cherri's Minesweeper
My favorite puzzle game meets my favorite sandbox game
My favorite puzzle game meets my favorite sandbox game
Mines (aka hidden mines) look exactly like their normal tile counterparts, but explode in various ways when broken without a flag above it, and leave a leftover tile showing what kind of mine it was. They are what number tiles look for; displaying the number of mines around it, for the most part...
This page is updated to cover version 1.2.
Mine leftover textures (upcoming)
Basic mines explode like TNT when destroyed. The explosion size is modified by the mineExplosionPower gamerule, which is 5 by default, while TNT has an explosion power of 4. If the gamerule mineGriefing is true, it will destroy blocks as well.
Negative mines send a -1 signal to number tiles. They only generate if the negativeMines gamerule is true. These allow the 0 (zero) Tile to appear during gameplay.
Double mines send a +2 signal to number tiles and explode twice with half the power of mineExplosionPower and do so within a radius dependant on mineExplosionPower.
Dud mines do not explode when broken.
TNT mines fling 5 TNT out of itself, one in each basic direction except for down. The TNT has a fuse of 30 ticks.
Potion mines throw a lingering potion out of itself, straight up with high inaccuracy. These include the basic, obtainable potions excluding the long and strong variants.
All creature mines spawn respective entities. Any creature mines that spawn hostile mobs while the world is in Peaceful mode will explode like basic mines.
Allay mines spawn 3-4 Allays.
Bat mines spawn 12 bats.
Bee mines spawn 4-6 bees.
Chicken mines spawn 6-8 chickens.
Creeper mines spawn 5 creepers.
Screeper mines spawn 1 creeper.
Charged creeper and Charged Screeper mines spawn 1 charged creeper.
Endermite mines spawn 4-8 Endermites, and has a 1% chance to spawn an Enderman instead.
Fish mines spawn 12 fish (including axolotls and tadpoles). After the leftover disappears, water is poured for a while, then disappears.
Fox mines spawn 5 foxes.
Frog mines spawn 5 frogs.
Killer Bunny mines spawn 1 Killer Bunny.
Magma Cube mines spawn 5 magma cubes.
Slime mines spawn 5 slimes.
Silverfish mines spawn 4-8 silverfish.
Spider mines spawn 4 spiders, with each one having a 20% chance to be a cave spider.
Conditional mines explode in specific ways under certain conditions.
Light mines have an explosion power equal to the light level that it is in (1-15, light level 0 defaults to 1)
Moon mines have an explosion power equal to the amount of moonlight is showing. If it is daytime or is broken in a dimension that isn't the Overworld, it uses mineExplosionPower.
Redstone mines have an explosion power equal to its redstone signal strength. If it is not powered, it uses mineExplosionPower.
Using a Mine Detector (by right-clicking) will showhow many mines are around you, using up 1 durability every time if in survival mode.
Arrow mines (including tipped arrow and spectral arrow mines) were going to be added since the first release, but continues to be very stubborn to implement. >:(
Chicken mines will have a small chance to spawn chicken jockeys in a future update (only in Hard mode).
Double Negative mines send a -2 signal to number tiles.
Experience mines will be added in a future update. Either their explosion power is equal to player level, or they emit experience orbs when broken.
Land mines will be added in a future update.
Light mine leftovers actually emit a light level of 15. This does not affect the mine that it spawned from, but can affect other light mines nearby.
Ores can be registered as mines if the numberTilesFindOres gamerule is true.
Potion mines took way too long to figure out. They, too, were going to be added since the first release, but got finished in version 1.2.
TNT is registered as a mine. It is planned to later add this functionality for other mods with explosive blocks.