Uploaded May 2023 | Updated September 2026, 1 week ago
After messing with explosions a bit I realized that there's almost no consistency between different explosion sources and where they spawn their explosions. I also couldn't find a good resource explaining exactly /how/ they differ, so I tried to compile a few and show them off. If I spelled something wrong or missed something I take no responsibility sorry. I also have no idea how to communicate why this point is important or what to call it because I have no social skills- so idk this is all you're getting, figure it out yourself lol. Smthn smthn break more blocks, get more velocity, the world is your oyster.
Everything was measured in 1.16.1, and either verified in-game or by my past experiences (very trustworthy I know).
Information from the video:
Beds: Center of the pillow block.
Creepers: Exact position.
Fireballs: Exact position.
Respawn Anchor: Center of the block.
TNT: 0.06125m above exact position.
TNT Minecart: Exact position.
Wither Spawn: 2.975m above exact position(eye-level).
Wither Skull: Exact position.
End Crystals: Exact position.
Pillar Explosions while Respawning Dragon: 1.0m below the end crystal, or the center bottom of where the bedrock block spawns. This does not mean the explosion is absorbed tho you have been warned
To be clear, by exact position I mean the entity's actual position. Which I'm pretty sure is just always the bottom center of their hitbox.
Music: Wait - c418
After messing with explosions a bit I realized that there's almost no consistency between different explosion sources and where they spawn their explosions. I also couldn't find a good resource explaining exactly /how/ they differ, so I tried to compile a few and show them off. If I spelled something wrong or missed something I take no responsibility sorry. I also have no idea how to communicate why this point is important or what to call it because I have no social skills- so idk this is all you're getting, figure it out yourself lol. Smthn smthn break more blocks, get more velocity, the world is your oyster.
Everything was measured in 1.16.1, and either verified in-game or by my past experiences (very trustworthy I know).
Information from the video:
Beds: Center of the pillow block.
Creepers: Exact position.
Fireballs: Exact position.
Respawn Anchor: Center of the block.
TNT: 0.06125m above exact position.
TNT Minecart: Exact position.
Wither Spawn: 2.975m above exact position(eye-level).
Wither Skull: Exact position.
End Crystals: Exact position.
Pillar Explosions while Respawning Dragon: 1.0m below the end crystal, or the center bottom of where the bedrock block spawns. This does not mean the explosion is absorbed tho you have been warned
To be clear, by exact position I mean the entity's actual position. Which I'm pretty sure is just always the bottom center of their hitbox.
Music: Wait - c418




![Faster 5% Dragon Insta-Kill Setup 1.12 SSG
(if you want setup info skip towards the end :] Most of this is just context for my own selfish indulgence)
Recently I released a video showing off a potential setup for a 1.12 ssg insta-kill(https://youtu.be/VMHl0SOFw_0). And while it was good enough for people to hit it, it left a lot to be desired in terms of consistency and speed. Originally I estimated that ~3.8% of dragons would give you enough velocity based on 5000 random end fights that perched and charged within 30 seconds. I then eyeballed that about 50% of those would bonk on terrain and lose the necessary velocity before you could use it. This left a rough 2% estimate of hitting it, but it was also slightly inaccurate
(fwiw, almost exactly 30% of end fights met the 30 second charge restriction, and almost all were insta-perches. Which makes sense, since the 1.12 dragon is so fast that it can get to the 7/8 node faster than it can register the end crystals(which takes 5 seconds). As a result it only rolls a 1/3 to insta-perch since it doesnt think theres any crystals up, similar to how the first holding path only ever routes to the middle nodes. And factoring in 1/8 & other 1/13s, you get ~30%.)
Anyway, while confirming my physics n stuffs, I noticed that the dragon almost always spawns with a yaw of 229.78471. Im not entirely sure /why/ this is the case or if you can manipulate it, but it seems to come from the fact that it uses world random. Which conveniently gets reset right before dragon spawn if theres end island chunks that need to be generated(smthn smthn end city gen resets world random)(?). Regardless, its pretty epic cuz it makes the dragon paths a bit more predictable than I assumed. And it actually brings my original setup up to a 5% to get the velocity, ignoring bonks.
And! Speaking of bonks, I took the time to simulate the full client/server physics interaction during the insta-kill. This let me get actual numbers on how often/where the player bonks, and all in all it gave an estimated ~3% chance of that original setup hitting(or maybe a bit higher I forget the exact decimal)
But anyway, now for this setup. It again works by using the end terrain/obsidian pillars to strategically slow down different dragons and create hotspots where a tickle spot is more likely to be. So by standing in one spot when the dragon takes off you can set its target to get the right path, and then you can get the best chance of hitting the insta-kill by standing elsewhere in a good hotspot. And using blocks is just the easiest way to align yourself and prevent getting launched by the initial velocity transfer
SETUP INFO!
Pickaxe is kinda required, and you can do the setup up as soon as you want, its just hard to see. You just cant get much closer without sneaking or dealing with fireballs. All that matters tho is that you stand at (54.3, 59, 38.7)(Y important!) when the dragon takes off, and then move to (56.7, ~, 39.7) to shoot. Y isnt important there, but digging down in that corner is prolly best. This gives you a 7.00% chance of getting close to the tickle spot, and to help avoid bonking/snagging your Z server velocity you also want to place an endstone somewhere (47-55, 60, 39). Technically the lower X the better, but X 50 works fine. This gives you an overall 5.56% chance of getting enough velocity and not bonking, out of 100k end fights that perch and charge within 23 seconds of dragon spawn(vs 3.7% without the end stone). Of course this assumes you shoot tick perfectly(as shown in the vid, Keep in mind this timing is a few ticks later than the first setup cuz the dragon slowed), but again you only lose 9% of your velocity each subsequent tick. So better late than early, but it does get increasingly rarer to hit the later you are. This setup also averages 12.3 seconds from perch leave to death dance(12.2-12.55), vs 13.9(13.75-14.35) for the old setup. (oops the original times I had there were jank sorryyyy)
Anyway thats all for now. Hopefully better/faster setups coming soon, but maybe this can tide you over. Id wait until I had something better but this is More Dramatic and Also I Felt Bad. Im also considering looking at 1.9 setups(?) Im hesitant cuz hunger sucks, but on the other hand theres potential for some silly stuff. Its the only version with the bug that directly ties the dragons yaw to its head/neck hitbox heights(they literally use the dragons yaw in degrees to offset the hitbox y in meters). And since the dragon slows down partly based on those hitboxes, it might not slow down in scenarios where a 1.12 dragon would, or vice verse depending on wherever the head ends up. And since the dragon slowing down is what makes different setups good or bad, that could result in some fun stuff. Of course, Id actually have to look into it to find out, but thats like the only version difference anyway
also! these %s includes the backwards dragons, which always fail, and happen 4% of the time Faster 5% Dragon Insta-Kill Setup 1.12 SSG](https://i.ytimg.com/vi/sJOT9dejeno/mqdefault.jpg)





