it when primed, because it's an entity when it's primed.
- 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.
- Using flint and steel to ignite it sets it off at once, but fire must burn it for many seconds before triggering
- In the Pi Edition, TNT by default won'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 reduces knockback and damage taken.
- In the Legacy Console Edition, the quantity of TNT being primed at any one time is limited to 20.
- "Block of the Week: TNT" – Minecraft.net