vanilla explosion can lag the server (with high pRadius)
at large scales the individual rays become apparent.
can't control the effect for blocks affected by explosion (for example replacing blocks instead of breaking them)
how
custom explosion method in Level with args Vec3pos, intraycount returning blockPos[]
# why
* vanilla explosion can lag the server (with high pRadius)
* at large scales the individual rays become apparent.
* can't control the effect for blocks affected by explosion (for example replacing blocks instead of breaking them)
# how
* custom *explosion* method in *Level* with args **Vec3** *pos*, **int** *raycount* returning **blockPos[]**
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