What does beta version 69.3 add to TPT? I saw nothing at all.
Oh, and as for the TNT, it currently makes 8pressure. This is only twice that of C4. It is such a small increase that it has no practical effect in the game. The TNT should detonate to generate 50+ pressure, or it should be removed from the game entirely. Currently it is a useless element.
@Videogamer555(View Post) I agree with you and I also made a post on this thread about it, TNT sucks now and the only thing that's actually something special is the instant ignition
I see ignition cord works like a low temperature (easier to light) fuse. Unfortunately when connected to TNT it only lights the TNT about half the time. TNT should be programed to say: If in contact with ignition cord and in contact with fire, then ignite the TNT
That way the low temperature of the ignition cord flame can be ignored (currently the problem is the ignition cord burns to cold to easilly light the TNT). Ironically this is actually one of the few realistic things in TPT! An ignition cord by itself really can't light high explosives. It requires a blasting cap. Now all we need is a dedicated blasting cap element, ignitable only by electricity and the flame from ignition cord. And TNT should be programed to ALWAYS detonate when the blasting cap element explodes when in contact with the TNT. I'd call this new element BSTC.
@Videogamer555(View Post) TNT detonation does not currently depend on temperature. The issue is that ignition cord only creates a little bit of fire at random positions around itself, so the fire does not always touch the TNT. Try extending the ignition cord a couple of pixels into the block of TNT.
come on devs! make TNT generate more pressure, surely it can't be that hard, it's only a few numbers in the code. C-5 serves the purpose of TNT, so why add it if it doesn't do a better job that elements that can improvise it.