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
1. IIRC the research screen gains a scrollbar if there are too many items to show. In reality, this only happens with mods installed so we don't see it very often. Any chance the extra animals can be found by scrolling down?
2. If animal availability was set to anything other than "everything available" during the generation of the sandbox then some animals could be excluded from research. They may be available via trades or merchants.
If it's not those then some more investigative work will be needed. Perhaps you could describe what's going on in more detail.
What animals were you expecting to be available to research, and which animals were actually available? Is there some pattern to the animals which are not available. Perhaps post a screenshot too. We could take a look at the log file as well just to be sure (C:\Users\<insert username>\AppData\LocalLow\Twice Circled\Megaquarium\output_log.txt).
Finding the solution to things like this is often about piecing lots of different bits of information together which point to the answer. Kind of like a puzzle. ;)
If you clicked an item for research and it finished researching, would another item fill that gap?
With the Artificialis mod series all the animals are set to rare 2, so if you have trades/merchants on, usually all but 1 or 2 will be only available that way. A way of bypassing this if you'd like all Artificialis mods available for research (or any other using this method) is to disable them, start the new map, then re-enable them. All mods added after a new map is started seem to default to being available through research.
The bug I encountered that sounded like what you were experiencing is that starting the rank after you start a sandbox, not all of the science research items were appearing. It may be that it only occurs when you have enough extra science unlocked items as I hadn't seen this in my past playthroughs with science unlocked animals, but it has been a few months since I've done one. My current work around for that is to toggle show unlocked, and usually the unavailable research items then appear.