Once spawned, the primed TNT is given a vertical velocity of 0.2 m/s, and a horizontal velocity of 0.02 m/s in a random direction between east and north.
-From the wiki.
the tnt will go farther to the south and west because the projectile tnt is slightly closer to the the other tnt, thus it is pushed with more force.
the tnt will go farther to the south and west because the projectile tnt is slightly closer to the the other tnt, thus it is pushed with more force.
Actually, I think you are wrong. I'm testing it right now and I made it so the cannons launching in the 0 and 3 directions has a bigger gap between the tnt that is launching and the tnt that is being launched than the other two cannons and there is still a noticeable difference. I can upload a video if you would like.
The wiki also stated that the tnt moves to the north or east due to a bug.
one can only assume that this has to do with the famed North-East rule. The thing is, most values are rounded up or down depending on direction or position (for instance, Ores used to generate in larger clusters in the southwest. but this was fixed.)
example:
When the tnt is propelled by an explosion, its power is prolly a number and one of two directions which for this example will be north and east(south and west are denoted by a negative number), lets also say that the power is always rounded up.
So, we have a cannon that propels tnt at a power of 20.7 (unit of power is unkown). if the canon is pointing north then the power would be noted as 20.7, but if it went south then it would be -20.7. however, it always rounds up, so going north it would have a power of 28, but going south would only be -27.
So, theres my second theory. but the values and directions may not be the same in game as the ones in my example.
The wiki also stated that the tnt moves to the north or east due to a bug.
one can only assume that this has to do with the famed North-East rule. The thing is, most values are rounded up or down depending on direction or position (for instance, Ores used to generate in larger clusters in the southwest. but this was fixed.)
example:
When the tnt is propelled by an explosion, its power is prolly a number and one of two directions which for this example will be north and east(south and west are denoted by a negative number), lets also say that the power is always rounded up.
So, we have a cannon that propels tnt at a power of 20.7 (unit of power is unkown). if the canon is pointing north then the power would be noted as 20.7, but if it went south then it would be -20.7. however, it always rounds up, so going north it would have a power of 28, but going south would only be -27.
So, theres my second theory. but the values and directions may not be the same in game as the ones in my example.
That is a possibility. I want to find some way to test this and get to the bottom of this weird glitch. I guess the first step in testing this would be some test finding out the ratio of distance propelled to blast damage. Then, maybe make some sort of simple graph to see if that ratio holds for all amounts (or at least a large sample) of blast damage. From there, we can get an average ratio and compare them across all distances. Then we can get a better idea of the phenomena. This might help us test your theory.
The propulsion of tnt is certainly correlated to the blast damage in some way. So maybe the blast damage just is dispersed differently in certain directions. Or, maybe things just move farther and faster when going in certain directions. Who knows?
Also, we need to see how this works with diagonals. Also, does this happen with other entities that move like boats and minecarts? Do they move farther/faster in the 0 and 3 directions? Sounds like a lot of testing needs to be done. What do you think?
The wiki also stated that the tnt moves to the north or east due to a bug.
one can only assume that this has to do with the famed North-East rule. The thing is, most values are rounded up or down depending on direction or position (for instance, Ores used to generate in larger clusters in the southwest. but this was fixed.)
example:
When the tnt is propelled by an explosion, its power is prolly a number and one of two directions which for this example will be north and east(south and west are denoted by a negative number), lets also say that the power is always rounded up.
So, we have a cannon that propels tnt at a power of 20.7 (unit of power is unkown). if the canon is pointing north then the power would be noted as 20.7, but if it went south then it would be -20.7. however, it always rounds up, so going north it would have a power of 28, but going south would only be -27.
So, theres my second theory. but the values and directions may not be the same in game as the ones in my example.
So, after looking at it, I think your second theory is wrong as well. The 0 and 3 cannons shoot twice as far and the rounding idea just can't account for such a drastic difference. If the distances weren't so drastic, then I think your theory could be right.
-From the wiki.
the tnt will go farther to the south and west because the projectile tnt is slightly closer to the the other tnt, thus it is pushed with more force.
Thanks. You should add that to the cannon page.
It probably took you like 30 minutes to render that and it got solved in 3 minutes, nice job.
Actually, I think you are wrong. I'm testing it right now and I made it so the cannons launching in the 0 and 3 directions has a bigger gap between the tnt that is launching and the tnt that is being launched than the other two cannons and there is still a noticeable difference. I can upload a video if you would like.
one can only assume that this has to do with the famed North-East rule. The thing is, most values are rounded up or down depending on direction or position (for instance, Ores used to generate in larger clusters in the southwest. but this was fixed.)
example:
When the tnt is propelled by an explosion, its power is prolly a number and one of two directions which for this example will be north and east(south and west are denoted by a negative number), lets also say that the power is always rounded up.
So, we have a cannon that propels tnt at a power of 20.7 (unit of power is unkown). if the canon is pointing north then the power would be noted as 20.7, but if it went south then it would be -20.7. however, it always rounds up, so going north it would have a power of 28, but going south would only be -27.
So, theres my second theory. but the values and directions may not be the same in game as the ones in my example.
That is a possibility. I want to find some way to test this and get to the bottom of this weird glitch. I guess the first step in testing this would be some test finding out the ratio of distance propelled to blast damage. Then, maybe make some sort of simple graph to see if that ratio holds for all amounts (or at least a large sample) of blast damage. From there, we can get an average ratio and compare them across all distances. Then we can get a better idea of the phenomena. This might help us test your theory.
The propulsion of tnt is certainly correlated to the blast damage in some way. So maybe the blast damage just is dispersed differently in certain directions. Or, maybe things just move farther and faster when going in certain directions. Who knows?
Also, we need to see how this works with diagonals. Also, does this happen with other entities that move like boats and minecarts? Do they move farther/faster in the 0 and 3 directions? Sounds like a lot of testing needs to be done. What do you think?
Thanks. It was actually pretty easy to make.
You spoke too soon. Who's job was good now?
So, after looking at it, I think your second theory is wrong as well. The 0 and 3 cannons shoot twice as far and the rounding idea just can't account for such a drastic difference. If the distances weren't so drastic, then I think your theory could be right.