Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
What does this mod do?
This mod improves TNT performance by:
- Limiting TNT explosions to 10 per tick
- Limiting the number of TNT entities rendered on the client to 75
The goal is to reduce lag while keeping TNT behavior as close to vanilla as possible.
How close to vanilla is it?
I tried to keep the mod as close to vanilla as possible. However, because the number of active TNT entities is limited, there is a small chance that some edge cases will behave slightly differently.
Will it break my TNT cannons?
Most TNT cannons should continue to work normally.
However, if your cannon relies on more than 250 TNT entities being active at the same time, it may not function correctly.
So yes, this will almost certainly break an orbital strike cannon.
Why limit explosions per tick?
Limiting explosions to 10 per tick spreads the explosions across multiple ticks instead of processing them all at once.
This means:
- Explosions take slightly longer to fully complete
- Server TPS is much more stable during large TNT detonations
You might be thinking: "Won't TNT feel delayed?"
Not really. The most recently triggered explosion is processed first, so the TNT still feels responsive during gameplay.
Why limit the maximum number of active TNT entities?
Even after reducing explosion lag, large numbers of TNT entities can still cause significant server lag.
To prevent this, the server limits active TNT entities to 150 at a time. This helps keep server performance under control and makes it much more likely that the server stays below 50 MSPT (20 TPS).
Why limit the number of rendered TNT entities?
Rendering hundreds of TNT entities can heavily impact FPS, even if the server is running smoothly.
To help keep frame rates stable, the client only renders the 75 closest TNT entities.
Don't worry the other TNT entities still exist and function normally. They are simply not rendered until they are among the closest 75 TNT entities to the player.


