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TNT Logic - Debris and Realistic Explosions

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TNT Logic - Debris and Realistic Explosions

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Add-on for TNT Logic: blasted buildings collapse into piles of rubble, with debris, shattering glass, dust, shockwaves and camera shake.

Mod Loaders
Minecraft
26.3 26.2

About

Description

TNT Logic - Debris & Realistic Explosions

Website  Discord  YouTube

An add-on for TNT Logic - Realistic Explosion Physics. When a building comes down, it comes down as rubble.

TNT Logic - For full collapse physics

TNT Logic makes buildings collapse when you blow out their support. This add-on decides what that collapse leaves behind - and makes the explosion itself feel like one.

Instead of a heap of perfectly whole blocks, a blasted building turns into piles of rubble: broken stone, splintered planks, loose bricks, shattered glass. The ground shakes, dust rolls out of the crater, chunks of the building fly through the air, and the leaves are torn off the trees nearby.

Side: Client & Server  •  Works with: Fabric, Forge, NeoForge

Stone Tower Collapse  House Collapse

Forest Outpost Collapse  Snow Mountain Blast

Works standalone or with TNT Logic 2.x. TNT Logic is not required — this mod runs on its own and gives you every blast, crater, debris and shockwave effect below, while installing TNT Logic 2.x unlocks the full experience so collapsing buildings turn into rubble too.

Rubble

  • Every falling block lands as rubble - a pile of 1-4 layers in the material it came from. There are 125 kinds: every type of stone and brick, all eleven woods, concrete, terracotta and wool in all sixteen colours, earth, mud, clay, Nether and End blocks, quartz, prismarine. Blocks from other mods get the closest family.
  • Each material has its own shape. Stone breaks into chunks, bricks into loose bricks on grit, wood into crossed planks and beams, earth into soft clods, wool into torn scraps.
  • Rubble spreads, it never stacks. What lands on a pile tops it up; what doesn't fit spills onto the ground around it, lower the further it goes. A fallen tower becomes a slope of debris, not a new column.
  • Some blocks survive. About one in seven lands whole, so a ruin still looks like a ruin and not like gravel.
  • It's a real block. Walk over it, dig it up (you get some of the material back, the whole pile with Silk Touch), or place it yourself - every kind has an item in its own creative tab, "TNT Logic - Gruz".
  • Things never hold up rubble - no torch, button or lever sticks to a loose pile.

The blast

Lighthouse by the lake

  • Debris - a share of the crater is thrown out and lands around it as rubble, and it hurts what it falls on.
  • Flying chunks - pieces of whatever was blown up: stone chips, plank splinters, clods of earth, tumbling and bouncing.
  • Camera shake - stronger the bigger and closer the blast, with a short kick of the field of view right next to it.
  • The sound arrives late - shaking and rumble travel at the speed of sound, so a blast 150 blocks away is seen first and heard a moment later, as a low, muffled boom.
  • Dust - a column of smoke, a ring of dust racing along the ground, a cloud hanging over the ruins, dust trickling from the ceiling when you're indoors or in a cave.
  • Shockwave - pushes mobs, players and items well past the vanilla blast radius, only where the blast can see them.
  • Concussion - stand too close and you get dizzy and slow; right next to it, blind for a moment. Survival only.
  • A scorched crater - grass burnt to dirt, stone cracked into cobblestone, stone bricks into cracked bricks, snow melted away.

Glass, leaves and chests

  • Glass shatters into shards that fall to the ground - clear glass as glinting shards, stained glass in its own colour.
  • Leaves are torn off the trees near the blast, flutter down through the air and settle as a layer of fallen leaves, coloured by the biome.
  • A chest becomes a pile of belongings. A container hit by a blast is gone, but most of what was in it survives in a heap on the ground. You can see some of the items lying on top - right-click to look through it and take what you want. Some items are lost; how many is up to you. Shulker boxes behave like in vanilla.

Water and lava

  • Rubble sinks and lies on the bottom under water instead of vanishing.
  • A blast on the water throws up a column of water and spray; under water it boils with bubbles and the surface bulges above it.
  • Near lava the blast spatters burning drops that can set things alight, and rubble falling into lava burns up with a hiss.
  • Optional underwater blast - in vanilla, TNT under water breaks nothing (TNT cannons rely on it). Turn this on and it tears up the bottom at reduced strength and hits harder through the water. Off by default.

Compatibility

You install What you get
this add-on + TNT Logic 2.x everything - collapses end in rubble
this add-on alone every effect except the collapse
this add-on + TNT Logic 1.x or a future 3.x the game asks you to update first

Environment: client and server. In multiplayer it must be on the server; the effects on screen need it on the client too. Players without it can still join - they just see vanilla explosions.

Configuration

Everything can be tuned or switched off.

config/tntlogic_debris-common.toml - the world and the server:

Section What it controls
rubble rubble on/off, chance a block survives whole (0.15), layers per block (2-3), other mods' blocks, a blacklist, landing dust and sound
ejecta thrown debris on/off, share of the crater (0.12), max per explosion (40), speed, whether it hurts
glass shards on/off and their chance (0.6)
leaves torn leaves on/off, how many are torn off (0.8) and fall to the ground (0.35)
itemPiles piles of belongings on/off, chance a stack survives (0.75), how much of it can still be lost (0.3)
liquids rubble burning in lava, lava spatter and its fire chance, the underwater blast (off) and its strength
crater scorched and cracked crater on/off and its chance (0.6)
shockwave on/off, reach (4 x blast power) and strength
concussion on/off, reach (2.5 x blast power) and how long it lasts
clientEffects whether the server sends players the effects at all, from how far (192 blocks), from what blast size

config/tntlogic_debris-client.toml - each player for themselves:

Section What it controls
camera shake on/off, its strength and reach, the FOV kick
sound distant rumble, the speed-of-sound delay
particles dust cloud, flying chunks, water and lava effects, ceiling dust, how many particles

A word of warning

Big chains are heavy: a hundred TNT going off at once makes the game stutter even without mods, and the rubble, debris and effects add to it. If your server struggles, lower ejecta.maxPerExplosion or turn off the parts you don't need.

As with TNT Logic - back up your world before you try anything big.

Community

Found a bug or have an idea? Discord is the fastest way to reach me. Feel free to also check out and subscribe to my YouTube channel!

Discord YouTube Website