I want to summon a TNT block that will cause damage to mobs. However, I don't want it to damage or break blocks. Is there any way that I can do this?

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    – Frank
    Commented May 25, 2016 at 12:13
  • 1
    This isn't possible with TNT, however, this is possible using creepers with a fuse time of 0. If you want to replace the functionality of TNT, then this can also be done by looking for a TNT entity with a fuse of x, then summoning a creeper there with fuse 0 and killing the TNT. This does require mobGriefing=false, though
    – Unionhawk
    Commented May 25, 2016 at 12:17
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    Possible duplicate of How can I turn off TNT block damage?
    – pppery
    Commented Feb 10, 2022 at 3:00

3 Answers 3


Method #1:

On a fast Redstone clock / using Repeat Command blocks, put this command:

/execute @e[type=PrimedTnt] ~ ~ ~ summon Creeper ~ ~ ~ {powered:1}

Then, with a Comparator, execute this command to kill the TNT:

/kill @e[type=PrimedTnt]

Note: Before you do this, you would have to run this command:

/gamerule mobGriefing false

Method #2:

Repeatedly run these commands in Command blocks (repeat as fast as you can):

/execute @e[type=PrimedTnt] ~ ~ ~ summon ArmorStand ~ ~ ~ {CustomName:"RudolfJelinek"}

/execute @e[type=PrimedTnt] ~ ~ ~ setblock ~ ~ ~ minecraft:water

And when the Comaparator leading from one of the CMD blocks above does not output signal, execute these commands:

/execute @e[type=ArmorStand] ~ ~ ~ setblock ~ ~ ~ minecraft:air 

/kill @e[name=RudolfJelinek]
  • This is what I want! But can I know why you need to summon ArmorStand? Commented May 26, 2016 at 0:45
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    The armour stand is there so you can execute commands at it even when all other entities are gone. If the armour stand wasn't there, there would be no way to clean up the water after the tnt exploded (unless you knew the exact cords everytime).
    – LethaIity
    Commented May 26, 2016 at 12:55

Similar to Unionhawk's comment:

you should run three commands one after the other:

Do gamerule mobGriefing = false**

1 tick delay

Summon Creeper fuse 0 at Tnt

3 ticks delay

Do gamerule mobgriering = true

There's an easier solution to this, relying on the rule that immerged TNT doesn't explode blocks but do damage to entities :

  1. Place a water block :

setblock X Y Z minecraft:water

  1. Summon an instant-exploding TNT at this location :

summon minecraft:tnt X Y Z {Fuse:0}

You can remove the water block afterwards, but after a little delay, otherwise TNT would explode and destroy blocks.

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