Megaquarium

Megaquarium

What will you create?
Access an ocean of content for Megaquarium created by players like you. New animals, decorations, tanks and more are available to expand your game and tailor it to your liking.
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 This topic has been pinned, so it's probably important
Twice Circled  [developer] 3 20 Jun, 2019 @ 2:50am
How to create mods - basics
1. Download the sample mod by subscribing to it:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1761644053

The mod should download straight away, if not then try using Steam Library -> Megaquarium -> Properties -> Local Files -> Verify Integrity of Game Files from the game's properties.

If the game is running you should exit first.

2. Run the game. This should install the mod. Navigate to the Mod Manager to make sure it loaded correctly.

3. Exit the game and navigate to:
Windows - C:\Users\<insert username>\Documents\My Games\Megaquarium\Mods
OSX - Library/Application Support/Megaquarium/Mods
Linux - $XDG_DATA_HOME/.local/share/Megaquarium/Mods

You should find a folder called "OJ Squeezers need oranges".

4. Copy and paste the folder.

5. Rename the folder. This will be the title of the mod in-game and when it is uploaded to the workshop.

6. Within the copied folder, open info.data in any text editor.

7. Delete all the text in the file, and paste:

{ "desc": "", "tags": [], "version": "", }

Fill in your mod's description and version (optional). You can also add some tags which will allow users to find your mod more easily. Only the following tags will be recognised:
  • Tanks
  • Fish
  • Animals
  • Tank Equipment
  • Guest facilities
  • Scenery
  • Paints
  • Plants
  • Rocks
  • Caves
  • Others
  • Modpacks
  • Crustaceans
  • Starfish
  • Clams and corals
  • Sharks
  • Accessories
  • Cetaceans
  • Other animals
  • Tutorial
  • Translation

If you would like to request a new tag, you can do this in the #modding-talk channel of the game's Discord[discord.gg] server.

Save the file.

8. Replace the rest of the files in the folder with your own. Some notes:
  • .data files need to go in the Data folder
  • string files need to go in the Strings folder under the correct language folder e.g. "en" for English.
  • tc3d, fbx and texture files need to go in the Models folder. They can be organised however you like in here, for example, in subfolders. This will not affect how they are loaded, as long as they are in the Models folder. It's recommended to supply your mod with the tc3d file. It's up to you whether you provide the fbx file.
  • You must include a 445x445 thumbnail image called thumb.png in the root of the mod folder.

For more information about how to edit and modify the game's files to create a mod, I highly recommend joining the game's Discord[discord.gg] server and asking in the Modding channel.

9. Run the game. Navigate to the Mod Manager. You should see your new mod in there! :steamhappy:

Select your mod. You should see the mod's title and description in the right hand panel. Are there any errors listed in the right hand panel?

If so, fix these and try reloading the mod (tick the check box and click reload mods).

10. Once the mod loads successfully, you should test it in the game. This is important:

The game only checks for superficial load errors. It does not check whether your mod will break the game when played with!

You should try using the mod in many different circumstances, in new games and existing ones, in the campaign and in sandbox mode.

11. Once you are sure your mod is safe to use, upload it to the workshop using the "Upload to workshop" button which appears when you select the mod in the Mod Manager.

12. Enter some notes for the update e.g. "First upload". In the future you can use this space to let your subscribers know what has changed.

13. Click Upload!

14. Assuming the upload completes successfully, a browser will open automatically pointing to your new mod's page in the workshop. Feel free to play with this page and get it how you see fit.

Once you're happy with it, change the mod's visibility to public so that others can download your mod!

15. Finally, if you need to update your mod at a later time, make the necessary changes to the mod's folder and then use the "Update item on workshop" button which appears when you select the mod in the Mod Manager.

====

If you have any trouble with any part of the process of creating and sharing your mods, don't hesitate to let me know!
Last edited by Twice Circled; 9 May, 2023 @ 1:26am
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Showing 1-6 of 6 comments
Othlon 1 6 Jul, 2019 @ 2:17am 
hi! what is the OSX equivalent for the C:\Users\<insert username>\Documents\My Games\Megaquarium\Mods, i looked in a folder called "MyGames" in the user directory but did not find the megaqurium folder containing mods. They are around somewhere, i do have mods running on my mac.

Cheers!
Twice Circled  [developer] 3 7 Jul, 2019 @ 9:18am 
Hi Othlon, good question. I think it's in Library/Application Support/Megaquarium/Mods.
instre 30 Nov, 2021 @ 7:32am 
Hi,

It would be good to define the same process under Linux, it is possible to create mods under Linux.

Thanks.
Twice Circled  [developer] 3 1 Dec, 2021 @ 5:43am 
I've updated that part of the instructions with separate file paths for each OS. :)
Erik 11 Jul, 2023 @ 11:23am 
hi, i have translated several names and descriptions for a mod to spanish, but after creating a "es" folder on the Strings folder the text doesnt translate. How do I solve this?
Twice Circled  [developer] 3 12 Jul, 2023 @ 2:27am 
Originally posted by Erik:
hi, i have translated several names and descriptions for a mod to spanish, but after creating a "es" folder on the Strings folder the text doesnt translate. How do I solve this?

It would be better to discuss this in a separate thread in the workshop forum. Could you create a new thread please?:
https://steamhost.cn/steamcommunity_com/workshop/discussions/?appid=600480

Could you post a link to a copy of the mod and I'll take a quick look, see if I can identify the problem. Don't worry if the mod is not finished, I'll just check the Spanish translation part.
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Showing 1-6 of 6 comments
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