Explosives

Table of Contents

    Basic Information

    There are many explosives you in ballistix and you will find all of these below. The block versions of these can be seen on the image to the right.


    Tiers

    All of the explosives in Ballistix have a tier and currently there are four such tiers. Each tier has a separate color scheme. Tier one is green, tier two is red, tier three is blue and tier four is black.

    Some explosives have different forms. Tier 1 explosives can be blocks or grenades. Tier 2 and higher can only be found in block varieties. In order to use them all for missiles, you simply place the block type into the launcher platform as explained on the Missile Silos page.

    Most explosives require other, lower grade explosives on order to craft them. In order to find these recipes, please use a mod like Just Enough Items or something similiar.


    Tier 1

    Condensed Explosives

    The Condensed Explosives act as simple replacements for tnt and are slightly less powerful. They are used to create almost all other explosives.

    Fuse: 30 ticks (1.5 secs)

    Shrapnel Explosives

    The Shrapnel Explosives don’t destroy any block but it does release a storm of 25 arrows that are certain to damage any nearby entities.

    Fuse: 40 ticks (2 secs)

    Incendiary Explosives

    The Incendiary Explosives deal no actual explosive/block damage, instead they will spread flames to a large area (14x14x14 blocks) and set flammable objects on fire. This makes them particularly useful in starting large forest fires, or burning down villages.

    Fuse: 80 ticks (4 secs)

    Repulsive Explosives

    The Repulsive Explosives will repulse any players or mobs large distances when detonated and push them away. The size of this explosion is (28x28x28)

    Fuse: 30 ticks (1.5 secs)

    Attractive Explosives

    The Attractive Explosives will attract any players or mobs large distances when detonated and suck them in towards the blast center. The size of this explosion is (28x28x28)

    Fuse: 30 ticks (1.5 secs)

    Debilitation Explosives

    The Debilitation Explosives are a non-damaging tier of explosive. Instead of causing block damage, they will cause entities within its blast radius (14x14x14 blocks) to suffer several symptoms, which may cause death. These symptoms are:

    • Poison
    • Mining Fatigue
    • Slowness II

    All of which will last for 80 seconds after leaving the gas.

    It will last for 1 minute and will also damage nearby entities by 2 hearts every second

    Fuse: 80 ticks (4 secs)

    Chemical Explosives

    The Chemical Explosives are a non-damaging tier of explosive. Instead of causing block damage, they will cause entities within its blast radius (14x14x14 blocks) to suffer several symptoms, which may cause death. These symptoms are:

    • Poison II
    • Mining Fatigue
    • Slowness II

    All of which will last for 18 seconds after leaving the gas.

    It will last for 1 minute and will also damage nearby entities by 1 heart every second they stay in its cloud.

    Fuse: 100 ticks (5 secs)


    Tier 2

    Fragmentation Explosives

    The Fragmentation Explosives work similiar to the Shrapnel Explosives and will release 50 explosive arrows that blow up upon impact.

    Fuse: 100 ticks (5 secs)

    Contagious Explosives

    The Contagious Explosives are a non-damaging tier of explosive. Instead of causing block damage, they will cause entities within its blast radius (14x14x14 blocks) to suffer several symptoms, which may cause death. These symptoms are:

    • Weakness II
    • Hunger II
    • Blindness II

    All of which will last for 18 seconds after leaving the gas.

    It will last for 1 minute and will also damage nearby entities by 2 hearts every second they stay in its cloud.

    Fuse: 100 ticks (5 secs)

    Breaching Explosives

    The Breaching Explosives act as stronger versions of TNT, that explode very quickly, working very good to blow out mines or similiar things.

    Fuse: 5 ticks (1/4 secs)

    Thermobaric Explosives

    The Thermobaric Explosives incinerate everything in their blast radius, which is about 20 blocks, and also damage entities within twice that radius by alot. They are also used to make Nuclear Explosives. In order to stop these kinds of explosives and stronger, one must use alot of obsidian, or the different types of concrete from the blastcraft mod.

    Fuse: 100 ticks (5 secs)


    Tier 3

    Nuclear Explosives

    The Nuclear Explosives are very powerful tier 3 explosives, which will cause a large mushroom cloud to appear, and blow up anything within a large radius. It will create a shockwave, and will also irradiate a large area far greater than the direct explosion radius itself.

    Fuse: 200 ticks (10 secs)

    EMP Explosives

    The EMP Explosives will remove all stored electricity and or break all electric devices within a radius of 45 blocks.

    Fuse: 80 ticks (4 secs)


    Tier 4

    Antimatter Explosives

    An Antimatter Explosive will destroy anything within a radius of 45 blocks and will kill anything within twice that radius. It is the first of the tier 4 explosives and cannot be halted by any protective block. Thus you must shoot these missiles down in order to save and protect your base.

    Fuse: 400 ticks (20 secs)

    Large Antimatter Explosives

    A Large Antimatter Explosive will destroy anything within a radius of 100 blocks and will kill anything within twice that radius. It is the first of the tier 4 explosives and cannot be halted by any protective block. Thus you must shoot these missiles down in order to save and protect your base.

    Fuse: 600 ticks (30 secs)

    Darkmatter Explosives

    The Darkmatter Explosives are the most difficult to make and the most dangerous explosive in the game, only comparable to the large antimatter explosive. Upon detonation, a black cube (black hole) will spawn and destroy anything within a radius of 50 blocks. This does however not happen instantaneously, and will slowly occur over 1 minute, while sucking in any mob and entity within twice that radius. The only way to stop this process is with an antimatter explosives.

    Fuse: 400 ticks (20 secs)