Every ratio below is a push-nuke timing proven to break both target blocks. Tested and proven on the wine jar, on cobblestone — and it'll most likely carry to other jars too. Pick a nukehammer amount, then sort by what matters for your build.
How a push nuke fires — four powers
1
Power 11 rev, down scatter & down nuke
2
Power 2sand & nuke hammer
3
Power 3hammer, up scatter & up nuke
4
Power 4push TNT
Scatter order: D = down scatter, U = up scatter — shown in the order they render.
The nukes go off 1 gametick after the scatters.
The push TNT is always rendered after the scatters, but detonates the same gametick as them.
Every ratio uses a fixed 51 up nuke + 51 down nuke. To fully nuke a wall while shooting at y255 or y0, you'll want 300+ nuke hammer.
Push-TNT position → fall time
The push TNT hits the wall, falls this many gameticks, then the scatters explode:
.9800
falls 1 gt
.9008
falls 2 gt
.7832
falls 3 gt
.6279
falls 4 gt
44,829
phase 2 winners
40,516
survive 2nd wall
9,194
cobblestone-only · final
Sort bytop 100 per amount
U = scatter-up (y130) · D = scatter-down (y128), shown in render order · efficiency = cobblestone blocks destroyed per nukehammer TNT · push shows position (feet-y) × count. Nukes fixed at downnuke 51 / upnuke 51.