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Rail TNT
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One TNT. One detonation. A finished twin-track railway — tunnelled, bridged, lit and powered.
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Rail TNT
Place it, face it, light it. One detonation cuts a finished twin-track railway through whatever is in the way — tunnelling through hills, bridging over gaps, lighting the tunnel and laying powered track as it goes.
Every corridor comes with twin track and riding headroom, glowstone in the walls every 32 blocks, and support pylons dropped to solid ground wherever the track leaves the hillside.
No redstone. No scaffolding. Just a railway.
The six charges
Corridor TNT — up to 256 blocks, booster every 8.
Cuts the line and decides when the run is done: out of a tunnel into open air, or at the first
real hillside rather than boring through it. Always cuts at least 8 blocks first, so lighting one
inside a cave or a base works the way you would expect.
Corridor TNT (Long) — 1024 blocks, booster every 8.
The same corridor with no stop rule of its own. It runs the whole way, so pick your spot.
Ramp TNT (Up) — up to 64 blocks at a 1:1 climb, every rail powered.
Stops once it has actually broken through — out the far side of the hill, or into a real cavern.
Fired in the open it stops when it runs into something: a mountainside, or a bridge already
standing in its path.
Ramp TNT (Down) — up to 64 blocks at a 1:1 dive, every rail powered.
Stops at sea level, or as soon as the way ahead changes: tunnel into open cave, or open air onto
solid ground. It keeps a few blocks of clearance on the way down.
Corridor TNT (Cleanup) — up to 256 blocks. Light it between two rails.
Lifts the track back out and takes the bridge with it, deck and supports and all. It follows ramps
on the same terms as flat track, and fills in the hole where it lifts a booster.
Tunnels and cuttings are left as they are, and it stops at the first slice that is no longer
corridor — so a junction halts it rather than being eaten.
Booster TNT (Existing Track) — up to 64 blocks. Light it between two rails.
Converts a railway you already have to powered rail on its own redstone block. It digs nothing and
lays no new rail: where the track ends, it stops.
It also stops at curves, junctions, and detector or activator rails, so it will not quietly break
a mechanism you built.
Stopping one where you want it
Stand a torch in the track line and every charge stops there — on either rail, or on the walkway block between them. Walk out, plant your mark, come back and light the fuse.
Bedrock stops them too, and both work on the ramps, where the mark is looked for at the height the ramp is climbing or diving to. Each charge runs a few blocks before it starts looking.
Crafting
Everything comes from the Redstone Blocks tab, built from Corridor TNT — a ring of eight rails around a stick of TNT.
- Long — four Corridor TNT in a square
- Ramp Up / Down — three powered rails above the charge to climb, below it to dive
- Cleanup — a corridor charge on a sticky piston
- Booster — a corridor charge on a powered rail
Requires Forge. Client and server. No other dependencies. Pick the file matching your Minecraft version — it will refuse to load on the wrong one rather than half-work.
⚠️ Long Corridor TNT cuts 1024 blocks in one go. Try it somewhere you don't mind first.
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