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TNT Optimiser
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BFS-based TNT explosion optimiser that eliminates redundant block scanning in chain reactions — server-side primarily, with blast radius, damage, and knockback unchanged.
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Works on the client or the server alone, but does more when on both.
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Description
Optimises TNT chain reactions using a Breadth-First Search (BFS) scanning algorithm to reduce server-side lag during large explosions.
NOTE: This mod is safe to use on competitive multiplayer servers. As it is designed for server sided performance and doesn't affect client side particle or rendering systems. The mod can be installed on servers to improve server sided performance vastly. Optimises TNT chain reactions using a Breadth-First Search (BFS) scanning algorithm to reduce server-side lag during large explosions.
How it works
Instead of vanilla's repeated ray-cast scanning, TNT Optimiser uses BFS to visit each block in the blast radius exactly once. A shared per-tick tracker records which blocks have already been scanned, so overlapping explosions from chain reactions skip redundant work entirely instead of re-resolving shared blocks.
Features
- BFS-based block scanning — each block visited exactly once per explosion
- Cross-explosion deduplication — overlapping blast zones don't rescan shared blocks
- Zero overhead for isolated TNT — a single TNT with nothing nearby fires instantly with no extra work
- Radius, damage, and knockback unchanged — vanilla explosion mechanics are preserved outside of the scanning step
- Server-side only — no client install required, works automatically for all players
What this does (and doesn't) fix
This mod reduces the strain on the machine running the server — not the time it takes for TNT to explode. In singleplayer, server-side performance improves the same way, which may reduce lag during large TNT chain reactions. Client-side rendering, such as particles, is unaffected.
Because scanning uses BFS instead of vanilla's ray-cast pattern, individual explosion craters may differ slightly in shape from vanilla. Blast radius, damage, and knockback are computed separately and are not affected by this change.
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