1. Remaining depth
target depth − current depth. Both are read from the game's own depth display; the layer table tells you which official layer you are crossing.
Enter your current depth, target, observed clearance per blast, TNT stock, and reserve — get estimated blasts, usable stock, shortfall or surplus, optional cost, and run segments.
TNT to Earth's Core! publishes no depth chart, blast formula, or TNT price list — the official badge layer names the 27 TNTs and the ten layers, but no numbers. So this planner does the only honest thing a calculator can do here: plain arithmetic on your own observations. You supply the depth you are at, the depth you want, how much depth one blast clears at your current layer, and the stock you are carrying; it returns the blast count, the stock picture, and the trip plan. Enter your numbers below, or read the method and worked example first.
Six formulas. No hidden constants — every input is yours.
target depth − current depth. Both are read from the game's own depth display; the layer table tells you which official layer you are crossing.
remaining depth ÷ observed clearance per blast. Clearance is your measurement: same TNT, same layer, averaged over at least three blasts.
current TNT stock − desired reserve. The reserve is the stock you refuse to spend, kept for the harder ground below or the trip back.
usable stock − estimated blasts. Negative means a shortfall: you need more TNT (or a shallower target) before this run is safe. Positive is surplus — margin for surprise terrain.
estimated blasts × observed cost per blast, if the game shows you a cost. Leave it blank and the field stays blank — a missing cost is not zero.
estimated blasts ÷ usable stock, rounded up. It answers a different question from shortfall: not whether you can afford the run, but how many stock-limited trips it takes.
Illustrative player-entered numbers — your values come from your own screen.
Say you are at depth 600 and targeting the Deepslate boundary at 900 — so remaining depth is 300. Your blast notes at this layer say your current TNT clears about 25 depth per blast. Estimated blasts: 300 ÷ 25 = 12. You carry 20 TNT and keep a reserve of 4, so usable stock is 16. Shortfall check: 16 − 12 = +4 — the run is covered, with four spare blasts for the tougher rock the layer names warn about. If the game shows your blast costs 2 in your currency, the optional cost line reads 12 × 2 = 24. And if you had only carried 8 usable TNT, segments would read ⌈12 ÷ 8⌉ = 2: one run down, one resupply stop, one run to finish.
The interpretation to carry away: blast count scales with depth, but margin scales with how well you measured. Half a meter of error in your clearance figure moves a 12-blast plan by a quarter blast — small at Layer 2, decisive by Layer 8's Voidstone. Measure twice at each new layer; the badge layer's own names (tuff is "pretty tough", per the official Layer 4 badge) are the game itself telling you clearance is not constant.
From four inputs you observe in-game: remaining depth (target minus current), clearance per blast (how much depth one TNT removes at your layer), current stock, and the reserve you want to keep. It divides depth by clearance for blast count, subtracts the reserve from stock for usable TNT, and reports the shortfall or surplus — plus optional cost and run segments.
No game formulas are published anywhere — the creator documents TNTs and layers through badges, not stat tables. The calculator's math is plain arithmetic; the game-specific inputs (depth, clearance, stock, cost) are your own observations. That is why there is no default value for anything.
A reserve is your safety margin for the terrain below your target — harder layers can need more blasts per meter. A common habit is one to two blasts' worth of TNT per planned layer of margin, but the right number depends on your stock and how often you return to the surface. The field is optional; enter 0 to ignore it.
Because depth divided by clearance rarely lands on a whole number. 440 meters of remaining depth at 30 per blast is 14.67 — meaning 14 full blasts plus most of a 15th. Plan 15 blasts and you carry the rounding as margin.
If your TNT stock cannot cover the whole descent in one trip, segments show how many stock-limited trips the plan needs: estimated blasts divided by usable stock, rounded up. Two segments means one resupply stop between them.
Inputs and formulas last reviewed 2026-10-03. The tool itself is unchanged by game updates — only your observations move.
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