Megaquarium

Megaquarium

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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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Ironman Andy 25 Jul, 2019 @ 1:43pm
Sweatwater Filter Mod and DLC Requests (Public Feeding, Information Mechanics, Reptiles)
Hey, hopefully Tim could say some words if it would actually work:

I'm not good at modelling fishes, but I can use CAD Programs and do some assets for another filter systems. Many of you guys wish to see some sweatwater fishes in their Megaquarium. So I started to datamine how I could make a filter mod, which would implement a new stat need for fishies: Sweatwater Filtration. But I can't find the calculation fpr the filtration. Maybe some of you could join me and we could make a foundation for the sweatwater revolution? :)

Cheers,
Andy
Last edited by Ironman Andy; 25 Jul, 2019 @ 3:27pm
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Ironman Andy 25 Jul, 2019 @ 2:00pm 
IRL salt water is produced by machines, so maybe we could go this way: all saltwater fish need a salt water making machine, where staff puts supply (salt) inside and it gets some nice salty water and then you have to overwatch the salt concentration. All other fishes (sweat water) behave like its handled at the moment -8hot/col + filter). Would be also nice to see, but I think it will change too much in the scripts :(
Twice Circled  [developer] 3 25 Jul, 2019 @ 2:19pm 
Mods aren't able to make new stats I'm afraid. :(

So I guess for this to work I would need to add the new stat myself... I could not possibly confirm or deny whether I have plans to do this in the future. ;P
Last edited by Twice Circled; 25 Jul, 2019 @ 2:20pm
Ironman Andy 25 Jul, 2019 @ 2:40pm 
Thanks for your quick reply! I enjoy your games so much! I have nothing to do with aquaristics neither pharmalogic. But I overdosed with documentaries. So let me adjust my post more to a DLC request:

- Can you please implement Salt Concentration: Machinery which takes supplies (salt) and makes it to salt water. (Which would break all our save games, hehe). So we have multiple combinations: Salt Concentration (Salty / Sweatwater) + Temperature (Tropical / Cold) + Water Quality.

- Then you could also implement a new ability for the staff: Chemistry, so staff can operate machinery and overwatch salt concentrations and water quality

- Add sweetwater fishies

- Add reptiles and new tanks: Sandbank + Water combination.

Finally I will throw my money at you anyways! Keep up the amazing work! I'm excited to see what's coming next by Twice Circled :)

Cheers!
Ironman Andy 25 Jul, 2019 @ 3:27pm 
Even more ideas - because we all know ideas are limitless:

wall mounted and standing information posters
- where you could select via drop down (like the podium does) which animal is described, that will adjust the rate for prestige and slightly higher the ecologic and science points for the corresponding animal.

wall mounted and standing information tvs
- like the posters but instead of one animal, you could select three different ones.

feeding spots and plattforms
- also like the podium you could select a public feeding of animals, which could work like podium stands.

tank cleaning
- windows and tanks get dirty now and then and it could be dangerous to swim with some sharks ;)

Ecology and Science Rework
- What about the idea if ecology points and science are generated by Scientist and Biologists and not by visitors? The new staff coudl also have some new skills: For example if a high ranked scientist/biologist visits a tank he gets a 1.5 multiplier. A low rank scientist only generates 0.75 (e.g.) points. Prestige still gets generated by visitors so. Biologists operate new tanks (research tanks with new research items) and visit now and then the public tanks to study the fishes. Scientist operate the same. Both could use more items.

Illness and doctors
- if the water quality gets too low or the salt concentration too high (or low) fishes could get sick before dying. They must be cured by doctors.

Visitor preferences and kids
- Visitors get randomly "like" and "dislike" attributes with certain chances. When they see a species they like they generate 0.5x more prestige based on the base prestige of the fish. If they see a fish they don't like (because they are afraid of them or think it's not good to hold that kind of fish inside a cage) they generate 0.5x less prestige or even negative prestige. And also kids would be nice to see. It would "force" the player to build a wider field of species inside the aquarium.


surge pumps
- Monterey Bay Aquarium has a surge pump to keep their kelp forest alive. Also it could be used for large tanks and

great white shark
- needs a surge and even more (i don't actually know what, because biologists can't even keep them alive in the aquarium) maybe new traits like restless predator -> The ultimate challenge!

Even more synergies between fishes. Now we almost try to put fishes in the tank, which hopefully don't kill each other. Would be nice to see some benefits if fishes profit from other species (like crabs now do)

This could be the new missions:
1. New Water Systems: Seawater System
2. New Water Systems: Sweatwater System
3. Build a Reptile House.
4. Build a scientific aquarium (Generate X Science and Ecology)
5. Get the great white shark. Keep it alive for x days.


And this could be the title: Megaquarium - The Sweats, the restless and the dangerous.


Anyways, would be nice to know what the community and you are thinking about my brainstorming.
Last edited by Ironman Andy; 25 Jul, 2019 @ 5:18pm
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