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minecraft:explode

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Overview

minecraft:explode is an entity component: it goes in the components object of a custom mob, or in one of its component groups. Makes the entity blow up, either right away or after a fuse, like a creeper or TNT. You control the size, fire, block damage and effects.

Fields

FieldTypeDefaultDescription
allow_underwaterBoolean"false"Lets the explosion damage blocks and entities underwater.
breaks_blocksBoolean"true"Whether the explosion destroys blocks.
causes_fireBoolean"false"Whether the explosion leaves fire behind.
damage_scalingDecimal"1.000000"Multiplier for damage to entities; 0 deals no damage and negative values heal.
destroy_affected_by_griefingBoolean"false"If true, the mobGriefing game rule can stop it from breaking blocks.
fire_affected_by_griefingBoolean"false"If true, the mobGriefing game rule can stop it from starting fires.
fuse_lengthRange [a, b]"[0.0, 0.0]"Random time range in seconds before it explodes; a negative value explodes at once.
fuse_litBoolean"false"Starts with the fuse already burning when the component is added.
knockback_scalingDecimal"1.000000"Multiplier for how hard the blast pushes entities away.
max_resistanceDecimal"3.40282e+38"Caps how much blast resistance a block can have, so stronger blocks can still break.
negates_fall_damageBoolean"false"Cancels fall damage for players launched upward by the blast.
particle_effectString"explosion"Particles shown: "explosion", "wind_burst" or "breeze_wind_burst".
powerDecimal"3"Blast size in blocks, which also sets how much damage it does.
sound_effectString"explode"Sound played when it explodes.
toggles_blocksBoolean"false"Flips blocks like doors, levers and trapdoors in the blast area instead of breaking them.

Example

Inside the components object of BP/entities/<name>.json (values are the defaults or placeholders):

BP/entities/<name>.json
{
  "minecraft:explode": {
    "allow_underwater": "false",
    "breaks_blocks": "true",
    "causes_fire": "false",
    "damage_scaling": "1.000000",
    "destroy_affected_by_griefing": "false",
    "fire_affected_by_griefing": "false",
    "fuse_length": "[0.0, 0.0]",
    "fuse_lit": "false"
  }
}

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