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Mod Ren'Py Onhold Space Journey - Gameplay Mod for SJ1.20.11 - Version 1.20f

yv0751

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Game Developer
Jul 8, 2017
1,345
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All of it, the QOL improvements are just perfect and suit the adding of content quite well
Here is one you haven't seen before (Patreon Post):
=======

Dev-Log - V1.30DEV Last Minute...

Hi,
had a last minute idea regarding the warehouse and cargo bot managers. Both now have the identical individual pick thumbnails _AND_ if you have invested int the Yutani Robotics Corp you get the STASIS POD Analyzer feature for free...

No longer searching which Pod holds you valuable elite parts :)
DEV1.30 will be in the Discord Beta Channel for testing later today. Thanks to the Beta testing Team in advance!
y.v.

=======

Additionally V1.30 will have (bot related)
  • Gen/Grade tags on the configurator part thumbnails
  • Bot thumbnail on the arcade listing to see the shell
  • Individual bot picker from the warehouse
  • new premium shell, which can override stats, likes, traits, personality
  • ...
 

yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,345
3,964
Some heads-up on V1.30 development.

Game mechanics has been done and I started with NSWF and Quest content this week.

Heere is a small preview on the new hull plating system which i implemented to avoid the "one shot instakill" experience when shields are gone. It is a menu parallel to Subsystems as mechanics are a bit different.

screenshot0016.jpg
Comes with 4 hull plating types, whose ablation potential roughly corresponds to photon, neutron, quantum, quantumx2 cannon strength:

ico ITMDuraniumPlating.png ico ITMInferniumPlating.png ico ITMPhasicPlating.png ico ITMUnderversePlating.png
 
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OhWee

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Jun 17, 2017
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Some heads-up on V1.30 development.

Game mechanics has been done and I started with NSWF and Quest content this week.

Heere is a small preview on the new hull plating system which i implemented to avoid the "one shot instakill" experience when shields are gone. It is a menu parallel to Subsystems as mechanics are a bit different.

View attachment 3438364
Comes with 4 hull plating types, whose ablation potential roughly corresponds to photon, neutron, quantum, quantumx2 cannon strength:

View attachment 3438368 View attachment 3438369 View attachment 3438376 View attachment 3438377
The armor system vaguely reminds me of Renegade Legion: Interceptor

rl3.png

D10 system, fighters had 10 'columns' of armor on each of four facings, and weapons had 'hit templates, like so:

rlweapondamage.jpeg

Weapons would hit a column of armor, and affect adjacent columns based on the shape of the weapon splash pattern, which could in some cases 'widow' armor for weapons that were designed to do more damage to adjacent columns as they penetrated into the armor, with widowed armor essentially falling off. Armor had a row thickness of 1-10 based on the amount of tonnage of armor assigned to that face.

The flowchart was used to determine internal damage, with each 'box' that penetrating armor counting as a hit. Fighters could sustain roughly 5 to 30 points of internal damage, depending on which internal systems were hit (d10 rolls, following the rolled paths on the chart).

Not suggesting that you do anything this complex yv0751, just thought that you might find this interesting as a 'side note'. The idea of x points of damage which gets past taking out an internal system might be a thought, we sort of have this now in SJx. Armor could be assigned 'hit points' for each armor section, ablating as weapon damage occurs. Area affect weapons might affect adjacent sections of armor as well as the section struck, which I'm guessing is determined via a D6 roll.

Anyways, yeah, Renegade Legion: Interceptor was a very interesting space combat system, your armor display essentially jogged my memory here.
 

yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,345
3,964
The armor system vaguely reminds me of Renegade Legion: Interceptor

View attachment 3438509

D10 system, fighters had 10 'columns' of armor on each of four facings, and weapons had 'hit templates, like so:

View attachment 3438524

Weapons would hit a column of armor, and affect adjacent columns based on the shape of the weapon splash pattern, which could in some cases 'widow' armor for weapons that were designed to do more damage to adjacent columns as they penetrated into the armor, with widowed armor essentially falling off. Armor had a row thickness of 1-10 based on the amount of tonnage of armor assigned to that face.

The flowchart was used to determine internal damage, with each 'box' that penetrating armor counting as a hit. Fighters could sustain roughly 5 to 30 points of internal damage, depending on which internal systems were hit (d10 rolls, following the rolled paths on the chart).

Not suggesting that you do anything this complex yv0751, just thought that you might find this interesting as a 'side note'. The idea of x points of damage which gets past taking out an internal system might be a thought, we sort of have this now in SJx. Armor could be assigned 'hit points' for each armor section, ablating as weapon damage occurs. Area affect weapons might affect adjacent sections of armor as well as the section struck, which I'm guessing is determined via a D6 roll.

Anyways, yeah, Renegade Legion: Interceptor was a very interesting space combat system, your armor display essentially jogged my memory here.
Thanks for the info.

I didn't describe how it works in detail but parts of above mechanics are implemented
- when the ship is hit without shields a random side of the ship is determined
- on that side a random armor slot is determined
- taking into effect the ablation potential of that slot's plate is subtracted from the hit
- if there is punch through ships systems might be damaged (same as now)
- if there is no punch through plate is simply removed as it did its duty
- I tested it and now its possible to survive a full barrage of 5x2 swarm scout hits with the lowest grade of plating
 
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Morgue

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Aug 9, 2016
203
391
Do not know if you know or not..... Your mod is no longer compatible with the latest version
 

OhWee

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Jun 17, 2017
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Do not know if you know or not..... Your mod is no longer compatible with the latest version
I didn't expect it to be.

Just to re-iterate for everyone, I will not be updating this mod for a while. I am in the middle of other projects at the moment, so it's going to be a while before I'm able to tackle this again. I don't know how long it will be until yv0751 updates Space Journey again, but if it's within say the next month or so, yeah I may not get around to updating this mod again until the next release.

As a courtesy, I'll leave a note in the OP noting that my mod is currently out of date.
 

Bobloblaw1234

Newbie
Nov 9, 2018
20
11
I didn't expect it to be.

Just to re-iterate for everyone, I will not be updating this mod for a while. I am in the middle of other projects at the moment, so it's going to be a while before I'm able to tackle this again. I don't know how long it will be until yv0751 updates Space Journey again, but if it's within say the next month or so, yeah I may not get around to updating this mod again until the next release.

As a courtesy, I'll leave a note in the OP noting that my mod is currently out of date.
Well its been about 2 months now and the game just updated to "completed" status.
Do you have time to check it out?
 
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OhWee

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i don't know how to repair the game when i apply the mod i get an error and it won't let me start the game.
The mod can only be used with an older version of SJx (as noted in the title), which is why the mod is now 'ONHOLD'.

So it won't work with the latest versions of SJx. Give up now, and just re-install SJx without the mod.

I thought that I made this clear in the OP. It's up to yv0751 as to whether he wants to implement some of the stuff that was featured in this mod into the next version of SJx. I did provide 'diff' files to yv0751 using WinMerge to make it as easy as I could for him to add the stuff he liked to SJx, if he was so inclined.

Not a lot of people asked for the stuff done in the mod to be implemented into SJx though when I suggested that people ask him about it, though, so yeah...

I may come back to this mod one more time after the 'final final' version is released (yv0751 has already stated that there will be at least one more update, the 'completed' tag was more of a Steam thing I guess), but I just don't have any desire to tinker with SJx atm. Plus I'm doing other things atm.

If someone else wants to take a stab at updating my mod to SJx version 1.40.18, have at it!
 
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xenoz17

Newbie
Mar 9, 2019
18
2
i don't know how to repair the game when i apply the mod i get an error and it won't let me start the game.
First time playing the game and downloaded this mod too, BUT first page : Game Version: 1.20.11 ONLY, will not work with the latest version of Space JourneyX.
Here is our answer !
 
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Oct 16, 2019
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Will the mod be updated to the fully released version of the game?
From the sounds of it, unless someone else decides to take up the mantle, this modder will ONLY be updating it once the actual final version is released. According to the game's creator, the "completed" tag is in regards to its steam release and they still plan at least one more update. So, this mod will likely not get an update for this game version.
 
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OhWee

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Jun 17, 2017
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From the sounds of it, unless someone else decides to take up the mantle, this modder will ONLY be updating it once the actual final version is released. According to the game's creator, the "completed" tag is in regards to its steam release and they still plan at least one more update. So, this mod will likely not get an update for this game version.
This mod is rather complex that touches upon a few different corners in the game code, so it takes me a bit of time to update it each time, due to the number of changes that happen under the hood as new content is added in each update.

This also means that I need to play through the 'vanilla' version first to see what HAS been changed before making my own changes. At this point, I'm just waiting for a more 'complete' version that has settled upon whatever code conventions that the developer has arrived at, before trying to decipher the code again.

Plus I'm focused on other things atm, and simply put need to be 'in the mood' to play through a game yet again. SJx is awesome, but right now my head space isn't there, so I'm waiting for the next update.

As I said, a number of my changes that I made previously have been passed on via a 'diff report' to yv0751, so it wouldn't be all that hard for yv0751 to implement a few things if he was so inclined. He understands the code better than me, and has a better idea of his vision of the game of course, so right now it would be helpful if y'all point out to yv0751 what parts of this mod you really want to see in vanilla SJx. If yv0751 should choose to implement something from my mod, that means I don't need to keep adding said something to SJx via a mod.

So let yv0751 know what you want to see!
 

perilomo

Newbie
May 12, 2020
45
28
This mod is rather complex that touches upon a few different corners in the game code, so it takes me a bit of time to update it each time, due to the number of changes that happen under the hood as new content is added in each update.

This also means that I need to play through the 'vanilla' version first to see what HAS been changed before making my own changes. At this point, I'm just waiting for a more 'complete' version that has settled upon whatever code conventions that the developer has arrived at, before trying to decipher the code again.

Plus I'm focused on other things atm, and simply put need to be 'in the mood' to play through a game yet again. SJx is awesome, but right now my head space isn't there, so I'm waiting for the next update.

As I said, a number of my changes that I made previously have been passed on via a 'diff report' to yv0751, so it wouldn't be all that hard for yv0751 to implement a few things if he was so inclined. He understands the code better than me, and has a better idea of his vision of the game of course, so right now it would be helpful if y'all point out to yv0751 what parts of this mod you really want to see in vanilla SJx. If yv0751 should choose to implement something from my mod, that means I don't need to keep adding said something to SJx via a mod.

So let yv0751 know what you want to see!

Thanks a bunch for the hard work by the way.


Eagerly awaiting your version of this mod with the completed game =)