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.
Learn More
 This topic has been pinned, so it's probably important
Twice Circled  [developer] 3 18 Oct, 2023 @ 3:59am
Creating mods for Deep Freeze
Hello modders.

Just like the other DLCs, it's possible to make mods specifically aimed to work with Deep Freeze (DF).

Any object in the game can be tagged as follows:
"dlcTag":"deep freeze",

With that line, your objects will only appear when DF is present in the current game mode.

This is useful if you have designed an object that requires other objects to work as intended, but those other objects are part of the DLC. For example, if you were to create some more birds or other flying animals, you'd want to tag this with Deep Freeze because flying only works with that DLC enabled.

We can even go one step further. To avoid disappointing players, you can tag the workshop item as needing the DLC to download.

https://drive.google.com/file/d/15aGVb5Nji40iJ5uUgnt4pU24Ih3Q3JJJ/view?usp=sharing

That way people will only download things they can actually use. Less messy and less players reporting issues with your mods because they haven't got the required DLC installed.

New features that only work with DF active
  • Requires observation
  • Superchilled requirement
  • Occupies perch capacity
  • Air conditioning
  • Needs Abyssal
  • Enrichment
  • Pebbles
  • Den
  • Grass
  • Ice
  • Flyers

Features that will work with FF or DF active
  • Breeding - new requirements: open space, min number, free land capacity
  • Accessories
  • Posters
  • Occupies Land

New features that work without any DLC
  • Grouping/shoaling animations
  • Other animations: varySwimSpeedMagnitude, turnUpDown/banking, pulseSpeedMagnitude, turnAnimationAtTurnSpeed, floatOnWater
  • Custom substrate
  • Bonus Prestige (called plusPrestige in json)
  • canGoOnLand - can be placed on tiles with an 'l' code in their map.
  • autofeeder - "maxSkillNumber" If you set it to 1 or more then it will allow auto feeding of skilled animals of the same level.
  • 'i' character to block surface breaking decorations

Please feel free to post topics asking for advice on any of the new variables/mechanics added with DF or the latest base game update. Happy to help.
< >
Showing 1-15 of 38 comments
stlnegril9 32 18 Oct, 2023 @ 1:19pm 
If a tank has multiple flyOnly in extra containers that overlap, will birds switch containers (similar to way switching containers for extra was implemented for swimmers)?
Twice Circled  [developer] 3 18 Oct, 2023 @ 1:26pm 
Originally posted by stlnegril9:
If a tank has multiple flyOnly in extra containers that overlap, will birds switch containers (similar to way switching containers for extra was implemented for swimmers)?

Great question. The answer is no unfortunately. It was high on my list but didn't quite make it because it wasn't needed for the official tanks. It's still on the list, we'll see how the next few weeks go. :)
Flishster 71 18 Oct, 2023 @ 1:52pm 
Do the abyssal compatible and superchilled compatible stats (the ones that let them be placed in said conditions but not require them) work without the DLC?
Twice Circled  [developer] 3 18 Oct, 2023 @ 2:15pm 
Originally posted by Flishster:
Do the abyssal compatible and superchilled compatible stats (the ones that let them be placed in said conditions but not require them) work without the DLC?

Yes, you can safely give the canGoInSuperchilled and canGoInAbyssal tags and that will make them compatible when the DLC is enabled. They'll just be ignored when it's disabled. :)
Last edited by Twice Circled; 18 Oct, 2023 @ 2:16pm
stlnegril9 32 18 Oct, 2023 @ 2:23pm 
Originally posted by Twice Circled:
Originally posted by stlnegril9:
If a tank has multiple flyOnly in extra containers that overlap, will birds switch containers (similar to way switching containers for extra was implemented for swimmers)?

Great question. The answer is no unfortunately. It was high on my list but didn't quite make it because it wasn't needed for the official tanks. It's still on the list, we'll see how the next few weeks go. :)

Hmmm, my quick test must've fooled my eyes b/c they looked like they did. Will do a more exact test.

Need to figure in the perch points as well. (in this case)
And thanks.
Last edited by stlnegril9; 18 Oct, 2023 @ 2:24pm
rickreptile 58 18 Oct, 2023 @ 2:38pm 
Do you have a timeperiod for when we can use the new models?
Twice Circled  [developer] 3 18 Oct, 2023 @ 3:22pm 
Originally posted by rickreptile:
Do you have a timeperiod for when we can use the new models?

Sure, I can send them to you in a couple of weeks, after release has settled down. :)
rickreptile 58 18 Oct, 2023 @ 4:41pm 
Originally posted by Twice Circled:
Originally posted by rickreptile:
Do you have a timeperiod for when we can use the new models?

Sure, I can send them to you in a couple of weeks, after release has settled down. :)

Yaaay :3 and i got another question, if you don't mind?

Is there a way for object with scenery height to sink down properly in sunken tanks? If you place a coral for example on rock with sceneryheight coded on the rock, the coral will always remains at the same height despite the rock itself actually lowers to the floor of the sunken tank, makes them s bit useless to use for sunken tanks when on the object on it is floating high above it.
Last edited by rickreptile; 18 Oct, 2023 @ 4:42pm
stlnegril9 32 19 Oct, 2023 @ 9:59am 
Originally posted by stlnegril9:
Originally posted by Twice Circled:

Great question. The answer is no unfortunately. It was high on my list but didn't quite make it because it wasn't needed for the official tanks. It's still on the list, we'll see how the next few weeks go. :)

Hmmm, my quick test must've fooled my eyes b/c they looked like they did. Will do a more exact test.

Need to figure in the perch points as well. (in this case)
And thanks.
OK, after what feels like hours of watching snow_petrels, I think I see what is happening when 2 (or more) air containers overlap.

While flying they will stay within a specific container (won't switch in fight unfortunately).
However, if there are perch points within the overlapping area, they seem to pick a container when taking flight and stick to that container. So, in a way, they switch containers, albeit perching in between - which still can be useful.

Haven't figured out what happens for sure when flying after wading, but looks like they pick the container above them, and so can also switch air containers if they wade from one to the other.
Twice Circled  [developer] 3 19 Oct, 2023 @ 11:32am 
Originally posted by stlnegril9:
OK, after what feels like hours of watching snow_petrels, I think I see what is happening when 2 (or more) air containers overlap.

While flying they will stay within a specific container (won't switch in fight unfortunately).
However, if there are perch points within the overlapping area, they seem to pick a container when taking flight and stick to that container. So, in a way, they switch containers, albeit perching in between - which still can be useful.

Haven't figured out what happens for sure when flying after wading, but looks like they pick the container above them, and so can also switch air containers if they wade from one to the other.

That sounds right. :)

Originally posted by rickreptile:
Is there a way for object with scenery height to sink down properly in sunken tanks? If you place a coral for example on rock with sceneryheight coded on the rock, the coral will always remains at the same height despite the rock itself actually lowers to the floor of the sunken tank, makes them s bit useless to use for sunken tanks when on the object on it is floating high above it.

I did see this question but to be honest I never thought of using things like that, so no idea if it works - evidently not. I'll take a look at some point and get back to you. :)
Last edited by Twice Circled; 19 Oct, 2023 @ 11:46am
rickreptile 58 19 Oct, 2023 @ 12:16pm 
Originally posted by rickreptile:
Is there a way for object with scenery height to sink down properly in sunken tanks? If you place a coral for example on rock with sceneryheight coded on the rock, the coral will always remains at the same height despite the rock itself actually lowers to the floor of the sunken tank, makes them s bit useless to use for sunken tanks when on the object on it is floating high above it.

Originally posted by Twice Circled:
I did see this question but to be honest I never thought of using things like that, so no idea if it works - evidently not. I'll take a look at some point and get back to you. :)

https://imgur.com/OqX1GKb
i have actually used this quite a bit for some mods of mine, it works great but not for sunken tanks. Thought using an example would make the issue more clear. same rock, same sceneryheight code but in sunken tanks the rocks goes down as it should but due to the sceneryheight code the object on top remains at the exact same height as other one. So far i have not found a solution to this except not using sunken tanks for these kinds of mods :P
Last edited by rickreptile; 19 Oct, 2023 @ 12:20pm
Twice Circled  [developer] 3 19 Oct, 2023 @ 1:23pm 
That's really cool. I'm surprised that works to be honest!

So to fix it, the scenery height of the rock needs be adjusted dynamically by the scenery height of the host tank? Or perhaps it is the other way around... I reckon I could probably work it out if I had your mod as an example.

Could you link it or is it WIP? If so feel free to send it over in an email. I've added myself a reminder to take a look once things settle down. :)
rickreptile 58 19 Oct, 2023 @ 1:25pm 
Originally posted by Twice Circled:
That's really cool. I'm surprised that works to be honest!

So to fix it, the scenery height of the rock needs be adjusted dynamically by the scenery height of the host tank? Or perhaps it is the other way around... I reckon I could probably work it out if I had your mod as an example.

Could you link it or is it WIP? If so feel free to send it over in an email. I've added myself a reminder to take a look once things settle down. :)

It's WIP mod but i can sent some files over, will take but a moment.
rickreptile 58 20 Oct, 2023 @ 2:40am 
Originally posted by dsbishop225:
Here is my ideas and speculations

Tufted Puffins
Horned Puffins
Common Murres
Rhinoceros Auklets
Razorbills
More Flying Species (Includes Albatrosses, Gulls, Terns, Seagulls, Gannets, Bobby Birds, Pelicans, Skuas, Waterfowls and Cormorants.)
Great Auks
Update Penguins, Deep Sea Creatures, Seals, Prehistoric Creatures, and more
Make island domes

This is not a suggestions page, please take your post where you usually spam it.
stlnegril9 32 24 Oct, 2023 @ 1:13pm 
Is it possible to have the same filtered mesh multiple times in a multi-size tank?

A tank having 2 each of the existing 3 IceFloes will show them when tank is at its minimum size, but expanding in any direction, at all, only 1 of each displays.
The characters mapping the additional meshes are not within row or column that is removed in resizing.

Wondering if the "selectMesh" capability is filtering the 2nd version out?

Would we need to add multiple entries?, as in:

"selectMesh":{
"onlyFilterTheseMeshes":["ice_floe_5x4_frozen","ice_floe_5x4_melted","ice_floe_4x3_frozen","ice_floe_4x3_melted","ice_floe_4x4_frozen","ice_floe_4x4_melted"],
"parameters":[["melted","frozen"]],
"meshes":[
"ice_floe_5x4_{0}",
"ice_floe_4x3_{0}",
"ice_floe_4x4_{0}",
"ice_floe_5x4_{0}", // add 2nd entry
"ice_floe_4x3_{0}", // add 2nd entry
"ice_floe_4x4_{0}", // add 2nd entry
],
},
< >
Showing 1-15 of 38 comments
Per page: 1530 50