Mod Ren'Py Space Journey - Gameplay Mod for SJ1.50.15 - Version 1.5c2

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,960
30,229
oh45

Both were easy fixes, so attached is a hotfix. Just merge /game folder with /game folder, two files to overwrite.

You'll still need to do something if your material bar is 300 or lower, but now it'll just totally refill the bar in 'one click', until it's over 300 stored, or until you run out of pods (say if you have less than 3 pods).

The other thing, I just put a 'minimum multiplier of 1' check into the getPrice routine. Thanks again for catching that!
:D

Edit: Hotfix updated, fixed the fix:
https://attachments.f95zone.to/2025/01/4436729_SJx_OhWeeMod1.5b1_hotfix2.7z
 
Last edited:

oh45

Newbie
Jul 1, 2017
87
172
Both were easy fixes, so attached is a hotfix. Just merge /game folder with /game folder, two files to overwrite.
I've copied in the two updated files. The negative Cr seems to be gone, but I still have an empty "Nano" bar until I do something -- start a fresh bot or look at one from storage -- but then it stays non-empty. So, good enough for me.
 
  • Like
Reactions: OhWee

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,960
30,229
I've copied in the two updated files. The negative Cr seems to be gone, but I still have an empty "Nano" bar until I do something -- start a fresh bot or look at one from storage -- but then it stays non-empty. So, good enough for me.
This is 'expected behavior'. The reason you probably noticed it is because the bars now hold 400 units instead of 100 units. In vanilla SJx, if your bar was empty and you just purchased some new pods, you'd still need to do something to initiate the refill.

There should be a way to check the material status when the bot configuration screen is first loaded, I'll look into that, i.e. making a 'when screen loads, check material storage' check.
 

oh45

Newbie
Jul 1, 2017
87
172
This is 'expected behavior'. The reason you probably noticed it is because the bars now hold 400 units instead of 100 units. In vanilla SJx, if your bar was empty and you just purchased some new pods, you'd still need to do something to initiate the refill.
Since the three pod bars look and seem to work fine once there's something for them to be applied to, I don't think there's any need to do anything heroic, especially if the un-modded one acts the same in parallel circumstances.

Anyway, I'll be applying v1.5c once it's ready. Thanks for your efforts here.
 
  • Yay, update!
Reactions: OhWee

oh45

Newbie
Jul 1, 2017
87
172
I've noticed something else. I had been earning 2 to 3 Million Cr nightly from my arcade bots, but after this update, I now have an order-of-magnitude less income.

Your Arcade Bots have earned a total of 301,375 Cr.
Your best earner was Cherry with 52,914 Cr.
Multiple Sexbot Shell Types Earnings Bonus: 9%
Multiple Sexbot Attitudes Earning Bonus: 2%
Multiple Sexbot Traits Earnings Bonus: 4%
Multiple Sexbot Personalities Earning Bonus: 6%


Were my previous earnings what was broken and is this expected due to the updated bot values, or something else unexpected?
 

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,960
30,229
oh45

That was a deliberate downward adjustment on my part (earnings seemed too high to me). I can modify the adjustment again if it's felt that I adjusted this too drastically, but yes I did deliberately adjust the earnings downward. Feedback on this is definitely welcome!
 
Last edited:

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,960
30,229
oh45

There was an issue with my fix, that in specific circumstances could lock up the game. Attached is a new fix that does pretty much the same thing as the last hotfix, but this one doesn't seem to lock up the game...

Essentially I tried using a 'while' in a python loop in the last fix instead of a 'for' loop. Yeah Ren'Py doesn't necessarily like that...

I did try to put the refill routine at the start of the configurator screen label before invoking the screen, but no joy, couldn't figure out how to get the syntax to work without the lockup possibly occuring.

Edit: got the syntax to work so that bars will automatically try to reload upon entering the lab, I THINK, working so far on my end. Attached .7z has this change, let me know if it works properly.
 
Last edited:

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,960
30,229
So I spent a little more time fiddling with this screen...

arcademanager_incimetallys_OhWeeMod.jpg

Essentially I added daily income entries as well as the total arcade income. I also played around a bit more with the earnings formula, which has a bit more of a curve to it now.

Here's what the other screen mode looks like atm:

arcademanager_incometallies3_OhWeeMod.jpg arcademanager_incometallies4.OhWeeMod.jpg

The two screenshots of mode 1 are for comparison purposes, so that y'all can evaluate the nightly income totals for the various bots.

BTW, the income formula I've implemented is essentially( 2000 + square root of bot value) * (random 8-12) * multi-boosts.

The 2000 in the formula above is to help make really low value bots not completely useless in the arcade setting. Essentially, in the second screenshot above, note that:
- Appolonia
......(sqrt of value is 453 -> 2453 earnings base total)
- Neutronia
......(sqrt of value is 4415 -> 6415 earnings base total)
- Galbarella
......(sqrt of value is 6941 -> 8941 earnings base total)

So the base earnings of Galbarella are about 3.64x Appolonia's in this context.

I'll include these tweaks in v1.5c, which I'll release soon, after a bit more playtesting.
:cool:
 
Last edited:
  • Like
  • Yay, update!
Reactions: IInEoII and sweetit

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,960
30,229

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,960
30,229
I'm relativly new to the game, so I'm not sure if I'm doing anything wrong, but I can't abondon missions I've accepted. I can click it but nothing happens.
Yeah, looks like I forgot to copy the associated 'abandon' button return code over from the PDA code... Apologies!
:FacePalm:

Hotfix attached! Just merge the /game folder contained in the attached .7z with your Space Journey X /game folder, same as you did to install my mod. You'll be asked to overwrite three files.

-------------

Y'all,

I'm updating the version in the OP now, if you've already installed it (v1.5c), you can just apply the attached hotfix.

Note that my modified Captain's computer mission screen changes were not included in v1.5c. which I have included in this hotfix. These are now included in the new version in the OP, which is now v1.5c1
 
Last edited:
May 13, 2017
39
12
Thank you for your fast reply.

Sorry to bother again, but this time I'm stuck at the bot configuration. It doesn't let me install a cortex, no matter what I do. I had this problem before with other parts but after deinstalling some it fixed itself.
 

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,960
30,229
Wohlstandskind

Apologies for the delay in getting the fix ready. I needed to test the fix and tweak a few things in the routine.

So, essentially, what was causing your issue was the lack of legs in your parts storage , that's my bad for not anticipating that.

My 'view only' code was blocking things due to the missing legs, and obviously I missed this in my playtesting. I do very much appreciate you bringing stuff like this to my attention!

So yeah, if the parts inventory was lacking a body part entirely (head/torso/arms/legs), this error will pop up, unless the 'fix' is applied.

Anyways, hotfix 2 is attached. I'm also updating the OP version to v1.5c2 with the attached fix included.

I also 'fixed' the shell viewer 'view only' mode so that you can view shells, and now also addon modules, when a cortex is not present, but of course you won't be able to actually add these until you have a complete bot (cortex/head/torso/arms/legs).
 
Last edited:
May 13, 2017
39
12
Wohlstandskind

Apologies for the delay in getting the fix ready. I needed to test the fix and tweak a few things in the routine.

So, essentially, what was causing your issue was the lack of legs in your parts storage , that's my bad for not anticipating that.

My 'view only' code was blocking things due to the missing legs, and obviously I missed this in my playtesting. I do very much appreciate you bringing stuff like this to my attention!

So yeah, if the parts inventory was lacking a body part entirely (head/torso/arms/legs), this error will pop up, unless the 'fix' is applied.

Anyways, hotfix 2 is attached. I'm also updating the OP version to v1.5c2 with the attached fix included.

I also 'fixed' the shell viewer 'view only' mode so that you can view shells, and now also addon modules, when a cortex is not present, but of course you won't be able to actually add these until you have a complete bot (cortex/head/torso/arms/legs).
Thank you, I really appreciate your work!
 
  • Yay, update!
Reactions: OhWee

LouLokhe

New Member
May 2, 2019
6
4
OK y'all!

This mod is now officially not 'on hold'!

Version 1.5c of my mod (for SJx 1.50.15) has been added to the OP. Here's the link to the latest version .7z for this mod.

https://attachments.f95zone.to/2025/01/4441041_SJx1.50.15_OhWeeGameplayMod_V1.5c.7z

Changelog in the OP has been updated. If you've been following this thread, you pretty much know what to expect already.

Enjoy!
OhWee
:cool:

Thank you for your hard work! It certainly improves the experience so much. Also the speed of the hotfixes is amazing. It was worth the wait, love your OCD for getting it right.