This mod improves TNT performance
The goal is to reduce lag while keeping TNT behavior as close to vanilla as possible.
I tried to keep the mod as close to vanilla as possible. However, because the number of active TNT entities is limited, there is a small chance that some edge cases will behave slightly differently.
It works by limiting the amount of tnt rendered client side to 75 Also limis the amount of explosion particles the client renders to 100
On the server side of the mod we limit more things:
Most TNT cannons should continue to work normally.
However, if your cannon relies on more than 250 TNT entities being active at the same time, it may not function correctly.
So yes, this will almost certainly break an orbital strike cannon.