Megaquarium

Megaquarium

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Deep Freeze - Update new tank characters map used
Appear to be some new characters used in tank map (for multi-codes), which is not surprising, given the "air" addition.
Can we have (or does it exist somewhere) a comprehensive list of which characters are used (and should be avoided in custom tanks).
Last edited by stlnegril9; 19 Oct, 2023 @ 8:39am
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Showing 1-12 of 12 comments
Twice Circled  [developer] 3 18 Oct, 2023 @ 2:08pm 
Yes no problem, will get on this and get back to you tomorrow (hopefully!).
stlnegril9 32 18 Oct, 2023 @ 2:26pm 
Originally posted by Twice Circled:
Yes no problem, will get on this and get back to you tomorrow (hopefully!).
Thanks, no hurry on my end.

Unless people start posting about broken tanks, which, in my case ... is still no hurry.:steamhappy:
stlnegril9 32 23 Oct, 2023 @ 1:19pm 
OK, there was no hurry for worrying about published mods.

But now, making new tank mods, it would be quite handy to have the complete list.
(vs guessing, trying the mod, editing again, reloading mod, testing again, etc.)
Twice Circled  [developer] 3 24 Oct, 2023 @ 3:44am 
Sorry for the delay. As of v4.0.15:

x = occupy the specified layers in 'layers' array in 'immobile'. Default: layer 0. Also block walking in this tile. 'x' on tanks is also assumed to be 'water' for calculating tank capacity.

. = occupy the specified layers in 'layers' array in 'immobile'. Default: layer 0. But don't block walking at height 0 in this tile.

^ = block edge above this tile
% = block edge below this tile
< = block edge left of this tile
> = block edge right of this tile

c = access tile for tasks and buying gift shop etc.
v = view tile for viewing tanks, posters, ugly equipment etc.

b = "block" the tile so you can't place any hosted object there. e.g. decorations.
r = "rubbish" used exclusively to create a negative prestige aura around discarded rubbish/litter.

s = "sunken" what this really means is "hide the floor tile that is in this space".

W = "anti-water" this cancels the default status of 'x' tiles being water for tank capacity calculation.
w = "water" this makes the tile count as water for tank capacity calculations. It for used when it is not an 'x' tile but you want it to add to the tank capacity.

M = is used as the attraction char on seats, I can't remember exactly why, there's a reason I'm sure.
a = used to be used to set an 'attraction coord' but now this is calculated automatically based on attraction.range

B = "Block Surface Breakers". Blocks aquascaping/decorations marked with "breaksSurface":{}. E.g. tall decorations and floating decorations. I use it for the bridge tanks from FF and for the ice floes in DF.

A = "air" makes the tile contribute to AirVolume stat for the tank.

I *think* that's everything. Only the B and the A are new I think.
Last edited by Twice Circled; 24 Oct, 2023 @ 3:44am
stlnegril9 32 24 Oct, 2023 @ 5:44am 
thanks.:steamthumbsup:
stlnegril9 32 25 Oct, 2023 @ 11:59am 
"B = "Block Surface Breakers". Blocks aquascaping/decorations marked with "breaksSurface":{}. E.g. tall decorations and floating decorations. I use it for the bridge tanks from FF and for the ice floes in DF."

I wanted to allow animals to swim below IceFloes (b/c it looks nice and seemed reasonable), so I left out the "B" on such tiles.
This works OK for animals climbing onto, walking around, and pivoting on ice.
However, when they target water tile to return to the water, they will dive/animate straight down.

So, it seems, "B" also doesn't count as water for targeting animal motion (or at least prevents them from moving through the tile).
Twice Circled  [developer] 3 26 Oct, 2023 @ 6:41am 
"B" has no effect on animals. All it does is block certain tall decorations from being placed in those tiles.

The effect you are seeing is based on the animation code which transitions the land animals into the water, it looks for the nearest water container and it's finding the one right beneath the ice floe! ;)

EDIT: If you make the water container a bit shallower, gap at the top between it and the ice floe, you *might* be able to get the animal to "lock on" to the containers to the side, rather than below. It might still mess up the sliding penguins though I'm afraid.
Last edited by Twice Circled; 26 Oct, 2023 @ 6:58am
stlnegril9 32 26 Oct, 2023 @ 10:51am 
Oh dear, but thanks.
This could get very complicated, container-wise.

The top of the water containers is at y=0.8
IceFloe/Land as you know min y=0.95, max y=0.96, so (assuming animals path from the top of the container) delta to the water =0.16.
Any hint on how far down the water container would need to be to create large enough gap?
y=0.5?, y=0.1?
stlnegril9 32 26 Oct, 2023 @ 10:58am 
Oh, if I have a larrge-ish land container, say 4 tiles wide, then "closest" could still be directly below it, if the animal happens to be far from the side container.
Twice Circled  [developer] 3 27 Oct, 2023 @ 3:14am 
Originally posted by stlnegril9:
Any hint on how far down the water container would need to be to create large enough gap?
y=0.5?, y=0.1?

No sorry, I've not done the maths, I would try something big first, like make the water container end at y=0 (remember it's a sunken tank, so that's still quite a lot of water underneath). See if it works, and then increase in 0.1 increments until it stops working.

Originally posted by stlnegril9:
Oh, if I have a larrge-ish land container, say 4 tiles wide, then "closest" could still be directly below it, if the animal happens to be far from the side container.

I think for the walking animals you'll be OK because they'll walk to the edge first. The sliding penguins will look for the closest from the middle of the ice though, unfortunately. So I agree that'll be a problem. :C
Last edited by Twice Circled; 27 Oct, 2023 @ 3:15am
stlnegril9 32 27 Oct, 2023 @ 6:49am 
Thanks. I actually put the top of the water down at -0.5 and the penguins (mostly) still dove straight down.
Realized that from 0.95 down to -0.5 is still much closer than "side" container with top at 0.8 if it is 2 or more tiles away.

So, just went with no swimming below the IceFloes. A bit more complicated, but it is working OK.
I really like the penguin glide animation!
Twice Circled  [developer] 3 27 Oct, 2023 @ 7:35am 
Sorry it wasn't possible to achieve what you were hoping on this occasion! Thanks for trying. :)
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