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Materials & reactions / 0.2.0

TNT and explosions

Fuses, movement, chain ignition, and explosion damage.

Fuses and movement

Fire or Redstone can ignite TNT. The normal fuse lasts 3 seconds; TNT ignited by another explosion has a shorter 0.5-second fuse. Lit TNT jumps, falls, and collides as a moving object. Slime Blocks can make it bounce.

Fuses advance with ongoing battle time, not with a set number of placements. The explosion may happen away from the original placement cell.

Explosion results

The blast is centered on TNT’s final cell and extends three cells in each direction, covering a square of up to 7 × 7 cells. If the center contains Water, that shrinks to one cell in each direction, up to 3 × 3. The blast stops at board boundaries. Blast-resistant blocks survive; nearby TNT first becomes lit TNT with a chain fuse.

Base explosion damage = floor(sum of the destroyed blocks’ clear damage) + 10. Global damage and enemy defenses are then applied as for other direct damage. The material total includes burning and corrosion adjustments. Surviving resistant blocks and TNT converted into lit objects are not counted as destroyed blocks.

Destruction is not a line clear, so the blast does not directly receive quad, SPIN, or COMBO multipliers. Any separate line clear caused by the changed board uses the clear formula.

Player explosion skills

Flameburst and Fireball destroy blocks and create Fire according to their own areas; Fireball also leaves Lava in the center. They do not use TNT’s moving fuse sequence or its blast size and timing.

Check the skill preview for its inner and outer areas. See Materials for resistant blocks such as Gold and Cursed Blocks.

With Blast Reaction, multiply TNT’s destroyed-material damage by 1.5, round down, then add the fixed 10 damage. The fixed part is not multiplied. See Modifiers and upgrades.

Reactomino · English guide · For version v0.2.0
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