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TNT Logic - Realistic Explosion Physics

Explosions now trigger realistic, block-by-block structural collapses. Watch entire buildings crumble - one block at a time.
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tntlogic-C-1.20.1-v2.0.0.jar

File nametntlogic-C-1.20.1-v2.0.0.jar
Uploader
EroZeqEroZeq
Uploaded
Sep 27, 2026
Downloads
903
Size
405.2 KB
Mod Loaders
Forge
File ID
8994580
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:tnt-logic-realistic-explosion-physics-1539486:8994580")

Learn more about Curse Maven

What's new

## TNT Logic Enhanced 2.0.0

A big rework of how buildings come down after an explosion.

### Collapses
- Buildings that lose their support now come down properly: tall walls and towers fall over their whole height instead of leaving floating bridges or thin pillars standing over the crater.
- Large structures collapse over a wider area, and the debris spreads out instead of stacking back up into columns.
- Several TNT going off at once no longer leave odd one-block pillars hanging in the air.
- Torches, flowers, grass, carpets, signs and similar blocks no longer hold anything up. A beam resting on a torch falls like one resting on nothing.
- Leaves never carry a building: a house brushing against a tree is not held up by it.
- Explosions deep underground are much cheaper: only structures that can really fall are checked, so caves and mines don't lag.
- Cave ceilings and floating islands only crumble a little right above the crater instead of coming down whole.
- Blocks attached to bedrock and other unbreakable blocks stay up.
- Explosions that break nothing (wind charges, creepers with mobGriefing off) no longer move any blocks.

### Containers
- Chests, barrels, shulker boxes, furnaces, hoppers and other containers never hold a building up, and they never lose their contents.
- New option `containerCollapseMode`: **FALL** (default) - containers fall with their items; **STAY** - they stay where they were; **BREAK** - they break and drop their items.
- If your config still has STAY from an older version, it is switched to the new FALL default once. If you set STAY yourself after that, it is kept.

### Falling blocks
- Beds, doors, tall flowers and extended pistons no longer land as half a block: they break into exactly one item.
- A falling block that lands on a slab, torch, carpet, fence or similar light block crushes it and takes its place, without duplicating anything.
- Glass close to the blast shatters.

### Settings
- New options: `maxCollapseRadius`, `scanHeightAboveExplosion`, `looseBlockChance`, `dropExcessBlocksAsItems` and `containerCollapseMode`. The same names and defaults are used on every loader.
- On Fabric the old `maxFallingBlocks` key is still read and saved as `maxFallingBlocksPerExplosion`.
- Above the falling-block limit, extra blocks just crumble away instead of spawning thousands of items (enable `dropExcessBlocksAsItems` to get the items). Containers always drop their contents.

### Versions
- Fabric: 1.20.1, 1.21.1, 1.21.11, 26.1.2, 26.2 (Fabric API not needed)
- Forge: 1.20.1, 1.20.4
- NeoForge: 1.21.1, 1.21.11, 26.1.2, 26.2

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