Missile Launch Mechanics

Missile Launch Mechanics are the mechanics that run the new Missiles. They have speed and trajectory. Missiles explode if they hit something hard or if they lose enough health. Missiles are immune to Poison and Wither. Fire Resistance potions will make them immune to fire (they can still cause fire when it explodes), but water breathing will allow it to explode underwater. All other stuff will do what is intended. All blasts have a 100% chance of harvesting the material that they destroy.
* 1.30 "Galilean Update"
== Sizes ==
=== Small Missile ===
Small missiles are only one block in length. They only occupy one space of inventory; they cannot be stacked. They can be crafted.
 	Ib	
G	ZD	G
 	I 	
* Ib=Iron Bars, I=Iron Ingot, ZD=Dysprosium or Zersium Block, G=Gunpowder
These missiles have a health value of 20 (2 hearts). That means it will explode if it takes this amount of damage. An explosion has a radius of 3 blocks and causes the same damage as TNT.
=== Moderate Missile ===
Moderate missiles are 4 blocks in length and are not a craft, but a build. It can occupy 15 spaces.
==== Build ====
===== Level 1 =====
 	I	
I	R	I
 	I	
* I=Iron Bars, R=Redstone Block
===== Levels 2 and 3 =====
	 	
	T	
	 	
* T=TNT
Level 4 is a small missile.
These missiles have a health of 250 (25 hearts). An explosion has a radius of 14 blocks and causes 3x the damage of TNT.
=== Large Missile ===
Large missiles are projectiles that can be carried only by an inventory of 162 blocks; that means that a large missile occupies 162 tiles in an inventory or inventory space. This missile is 14 blocks in length.
==== Build ====
===== Levels 1 and 2 =====
 	 	Ib	 	
 	 	Ib	 	
Ib	Ib	R 	Ib	Ib
 	 	Ib	 	
 	 	Ib	 	
* Ib=Iron Bars, R=Redstone Block
===== Level 3 =====
	 	 	 	
	 	Ib	 	
	Ib	ZD	Ib	
	 	Ib	 	
	 	 	 	
* ZD=Zersium or Dysprosium Block, Ib=Iron Bars
===== Levels 4-8 =====
	 	 	 	
	 	Tn	 	
	Tn	T 	Tn	
	 	Tn	 	
	 	 	 	
* T=TNT, Tn=TNT (Only for levels 5-6)
===== Levels 10-11 =====
	 	 	 	
	 	S	 	
	S	I	S	
	 	S	 	
	 	 	 	
* S=Sandstone, I=Iron Block
Level 12 is occupied by a small missile.
These missiles have 750 health (75 hearts) They can cause 10 times the damage of TNT and have a radius of 55 blocks.
== "Fill a Missile" Mechanic ==
Each missile has a certain number of slots to add potions, catalysts, chemicals, oils, etc. Adding a potion to the missile makes it inflict its effect on its victims. A Wither skull will always cause a Wither effect. There are:
* Small missile: 18 spaces
* Moderate missile: 112 spaces
* Large missile: 1344 spaces
Spaces cannot hold items, but they can hold potions and liquids (no glass bottles kept). Netherite is the exception; it makes all victimized mobs' heads drop.
=== Special Non-Potion and Non-Catalyst Effects ===
* Netherite: All mobs killed will drop their heads
* Isobutane/Butane: 15% extra fire output
* Promethium Nugget: 15% more effect time added to potions
* Plutonium Nugget: 15% more punch added to all catalysts
* Enchanted book: Enchantments will do their thing on mobs (Smite=more undead damage, for example)
* Firework star: About 12 particles in per star of its color
* Blaze Powder: Numerous sparks at point of impact
* Uranium Powder: Surviving mobs become radioactive (level 12) for 10 seconds, promethium and plutonium will stack this as well
* Wither skull: Wither I for 15 seconds (no undead mob affected)
* Esoterium: Adds an extra 5% chance of soul fire to replace fire (per block) (Stackable)
== Trajectory ==
Missiles will always follow the modern trajectory formula and Newton's drag laws. The masses of the missiles are determined using the most recent and scientific densities of the objects, as defined in 1.19.
* Small missile mass: 400 (base, no additives)
All missiles will be determined by the mass of the objects inside of them and the blocks used in the build combined. Missile calculators will use Newton's laws, mass laws, density laws, and motion laws to direct their path. Collisions with mobs are determined by the 1.23 car accident damage formula and the health-point revision act of 1.26 (and if mob collision will force-explode them). The formula will universally come into effect on collisions between an entity and another moving object (including mobs and entities). The exception will be falling damage. Running front-first into a stationary block will only recognize the player's mass and speed. With entity collisions, damages will not be added. The damages will cross (Damage from Entity A will only affect entity b, not both).
* D=Damage on entity
* M=Mass of object hitting entity
* V=Speed/Velocity (adds both entities' speeds)
* Note on speed: If they are running towards each other, speeds are added. If a faster entity catches a slower entity, the speed of the slower entity is subtracted.
== Energy ==
All missiles on base can have batteries added to them, together with:
* Small: 700000 J
* Moderate: 49 million J
* Large: 1.3 billion J
of inherent storage.
Adding a bottle of gasoline adds 2.7 billion extra joule points. A lava bucket adds 4.8 billion joules. Joules can be used in the moving of the rocket or they can actually add on to the boom power. Missiles can have incoming redstone power go to filling up the built-in power supply or lighting the fuse. Fire will always light the fuse. Any power that is directed to the back of the missile is affected by the setting set as described 2 sentences ago. The missiles will always follow Newton's laws, drag laws, mass laws, density laws, and motion laws. When the setting is set to the fuse, it will take 800 W power to ignite the fuse. The fuse waits for 3 seconds until the rocket launches in the direction it is pointed in.