Entities & mobs · Step
Set tnt primed fuse ticks
Changes the tnt primed's fuse ticks to a whole number you pick. Paper: the number of ticks until the TNT blows up after being primed.
m.mob.tnt_primed.set_fuse_ticks
In a flow
“When a player right-clicks an entity → Set tnt primed fuse ticks: 1 → Answer Done!”
When a player right-clicks an entity → Set tnt primed fuse ticks: 1 → Answer Done!
What it does
Changes the tnt primed's fuse ticks to a whole number you pick. Paper: the number of ticks until the TNT blows up after being primed. It's a step: it runs when the white wire reaches it, then the flow carries on from its Then pin. Find it under Entities & mobs in the palette.
When to use it
Use it when the flow needs to: changes the tnt primed's fuse ticks to a whole number you pick. Paper: the number of ticks until the TNT blows up after being primed.
When not to
If nothing should change in Discord, a value node or a check is lighter.
Typical wiring
Sockets: settings you can wire
- Entity Entity
-
The tnt primed: wire one in, like Entity from Spawn an entity.
What goes there: Type it in the side panel, or wire in an entity. e.g. Zombie
If it's empty: Optional. Left empty and unwired, the step runs without it.
- Fuse ticks Number
-
The tnt primed's new fuse ticks.
What goes there: Type it in the side panel, or wire in a number. e.g. 42
If it's empty: Optional. Left empty and unwired, it uses 0.
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