Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I 100% agree on this. if its possible that would be lovely
EDIT:
seeing the sea line in build mode would be nice as well
1. May be you could try adding a "Sea" component to each block/entity so you don't have to loop everything in one method.
With this you can simply add a bool check to check if the block/entity is in the water or not so to avoid running a huge loop if a huge machine is loaded.
2. I think it's better to calculate buoyancy based on block's/entity's volume than giving a specific value for each block regardless of their size.
bro same thing lmao. also try cannons underwater in MV, the water drag there is much higher.