Un TNT cannon It is a mechanism that uses Dynamite or dynamite wagon to launch activated dynamites. Some cannons can also be used to launch other entities in the air or on other objects.
Summary
- 1 General
- 1.1 Main components
- 1.2 Basic concepts
- 2 Naming standards
- 2.1 Common names
- 2.2 Technical names
- 3 Building materials
- 3.1 Survival Mode
- 3.2 Creative way
- 4 Limitations and Ways to Possibly Get Around
- 5 Cannon Sizes and Features
- 6 Charge condensation
- 6.1 TNT-Based Condensation (aka, charge capacitor)
- 6.2 Double charging capacitor
- 6.3 Piston-based condensation
- 7 Guide blocks
- 8 Flat mounting of blocks
- 8.1 No mounting block
- 8.2 Individual sequence
- 8.3 Half a block
- 8.4 Trap Door
- 8.5 Ladder / iron bars / Glass sheet
- 8.6 Fence
- 8.7 Piston
- 8.8 3x9 Plate Pressure
- 9 Rarely used mounting blocks
- 9.1 Flowerpot
- 9.2 Redstone repeater
- 9.3 Daylight sensor
- 9.4 Bed
- 10 Cannon Tutorials
- 10.1 Dispenser-based Cannons
- 10.2 Reloading Cannons
- 10.3 Short-middle range cannons
- 10.3.1 Super Quick Raid Cannon
- 10.3.2 Vertical TNT cannon
- 10.3.3 Downwards TNT Cannon
- 10.3.4 One-button defensively ranged cannon
- 10.3.4.1 Repeater used as delay
- 10.3.4.2 Minecart used as delay
- 10.3.4.3 Dispenser used as delay
- 10.3.5 Human (or other entity) launching cannon
- 10.3.6 Ender cannon
- 10.3.7 Vertical launcher
- 10.4 Long range cannons
- 10.5 Automatic cannons
- 10.5.1 RailCannon Design
- 10.5.2 Dispenser-based
- 10.6 Specialized cannons
- 10.6.1 Aerial TNT Dropper
- 10.6.2 Anti-water defense cannon
- 10.6.3 Aim-able T gun
- 10.6.4 Arrow cannon
- 10.6.5 Sand Cannon
- 10.7 Dry cannons
- 10.7.1 Vertical cannon
- 10.7.2 Horizontal cannon
- 10.8 Reloading Cannons
- 10.8.1 Simple Version
- 11 Video examples
- 12 Curiosities
General
Main components
- Body or Obsidian
- Wiring
- Load wiring
- Charge condensing wiring
- Shot wiring
- Other cables
- Explosives
- Job title
- Condensation charge
- Shot
- Explosion Housing (Usually water, although obsidian barriers work very well, and lava has to be used with caution)
- Mounting block
Basic concepts
- TNT cannons operate on the principle that when TNT explodes in water it will not destroy the blocks, but will still launch TNT that was already lit, which is normally done with Redstone (the charge is lit immediately usually, then a delay is trigger the trigger).
- The shot is the ammunition; normally it is either a player, a mob, a TNT block, or, in the case of arrow cannons, a number of arrows.
- Charge is an amount of TNT used to propel the shot.
- The charge must land (TNT will fall when activated) and explode in the water, otherwise the explosion will destroy nearby blocks, redstone wiring, and decorations and damage nearby mobs.
- To properly fire an active shot (and avoid destroying your barrel), you need to be sure that your charge is activated before the shot is activated. As the charge is in the water it will not destroy your cannon, but the shot is not lodged in the water when activated, so it will destroy nearby blocks and injure nearby mobs.
- Redstone is used to activate all the TNT blocks on the charge simultaneously with the exception of the capacitor charges, which are discussed in the appropriate section.
- For maximum range, I want there to be a trajectory of about 30 degrees, but with as little matter (blocks) in between the charge and the shot as possible, that way more of the blast from the charge reaches the shot.
- So it is best for TNT cannons to be raised off the ground based on the desired range of the cannon.
- If you are making a cannon arrow, you will need to make a starter piston
Nomenclature standards
There are 2 types of cannon names: The "Common Name" gives a picture of what the cannon can be made and how easy it is to build. The "Technical Name" gives the details of the cannon, such as how long the Redstone Repeaters take.
Common names
The common name for a TNT cannon is a short numerical description followed by the cannon's nickname. It is useful for comparing two cannons and gives the reader an idea of what the cannon can do at a glance.
The common name of a cannon consists of five parts: the Damage Value (DV), the Ergonomic Value (EV), the TNT Amount (TA), the Maximum Range (MR), and the nickname. They appear in this order:
:..
Example: 40,86: 8.104 basic
Damage values show how "good" a gun is, the higher the value, the better it is. (usually does not require specialized guns) It is calculated as the average of the three values, nicknamed "Accuracy", "Power" and "Speed". The accuracy value was calculated from the accuracy input, which is the average of the blast distances generated in the shots to the mean of the blast positions mentioned above.
In the image to the right, the precision input is the average of the lengths of the blue lines. The red point is the mean of the positions of the explosions, and an end point of each of the blue lines, the others are the explosions. The precision value equation is (45-A) * 2, where "A" is the precision input. The power value is much simpler to calculate; is the number of TNT in the ten shot times. The velocity input is the distance from the front of the barrel to the mid-position of the blast centers. The speed value equation is S / 5, where "S" is the speed input. The Damage Value is generally below 100, and to calculate everything at once use this equation:
(((45-A) * 2) + (P * 10) + (S / 5)) / 3 = 40 .
Ergonomic value tells you how much a cannon is to build, the higher values it means to build the easier. It is the mean of the building, Redstone, and TNT values. The building input is an estimate of the number of blocks in the canyon, excluding fire, water, air and TNT. The building value is (1000-B) / 10, assuming "B" is the building input construction. The redstone value is ten minus an estimate of one to ten of the complexity of the Redstone, ten times; (10-R) * 10, where "R" is the estimate. The TNT value is (50-T) * 2, and "T" is the number of TNT required to operate the gun at its maximum capacity. The entire equation to calculate EV is indicated here:
EV = ((1000-B) / 10 + ((10-R) * 10) + ((50-T) * 2)) / 3
TNT Amount, Max Range, and Nick are pretty self-explanatory, but to clarify, the TA is the same as the TNT value of the EV and the RM is the distance from the front of the barrel to the furthest blast. The nickname is whatever, assuming it's not profane, and no one else has named a similar cannon already.
As an example I will show how 40.86: was named 8.104 basic. (View image)
(((45-0 {Input precision}) * 2) + (1 {} Power input * 10) + (104 {} input speed / 5)) / 3 = 40 . (((1000-1050 {Input Construction}) / 10 + ((10-2 {Redstone Complexity}) * 10) + ((50-8 {TNT used}) * 2)) / 3 = 86 : 8 0.104 BASIC
Technical names
A cannon's technical name should give those who read a complete picture of its function, use, and method of operation. While it is impossible to foresee all the innovations in TNT Cannon technology, most cannons benefit from the use of these standards in their technical names.
- The first number of a TNT cannon technical name designates how many vertical rows of TNT it has for the post. The barrel example has 1.
- The next number is the amount of TNT shots, or shot the TNT cannon has. Again, Example 1 has a barrel.
- Then the number designates how many blocks of TNT charge the cannon has.
- After that, you list how many repeaters there are, and how much they are available to. For example, if you have 10 repeaters set to 4, (which is the maximum value) you want to list R4.10. If there are no repeaters, you would write an M for manual.
- If there is a condensing system, after you wrote the charge number, write a decimal point, then the amount of TNT condensing charge. If there is no TNT, write 0 instead of a condensation number.
- The mounting block is designated by a code, 0 for non-square, 1 for no block, 2 for the complete block, 3 for slab, 4 for stair, glass, or the iron bar, 5 for hatch, 6 for pole fence and pressure plate, 7 piston.
- If the barrel does something special, like shoot vertically, or does a spread shot, write that after the mounting block code.
- Then of course the nickname of the cannon goes here.
The TNT cannon featured below would be called 114.0R4.4M2
Construction materials
Survival mode
As discussed in the basics, there are many parts to a TNT cannon. This section will show you what you need to build them.
1 Body
- Consider using a common material, such as pavers.
- In SMP, when firing at another cannon, try to use materials with higher blast resistance. (For more information on TNT cannon defenses, see below)
- Another factor is visibility, which is one commonly overlooked. When making an obsidian cannon, it is difficult to see redstone, and that can lead to fatal errors. At the other extreme, when setting up an ambush in the jungle, it is best not to make your cannon out of orange wool or lapis.
2. Wiring
- There are two main types of wiring in a barrel, the load wiring that activates the load and the trigger wiring that activates the shot. Without any repeaters, which can be difficult to come by, a cannon is designated as manual, with 2 redstone / block power sources, such as buttons. For a manual cannon, the materials are simple, just a redstone wire connecting the load to a Redstone emitting element, and a wire connecting the plane to a redstone power source. However, this requires skill in order not to fail, you must know when to activate each button.
With repeaters it is a different story. The maximum amount of time between activating the load and activating trigger is ten repeaters set to 4. That also brings you maximum range, only requiring a redstone power supply, and requiring no skill to trigger properly.
3. Mounting block
- The mounting blocks (described below) are just certain special blocks.
4. Housing explosion
- Unless it is a dry canyon, this must be water or lava. The liquid prevents the barrel and other surrounding blocks from being destroyed.
Creative mode
In creative mode, there is no reason to build a TNT cannon for warfare, but the most optimal mode for cannon testing and development.
Limitations and Ways to Possibly Get Around
- The four, main limits to large TNT engineered cannon are
Limit 1. That no matter what you do, a TNT will explode approx. 4 seconds or 8 flashes after being prepared. The way around this is to make the TNT fly faster, but that leads us to limit 2.
Limit 2. Minecraft can only have so much, and Entities flying at escape speed around the Minecraft world can cause it to crash. Another thing that can cause your Minecraft to crash is a large number of impulse charges that detonate in unison. With the allocated 1,5 GB of RAM, the maximum TNT is about 500 The way to possibly sidestep is to increase the RAM allowed for Minecraft, if that is even possible for some computers.
Limit 3 is that TNT has a 7 block detonation radius, so just making a big cannon is a waste of time. Beyond 9 charges, the TNT is wasted. However, this can be circumvented by either adding more vertical rows for free to your barrel, adding a condensation charging system to your barrel, or a combination of the two.
Limit 4 is for vertical cannons, and that is if you make it too powerful, it will fly too fast and now that means its game will crash. This can be circumvented by reducing the power of said gun, or what is semi-vertical. That way you can go up and to the sides.
Cannon Sizes and Features
File: Daytime Front.pngAn example of a large super cannon
The default definition of barrel size is how much TNT is in the shot or how far it is fired. If you are talking about compact cannons, you could literally be talking about the size of the cannon (eg, how much space does it take up) or if you are talking about cannons meant for mass destruction, you could be talking about the size of the shot. But generally, people mean cargo mass. A small cannon, like a 112.0MM3 Ironwall anti-infantry cannon, only has a very small range, and is for stopping large amounts of precipitation players or mobs (tons of wolves) A medium cannon, like the 116.0R4.6M2 Scorpion is For creating a first line sieger, it will be created and directed against a target, such as supplies or a wall while you have the arrow covered, or it will be set as an anti-Archer cannon. A large cannon, such as the 119.0R4.10M3 Orion is for ranged attack, a long-range mortar for the limit, an anti-Cannon defense, a second line sieger, and many other uses, such as modding for Icarus ammo or a balloon filled with cannon aim. A sniper cannon, such as the 119.3R4.10M6 Ares, successor to the Orion, is for a sieger line tent, which sets up bombing the opponents' camp when they cannot even see the cannon from bombardments, and long tasks reach other über such as that. And, of course, mass demonstration guns, like the 187.0MM6 Spread Shot Devastator *, which is used to completely maim any defense whatsoever.
Players also like to add features to their cannons, including:
- Multiple shots [1]
- Semi-automatic / fully automatic firing and reloading
- With the Minecraft 1.5 Update, it is possible to make fully automatic TNT Cannons. [2]
- Charge Capacitor (Another piece of TNT that explodes, pushing the charge towards the front of the barrel to concentrate the blast.)
- Security teams
- Adjustable firing delay, which allows you to change the range and trajectory of the guns.
- Ammo Alternative [3]
- Dry Cannon: The construction of a barrel from an explosion resistant material to simplify design, maintenance, and potentially improve firing distance (dry cannons fire farther than their wet counterparts, all other factors equal). See Tutorials / Dry Cannon for more construction details.
- Arrows as ammunition
- Cannons that fire in a special direction, such as up or diagonally.
- Aimable cannons.
- Spread Shot / cannons of mass destruction
- Cannons with a shield from the blast (Even though the TNT is submerged and does not crater after detonation, the player still takes damage).
- Charges-shotgun like
- The cannons that fire anvils like ammunition
Charge condensation
TNT-Based Condensation (aka, Charging Capacitor)
File:. CannonCondenser1.jpgAn example of a cannon with a charging capacitor
A comparison of the shooting distance of two different guns, 1 shot with and 1 ball not without a charge each condenser
Because the thrust force of an explosion decreases as it moves away from the source, TNT placed 7 blocks or more from the projectile would have little or no effect. To remedy this problem a charging capacitor can be used.
Capacitor charges work by exploding slightly before the main charge, pushing the other primed TNTs toward the projectile.
Using a charging capacitor can increase the range of a TNT cannon by 33%. TNT condensation is still a relatively new innovation in TNT cannon technology, so this is not nearly complete.
Double charging capacitor
A new invention is the double charging of the capacitor. As TNT closer to the firing increases in effectiveness (for example, 1 firing block = 200 blocks go to 2 firing blocks = 170 block range), however it is more difficult to compact, so the only way that it works is with the double charge of the capacitor.
The way this charge works, is by dropping a second piece of TNT right behind the first charge, and as the first charge explodes, the second charge and shot condense, and the second charge explodes 1-3 ticks later. , condense further, giving a 55% range boost.
The current design has been made compact by its creator, MINBLEMONE, and is available to fit any barrel, however barrels with multiple charges may require revised timing.
Also, if the cannon is going to rapid fire, then the water runs a risk of being run over by a block of TNT. To fix this, you could find the place where the water will be, and detach the block from the other side. Then put the water in the new barrel hole. Now if you accidentally put a block of TNT on top of the water, I can't compress it, but you still have your water and the barrel would still fire, but at a shorter distance. This could apply to most TNT guns, with a bit of re-wiring. You could also use this option if the "barrel" is too long and the length is running out of water.
Piston-based condensation
Using pistons to push the main charge closer to the ball also does the same as a charge capacitor, more complicated to build but more controllable. For work, the main charge must prime, turning the solid blocks of TNT into entities. Once it comes to entities, a series of pistons can push and concentrate all the charges in a single square space behind the ball. In this system, much more efficient energy is obtained from a certain size of the load.
Example: Cannon with 18 Block Piston Charge Concentrator This cannon uses two rows of pistons on the sides and a double piston in the middle to concentrate 18 blocks of TNT in one place. TNT Charges are offset when pushed to the side of the redstone torch column by other pistons. They then fall into the water and are pushed by the secondary pistons, placing them in a single row down the center of the water tray. Then a double piston reaches out and pushes all the blocks forward at a point behind the ball.
Care must be taken so that the pistons do not displace the blocks of water that protect the guns from TNT damage. To do this, you usually have to apply water a block above the area where the pistons would go to. It is also advised that the pistons should retract to their normal position before the main charge explodes, or your barrel is destroyed. When the pistons are extended, they create air spaces in the water, no matter what, thus jeopardizing the protection of the water.
Guide blocks
Since beta 1.7 (needs confirmation) When preparing a TNT charge, it will usually drift slightly to one side. This can make a large previously inaccurate barrel. This is true with many guns; but the solution is simple. If you add a guide block to the barrel, so there is a wall on either side of the TNT when it's primed, it won't drift left or right, making an otherwise straight diagonal shot. If your design doesn't allow for this, you could just make the guide blocks one block higher, rather than being on either side of the TNT. This works because TNT will jump, and then go sideways in the air. Note that on most basic cannons, Block Guide should be transparent if the TNT cannon automatically prepares the Shot - otherwise, the Redstone that ignites the charge will light the block next to the shot, and igniting the shot as well. If this explanation is unclear, look at this diagram:
X = Guide block O = Shot
Figure: XOX
In dry barrels, a guide block is almost a necessity because dry barrels tend to be inaccurate. However, dry barrel guides to direct the shot to be fired accurately, must not be accurately primed. However, the guides can also decrease the range is they are too long. A link to Tutorials / dry cannon
Flat mounting of blocks
The shot mounting block for a cannon should be chosen according to how fast, far and high you want the cannon to fire. Of course, these variables are highly dependent on the position and amount of the charge and the timing of the injection, but the mounting block can also make a difference. For example, with a cannon with a load of 5 and a delay of R4.3, the shot will have a mortar trajectory with a ladder over a fence post and the pressure plate. A couple things:
- Even though the full block and ladder mounting shot blocks are both the same height and firing a shot in the same trajectory, the ladder will constantly shoot further than the full block because the ladder has less material in between. shooting and loading the full apple. This situation is the same for all mounting blocks, the slab and fence post w / pressure plate also follow the same rule.
- It's not a trade-off: although fence post and pressure plate fire farther away, they're also expensive, while slab is cheap and readily available, plus it comes in many forms.
- The maximum range for any gun can be achieved by altering the mounting block. A TNT shot is fired farther if the barrel exits at a 30 degree angle. So, if you want to go take your cannon to go as far as you can, use the slab, fence and pressure plate, or hatch mounting blocks. However, when faced with fortifications or terrain obstacles, the best idea would be to have a mounting block such as a piston, ladder, or single block that makes the TNT arch over said obstacle.But, fun, again , I know it makes its way through things ...
- The following screenshot of the mounting blocks are tested and deemed safe. Feel free to experiment with mounting blocks, but keep in mind that some blocks, like a lone pressure plate, will cause a bad fire from your cannon, and of course it will be self-destruct.
A rewrite of most of these mounting blocks will be available very soon.
No mounting block
Note: These photos were taken with a texture pack. '"
File: No mounting block.pngNo Mounting block
Pros: Higher speed, simple, scalable
'Cons: poor range from small guns, downward trajectory, line of sight only' '
When a mounting block is not used, the draft is either allowed to fall onto the water tray or it is to drop into the channel directly. the shot is fired completely horizontal, or 0 °. Gravity will quickly pull the shot to the ground, giving a very flat, downward trajectory.
With small loads of TNT, the range can be very limited. To increase the range, larger and larger charges are needed or the barrel must be built higher above the ground. A larger load means faster ball speed, pushing the ball further before it hits the ground.
Players have been known to use up to 70 loads of TNT and beyond. But economically, a gun without a mounting block will take more TNT and more to charge for a certain range.
Individual sequence
File: Single block.png strong mountSingle strong mounting block
Pros: Superior shooting angle, can lob shots
Cons: Low speed, reduced power, and extremely poor range from smaller barrels
A single, full-size block such as cobblestone or obsidian is placed below the photo. This has the effect of raising the ball above the water tray, whereby the force of the blast of the charge is applied not only forward, but upward. The shot is executed at a high angle and trajectory. This is useful for hitting an elevated target, or one behind terrain or obstruction.
However, some of the blast force is absorbed by a solid mounting block, so the barrel is going to suffer similar problems of needing large charge sizes. Also, since some of the energy is expelled in the upward direction, forward throw speed is greatly reduced.
A better alternative to the mounting block just uses a Global instead.
Half a block
File: Half a block mounting.pngStone slab used as a middle block mounting
Pros: smooth trajectory (not too high, not too low), medium speed, more efficient for small and medium guns
Cons: A little bit reduced power, not better, either for consecutive shots OR LOB, limit of fuse range *
A midblock is the compromise between a single block and no assembly, and generally more efficient than either. More of the blast force of a cannon is directed forward, but there is still an upward vector that raises the angle of fire to about 30 °. As with a single block, some of the energy from the explosion is absorbed by the block, but much less. Of the same load of TNT, the half block has greater reach than a single block or no block.
When the TNT shot is initially placed on a half block, it hangs from the half block as if it were a full size block. Once the TNT has been "primed", it will fall down and sit at the true height of the midblock.
The angle of fire produced by a half block is good for widening the range of a gun and hitting high targets, but it is too low for effective lobbying of high walls and obstacles. For straight direct combustion, shots with a half-block mount generally land level on the ground within a certain range. However, due to the limited fuse time of TNT in the game, expanding TNT charges to one point will result in the shot flying too high and exploding in the air before it lands or reaches full range of the cannon. This is referred to as the "fuse limit range *". All guns are limited by the limit of the fuse range, but guns firing at higher angles are especially prone to the fuse limit, since the rate of fire is lower and shots reach higher altitudes.
Trap Door
File: Hatch mounting.pnghatch used as a mounting block
Pros: (closed) Optimized for flat trajectory, speed almost equal to no-block, has a very large range which means it can destroy distant targets, (open) can be used in open position for a greater firing angle, good scale , can destroy higher targets
"Cons": Make sure the priming circuit does not accidentally activate the hatch. Very high speeds and large accurate shots could mean if the TNT primer hits a castle wall close to mid-air, it is going to fall over and miss out. You cannot aspire to intermediate goals. Can't aim for narrower targets
If the firing angle of the midblock is too high for its purpose, a closed hatch can be used instead. Like the midblock, it provides an upward force for the shot by raising it above the trough. A hatch, however, is only half the height of an average block. Firing angle is roughly 15-20 °, making it extremely effective for consecutive shots at very long range (180 blocks). this will give you big bangs
Little ground speed is lost when shooting, and shots usually fly at very high speeds. This combined with the low firing angle means cannons firing larger loads can extend their range without encountering too much range of fuses as with the middle block or a ladder mount.
Staircase / iron bars / Glass sheet
File: Stair Mount.pngladder mounting block
Photo montage with two ladders
Pros: Efficient with small and medium cannons, high angle of fire, parabolic trajectory, good for firing shots and high altitude
Cons: low horizontal speed, poor scaling, range limited to ± 120 blocks
A ladder placed on the side can serve as a very effective mounting block for shooting at high angles and throwing shots. A primed shot will be supported by the thickness of the edge of the ladder, preventing it from falling into the depression. Because a ladder is not a full-size block, none of the energy from the explosion is absorbed, and the shot is propelled out with full force. By adding stairs above one another, different shooting angles can be achieved. Generally, a single ladder will give an angle slightly higher than an average block, about 40 ° -45 °. Two ladders will give an extremely parabolic flight, shots fly out at about 50 ° -60 °.
A good deal of the blast energy is directed upward into the block, so horizontal speeds are generally much slower than a no-mount or half-block mount cannons. In return, the cannon has no problem launching blows on the ground and walls. With higher loading loads, injections can reach great heights.
However, this also means the limit of the fuse range is an inherent problem with this mounting. Within a distance of 100 blocks, well-built guns at ground level can wait for shots low enough to cause damage to the ground. But beyond this the shots explode way out of the air beforehand, even with a primer shot at max fuse time with a delay circuit. Therefore, one cannot simply add more TNT to increase the range, as it will only make the shot fly higher. A basic solution is to put the barrel below ground, in a pit with a steep incline to allow the plane to fly out. Since launch it had a lower starting point, which will explode closer to the ground once its fuse runs out. To get to the ranges beyond 150 blocks, this solution becomes impractical.
Fence
Pros: Efficient with small and medium cannons, low, angle of fire, good for shooting through caves and last cantilevered base defenses. High speed, very powerful in calculation guns and long-range guns. '"
"Cons": expensive materials, limit range from fuses to larger guns. If a condenser is used, and then the explosion will send the TNT too high and roofless, the TNT can destroy the cannon. '"
A fence placed at the end of the Minecraft cannon tricks into thinking that it is a tall block, as it is only a block and a half high from the player's perspective. Therefore, the load would be recognized as closer to the shot than it actually is. As it gains more power and speed, it appears to fly a bit, then go down at an angle of attack. However, to that Koopa Troopa server on 64, the explosion throws the TNT upwards, that is, if the cannon has no roof, the TNT can also destroy the cannon. This gives it a distinctive cannon-firing style, and is considered one of the most useful building blocks in Minecraft.
If the barrel needs to be locked in the water a pressure plate can be used, but the launch speed is slightly decreased.
Piston
File: Cannon.png TNTA TNT Block Barrel Mount Plunger (Cousins After Piston Extends)
Pros :. Adjustable, when fully extended it has the same effects of a full block, but is more efficient than it and is more versatile, compatible with shooting sand or gravel
Cons: Expensive, the shot has been subject to the limit of the delay range of fuses found in arc cannons, it is used as an MB mortar so it is not recommended for use inside caves or buildings and will result in short shots scope, accidentally placing two blocks of TNT (one on top of the other) will destroy the cannon, requires a delay R4.7.
The three most common ways to use this mounting block are 1. First of the shot and push up 2. Push up and then first shot and 3 just use it as a more efficient version of the MB full blocks.
3x9 Plate Pressure
Pros: easy to build, understand, and use
'Cons: no mob can accidentally use' '
This cannon requires water, Redstone, any block, TNT, and pressure plates. Make a 9x3 rectangle, break the middle of a 3 aside, and put 2 more blocks on either side of the hole, straiht up on the blocks. Pour the water on the other side, and place TNT everywhere but the fountain, and between the tallest blocks. Make stairs down one side of high areas, place Redstone on the stair, a block away, then add a pressure plate. Lay redstone along the frame until you reach the high points. Put three Redstone things past the far corner of the ladder, and place another pressure plate. Step on that, wait for a number of 3 or 4, and then go step on the other plate. The high TNT will fly up to about 50-60 blocks. A wonderful, destructive cannon. Note: The water source neutralizes the lower TNT to prevent destruction.
Rarely used mounting blocks
Flower pot
Pros: straight, easy to build and can lob shots' Cons: Long term fuse range, expensive ''
It is a cannon used for the destruction of the highest castles. The pots are only used for decoration and cannot be aimed at lower targets.
Redstone Repeater
Pros: Second highest speed 'Cons: Can only shoot 9 blocks, expensive, make sure the circuit is not activated by accident' "
This canyon is only used in an extreme foothills biome. It only works if the canyon is on a cliff and the house is below it. It is the second worst cannon.
Daylight sensor
Pros: Good shot, not very high speed, can lob shots' Cons: Make sure the sensor does not trigger the circuit by accident by daylight, expensive ''
This is a cannon for ground levels and is good on any type of cannon (except super large cannons which have a fuze range limit.)
Bed
Pros: Good shot, very fast, high angle, medium "" 'Cons: Expensive barrel, bigger' "
This is good for attacking larger castles, but it also has a great variety. One of the best mounting blocks.
Cannon Tutorials
Dispenser-based cannons
Since the Redstone update, redstone dispensers will dispense on TNT instead of the item. This feature can be used to make a new shape of TNT cannons.
first layer
AB | AB | AB | AB | AB | AB | AB | AB | AB | AB | |
ts-u | wa | wa | wa | wa | wa | wa | wa | wa | AB | -sb w |
AB | in-n | in-n | in-n | in-n | in-n | in-n | in-n | in-n | AB | |
Second Layer Lua error in Module: Sprite at line 54: attempt to concatenate a nil value.
This cannon would have dispensers that release TNT into the water. Redstone would run on top of the dispensers. A 33-tick delay would keep the shot in the dispenser until the last possible moment. Another dispenser would place the TNT shot right before the charge detonates, giving the shot the most amount of airborne time possible. Dispensers dispense TNT without the characteristic "hop" of ignited TNT, which effectively guarantees the TNT will land in a much shorter radius than a conventional TNT cannon.
One of the smallest TNT cannons is this design by Mumbo Jumbo:
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You can easily modify it to have another dispenser under the water facing up, and you can use a fence post with a pressure plate on top instead of a slab.
Pros: The time taken to reload TNT is at its absolute minimum. All a player has to do is to make sure the next shot is placed AFTER the first shot is fired to make sure you don't destroy your cannon. This cannon requires little skill at all to fire; the hardest part will be placing the cannon a proper distance away to make sure you don't over/under-shoot. Such precision makes this cannon good for castle defense. Furthermore, through use of comparators, it is possible to make an easily aimable dispenser-based cannon, and dispenser-based cannons do not blow themselves up if hit with another TNT cannon.
Cons: Dispensers and TNT are expensive. This type of cannon can never be quite as hardy as manual cannons, since dispensers can be blown up with TNT. Furthermore, if the cannon is left loaded and unattended, it is trivial to steal the TNT from its magazine. (This is also true of conventional autocannons.) Dispenser-based cannons with a one-block-wide water pool have also been known to blow themselves up, particularly if left firing automatically and unattended.
An automatic cannon can easily be made with this design. Subsitute the button for redstone and hook the redstone up to a clock. Be careful not to set the clock under 5 seconds, the same time as it would take the TNT to explode. If the TNT is reloaded too quickly, the timing can cause the shot to detonate before the propellant does, destroying the entire cannon.
Reloading Cannons
Reloading cannons are one of the most complex designs for beginners. However, as long as close attention is payed, for a first time build, it can be created in about 15–20 minutes depending on the size. Reloading cannons became obsolete when dispensers were added.(except in the Xbox 360 version)
The Good: Reloading TNT cannons can be customized just as easily as any other cannon (using fences, iron bars, glass panes, etc.). They can be shot several times with only a few seconds' interval in opposition to having to reload it several times like you'd have to do with a standard TNT cannon. Using the simple design, this TNT cannon can have up to 12 rounds in the magazine. If playing a fortress war server, this cannon can fire repeated shots which will demolish the enemies' buildings before they have time to stuff their ammunition into their puny and inferior weapons.
The Bad: Unfortunately, cannons of this variety are bulky and often unattractive. They require sand or gravel which are nonrenewable resources in survival mode. Added to that, it is tedious to reload the cannons whenever the magazines run out of ammo, however occasional that may be. With standard TNT cannons, if the 1-round magazine is destroyed, it is usually easily replaceable. This is not the case with the reloading kind, as the entire magazine will explode, destroying the weapon and all the redstone wiring with it—often killing you in the process. This type of cannon has also become redundant with the recent updates allowing automatic cannons utilising dispensors to reload the tnt, which is easier and more compact to make.
Short-middle range cannons
Super Quick Raid Cannon
Pros:Very simple
Cons:No water means terrain damage. Can damage you a lot. Requires a bow This cannon only requires a flame bow, 2 arrows, and 8 TNT (though you'll want to use either water or good armor). This was made by reddit user Zecon 365 here More designs can be found here
Vertical TNT cannon
This is a simple TNT cannon to rebuild. It is very efficient and shoots you very high in the air.
Vertical TNT cannon (view on YouTube) |
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Downwards TNT Cannon
This cannon has very few uses, but can be used instead of a gravity fed TNT dropper. http://www.youtube.com/watch?v=nLgScSMejto
One-button defensively ranged cannon
Repeater used as delay
Is a simple cannon that has an automatic delay. Used mostly for guinea pigging other, larger, prototypical cannons or as wall mounted defense against ground- based troops or artillery.
114.0R4.4MB2 - The Naming System for it can be found above.
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First build the base of the cannon
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Then fill it with water on one side
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Build two blocks like on the picture
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Place the button
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Place the redstone wires on one side
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On the other side, place a redstone torch and four repeaters on highest delay
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At the front place another block with a torch on the side
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load the cannon like this...
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...and finish.
Minecart used as delay
Once you press the redstone emitting item, first it activates the charge wiring, then sends a minecart around the cannon that triggers a detector rail, which primes the shot. Saves redstone, but takes a lot of iron (However, if you get rails from abandoned mineshafts this design can even save you resources!).
Minecart delay (view on YouTube) |
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Dispenser used as delay
Once you press the redstone emitting item, first it activates the charge wiring, then shoots an item out of a dispenser that will slowly fall down through a pressure plate on a fence and burn. Saves redstone, and requires no repeaters for those survival cannon engineers, Over all, it's cheaper than the design above and normal automatic delay cannons with repeaters used as a delay.
Dispenser delay (view on YouTube) |
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Human (or other entity) launching cannon
Once this cannon is set up, then it can be used in order to launch entities onto other objects or areas of the map. It can be a little difficult however to get the entity inside the cannon, if it's something other than a human.
Human launching cannon (view on YouTube) |
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Ender cannon
This type of cannon is easily constructed, very powerful (practically infinite) yet flexible with its charge and hilarious to watch unfold. The only downsides are that it requires an active ender portal and you will need to be in creative to survive maximum charge. It operates on the principle that the fuse timer on primed TNT is reset to 0 when it passes through an end portal. This means that a potentially infinite amount of TNT can be used as a charge, simply by condensing it into 8 blocks of space. Minecraft will not detonate them until you are in the end, thus making the computer itself the limiting function.
My record, using 108 STACKS of TNT, is somewhere around 20,000 blocks on the Y-axis, however this test also caused Minecraft to crash 3 times over when loading the TNT explosions.
(Will provide diagram ASAP)
Vertical launcher
This cannon, often called vertical launcher, other times called "Fireworks cannon" can be used to launch TNT blocks vertically, so that they can explode whilst midair.
Vertical launcher (view on YouTube) |
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Long range cannons
For long range cannons it is best to use a cannon with multiple rows of TNT for the charge, and depending on the elevation of your cannon, playing around with mounting blocks helps. If you add multiple shot TNT to your cannon, and play around with where you place the TNT in your cannon, then you can effectively destroy anything in the cannons path.
Automatic cannons
RailCannon Design
A simple design using a bug with TNT minecarts, using multiple minecarts to simultaneously explode causing projectiles to be launched into the air. This cannon uses less TNT than traditional methods previous of 1.5 and launches projectiles much further.
L0:
L1:
Dispenser-based
L0: Solid base, 3X9, normally buried one layer down
L1:
L2:
L3:
Remember that all repeaters must be set to their longest setting. Note that obsidian was used here to reduce the possible damage in case of misfires, but feel free to use any other strong, solid block. An improved fully automatic shotgun style cannon tutorial and demo can be found here [4] Make sure all the dispensers face into the barrel of the gun and remember that only the first water block at the back is a source block (similar to this cannon) Also by using pipes of hoppers attached to the backs of the dispensers, one can more easily distribute stacks of TNT from a central point, such as a chest. Feel free, as always to improve the design. Buena caza!
Specialized cannons
Aerial TNT Dropper
By: lightningtow
This cannon consists of a narrow platform over your target with a long row of dispensers filled with TNT facing downwards. From there you can apply redstone to the dispensers to rain TNT on to your target with devastating effect.
Pros: This is a great way to bomb enemy bases without much retaliation; most cannons cannot fire straight up. It can easily blow its way to bedrock.
Cons: It has a limited length, it the platform can only have 16 dispensers. However, this can be fixed by simply attaching another button. Another way is to remove a dispenser, and then place a redstone repeater. The main problem is that players can block jump up to your platform and steal the TNT and redstone, requiring heavily equipped guards. Enemy players can shoot a bow and potentially knock guards off the platform.
These are the steps:
First, you block jump a couple of blocks up. (15-25 blocks are recommended. Don’t go too high up, the TNT will explode in midair, or too low, it will blow itself up.) Then make a row of blocks spanning the area you want to bomb. (The easiest way to do this in Survival is to sneak backwards while placing blocks below you.) Then add another row alongside your first row. Now, place dispensers facing downwards. Then, you place redstone connecting the dispensers with a button. Then, you fill each dispenser with a good amount of TNT. When you are ready, just hammer the button. Optional: You can attach a redstone clock to automatically fire.
Anti-water defense cannon
It fuses sand and TNT together to blow up blocks covered with water. Water is the enemy of TNT cannons, and this one works around it.
Anti-water defense cannon (view on YouTube) |
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Aim-able T gun
This cannon is shaped like a T; the way it works is that it drops the shot in vertically on top of a slab between 2 smaller troughs that can be filled with TNT to change the shot's horizontal launch angle. You can adjust the range by not filling the main trough all the way. Great for putting in a castle to destroy enemy artillery!
Arrow cannon
An arrow cannon technically does the same job as a dispenser just with greater range and area-of-effect. The general way to make these is to have a piston extended over where the mounting block on a normal cannon would be. This would be hooked to a repeater string exactly nine repeaters long, then inverted to keep the piston extended. The rest is simply the charge trough, wired up like a normal cannon. Then use a bow to deposit arrows on the piston head, load the charge trough, and press the button. What happens is: right before the TNT explodes, the piston retracts making the arrows fall. Then the TNT goes off, launching the arrows long distances. This cannon is commonly used in generally mid-range scenarios where damage to blocks is unwanted. (Does not work anymore).
Sand Cannon
Sand cannons are a variation of the TNT cannon that is harmless. The concept is the same, but uses sand as a projectile. Also, the sand must be falling as the TNT in the cannon explodes, shooting the sand, otherwise, nothing happens. It is possible to pile the sand up to make a "sand shotgun cannon", which can fire multiple sand blocks at different distances. Note that the sand cannon generally only fires in one direction and is not destructive. Good for pelting sand at people's plots in creative SMP multiplayer, and making moderators mad. Sand cannons are also commonly used by griefers on multiplayer servers. While the victim is doing renovations on their claimed land, griefers may build a sand cannon as quick as possible as to not being caught, and fire several blocks of sand to the top of the victim's house while they are doing construction in hopes that they will break a block on their roof and have sand fall on top of them.
Sand falls at a different speed than TNT does. As a result, it isn't possible to make a TNT-sand variable cannon that uses sand to determine where the cannon will launch its TNT to. However, it will fire the sand at the same horizontal angle if using an aimable cannon.
To build a sand cannon, use a piston to push the sand off in front of the TNT charge, or a sticky piston attached to an inverter to remove a block holding the sand up.
Dry cannons
A dry cannon uses TNT to launch TNT (or even the user on Creative Mode). Dry cannons are simple, easy to build and effective but require lots of obsidian. The main difference between a dry cannon and other designs is the lack of water and the use of a Wadding Block. This cannon design also has a Charge and to shot.
- The Charge is a large amount of TNT that propels the shot. All of these TNT blocks must be ignited simultaneously.
- The Wadding Block can be any type of block(except obsidian, bedrock and any other blast-resistant blocks) and provides a buffer between the Charge and the Shot. Sand, snow, Wool and other soft blocks seem to produce the best effects.
- The Shot is a block of TNT or the user if you are on creative mode and drop into position on time.
Vertical cannon
- This design is a vertical cannon but can be turned horizontally as well. - The cannon is built entirely of obsidian. - Start by building a 5x5x4 rectangular prism, leaving a 3x3x2 chamber inside. - Make a hole in the top center of the prism. - Place one piece of obsidian on the center block at the bottom of the chamber. This is the mounting block. - Load bottom layer of chamber with TNT. This is the Charge. - Place the Wadding on top of the mounting block. - Place the shot on the Wadding. - Provide a redstone circuit so all the Charge blocks are activated simultaneously. - Stand back and throw the switch!
Horizontal cannon
make a long tube of obsidian (3X3X6or7) with a hollow middle. You can make the tube have any diameter, but it seems to work best with these dimensions: (3X3X6or7). Then, put two blocks of obsidian on the top. Hollow it out. Fill with TNT, and put an non-blast resistant block in the last space on the front. Cover the top with redstone, and place a button on the back. Optionally, make a platform to stand on when you trigger it. You should also make it a little ways off the ground. See diagram below, in which the orange stands for the wadding (shown in cutaway side view):
It will launch several blocks of TNT at your target, however it is expensive and does not have a very long range, but with a big cannon, you can shred a large amount of land with each shot. Occasionally the redstone will be blasted off if you have a large cannon, so it is good to keep some redstone on hand. Good for the defense of a village(blast mobs with a row of cannons when they come too close!). Best for creative mode due to the large amount of TNT needed for each shot.
Reloading Cannons
Reloading cannons are one of the most complex designs for beginners. However, as long as close attention is payed, for a first time build, it can be created in about 15–20 minutes depending on the size.
The Good: Reloading TNT cannons can be customized just as easily as any other cannon (using fences, iron bars, glass panes, etc.). They can be shot several times with only a few seconds' interval in opposition to having to reload it several times like you'd have to do with a standard TNT cannon. Using the simple design, this TNT cannon can have up to 12 rounds in the magazine. If playing a fortress war server, this cannon can fire repeated shots which will demolish the enemies' buildings before they have time to stuff their ammunition into their puny and inferior weapons.
The Bad: Unfortunately, cannons of this variety are bulky and often unattractive. They require sand or gravel which are nonrenewable resources in survival mode. Added to that, it is tedious to reload the cannons whenever the magazines run out of ammo, however occasional that may be. With standard TNT cannons, if the 1-round magazine is destroyed, it is usually easily replaceable. This is not the case with the reloading kind, as the entire magazine will explode, destroying the weapon and all the redstone wiring with it—often killing you in the process.
Simple Version
Step 1. Make the framework. Begin with a standard design, but make a few modifications so that it looks like this. (Framework)
Then, you should get out a bucket of water and pour it down the slot like you would with any other design. Make sure to place a block hovering over the source block so you won't accidentally place something on it by accident.
Toss in the wiring and you should get...
…this!
Step 2. Make the magazine. This is where the TNT is going to be pushed and loaded into the firing chamber. It can store up to 12 rounds, but this one will be made with 7. Now we need to add pistons that will push the TNT towards the chamber, so place this following
By the end of that, the cannon should look like this.
Step 3. Work on the chamber. It's important to separate the chamber and magazine wiring from the TNT.
This weird design should go right above the chamber.
Now we're going to attach pistons to it that will shove the TNT into place
An arial view...
Step 4. Connect the chamber and magazine wiring. Add this to the framework
And the wiring...
Step 5. Make a trigger. Go to this area.
Next, we need to replace redstone dust with a repeater.
We're almost done! Just place the ignitor, now.
Step 6. Touch up & check for problems. I purposefully planted a few problems. First, some of the wiring is in the way of the barrel which will severely damage the range. We'll get to that later. More importantly, we need to move one of the repeaters ahead because it isn't providing enough power from where it is. Step 7. Load the magazine. Pay close attention to this part as you will have to do it every time you reload the magazine. Place the TNT into the magazine, from against the side-pushing pistons...
…to the top-right edge of the chamber (NOT underneath the down-facing pistons, but right behind that area).
Now we need to put sand inside the magazine. You'll have to do this every time, as well. Put 8 stacks on top of the TNT pushed against the left-facing pistons.
And there you go! This is what you should see.
Step 8. Finish up. Yes, yes, I promised to fix the wiring in the way of the chamber. Here's the problem.
This is how you fix it. It's relatively simple. Make sure there're no more blocks in the way and you should get this when you fire.
This is the result of fixing the stuff in the way.
You may also want to put in a mount (as mentioned in a previous tutorial) to maximize performance! Here's a glass pane mount.
Additionally, consider covering the hull of the cannon to prevent opposing TNT cannons from blowing yours up!
Whatever you do, just make sure there's a door that leads to the magazine and that the sand-chamber is accessible from the top so you can reload it!
One more thing you can add is this piston. It will pull away the down-facing charge piston so that it isn't in the way when it's firing. And… that about wraps this tutorial up! Experiment with the cannon and test to see what mounts fit your needs. Make sure to pull the ammunition out of the magazine before you test blindly—I can imagine it wouldn't be much fun to watch something that took this long to build fly to pieces!
Video examples
- Mortar High Angle Shot using a ladder mounting block.
- Compact The Shot is primed by hand, which must now be done with flint and steel.
- Superlarge Cannon Firing other Entities.
Curiosities
- Most cannons are ineffective against water-based defenses as TNT does not destroy all blocks when submerged. See the specialized cannon above.
- The cannons follow the whim of the South-East and fire even more when facing south or east. [5]
- TNT cannons may be illegal on some Minecraft servers, due to their potential to cause massive destruction.
- TNT Cannon Shot is the most simple random event in Minecraft, due to the thousands of different sample points taken to determine tens (sometimes hundreds) of different vectors which are then added together to form the base of the Shot trajectory. However, it is possible to make some guns, especially vertical mortars, 99% accurate (The charge falls back into the barrel and detonates at a specific height).
- If you're really lazy and have ops (or are on single player) you can just use commands or command blocks instead. /summon PrimedTnt ~ ~2 ~ {Fuse:12,Motion:[1.0,0.0,0.0]} will fling a lit tnt eastward, starting from just above your head.
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