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Explosive Enhancement Guide: Power Scaling, Extra Power Overrides, and Multiplayer Limits

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Explosive Enhancement reshapes how explosions look, and its settings live in an on-screen config interface rather than in any crafting recipe. You open that interface and adjust options directly; nothing here is built at a crafting table. The sections below cover how explosion size responds to power, how extra power overrides work, the tweaks aimed at tiny blasts, and what changes when you play on a server.

Particle Visibility Comes First

Before touching sizing options, check the notice shown in the config. The mod relies on particles, so lowering your particle visibility setting can hide the enhanced effect entirely. The interface also displays your current particle visibility value and tells you which value is recommended. If explosions look plain, raise particle visibility before changing anything else.

Dynamic Explosion Sizing

The Dynamic Explosions group holds the sizing controls. Dynamic Explosion Sizing makes an explosion's visual size depend on how much power it has. A separate toggle, Dynamic Underwater Explosion Sizing, does the same job for explosions that happen underwater. Turn each one on if you want blast visuals to grow and shrink with the strength behind them.

Extra Power Overrides

Extra Power Overrides lets you add power to an explosion or take power away, based on how large the explosion already is. Two toggles sit under it. Big Explosions Extra Power sets how much power is added or removed for larger blasts, and Small Explosions Extra Power does the same for smaller ones. Use these when the default scaling does not match the look you want.

Tweaks for Small Explosions

Attempt Better Small Explosions targets blasts whose power equals 1, such as a wither skull or a ghast fireball. When active, the explosion's y coordinate is nudged downward slightly, which can produce a better-looking result. Small Explosions Y Offset controls how far down that shift goes. Adjust the offset if the default nudge is too subtle or too strong.

Multiplayer and Single Player Behaviour

Single Player Truly Dynamic Explosions keeps perfect power-based scaling working in single player worlds, even with the changes introduced in Minecraft 1.21.2. On multiplayer servers this option has no effect.

The config also explains why: Minecraft 1.21.2 stopped sending the data needed for scaling explosions to the client, so exact dynamic explosions are impossible on multiplayer servers. Enabling the single player option still helps in single player. On a server, explosions instead scale between large and small according to how many vanilla particles would have appeared — many particles means big, a single particle means small.

Attempt Calculating Power From Knockback offers a workaround. Using some math, it estimates an explosion's rough power from the knockback applied to you, the client player. It is not exact, but it can beat having nothing. It only functions if you were actually knocked back by the explosion.

Other Options Worth Knowing

The config includes toggles for individual particle types, such as the Blast Wave Particle, Mushroom Cloud Particles, Default Explosion Particles, and a Shockwave Particle, along with an Underwater Explosions group containing its own effects and a bubble option that warns too many bubbles may cause lag. Emissive Explosions and Emissive Underwater Explosions control glow. Always Show Particles pushes explosion particles to render from roughly twice as far away and on lower particle settings. A debug logging option exists but will spam your logs.

To operate any of these, open the config interface and toggle or adjust the relevant entry. Where a feature is bound to a hotkey, use the corresponding hotkey and set it in the controls menu.