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
stop fucking begging
You're best off using an actual voxel spawner as the experimental API now supports spawning voxels. This mod was made a few months ago so it doesn't actually spawn voxels, it just spawns 6 sprites and puts it in a cube shape.
But I am planning on having a way to make custom shapes, I'll work on this soon (maybe)
voxSize = 0.1 -- this is the actual voxel size teardown uses
There may be issues with collision though so if there is then just remove "VoxelManager:Update()" in main.lua on line 86
This is in main.lua on line 63:
VoxelManager:AddVoxel(TransformCopy(voxHighlight:GetTransform()), false, rndColor())
change to
VoxelManager:AddVoxel(TransformCopy(voxHighlight:GetTransform()), false, {1,1,1,1})
WE'VE CRACKED THE CODE
PROBABLY WITH PLANKS
WE CAN MOD WITH VOXEL SPAWNERS