Mod Ren'Py Space Journey - Gameplay Mod for SJx2.00.010c & d - Version 2.0b

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OhWee

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OK, this tweak I'm not sure about...

So I wanted to have a 'dropdown menu' appear when you clicked on the subunit boxes, which showed the items that were eligible to be put in that box, so that you wouldn't have to move your mouse much, and still be able to see the systems management screen in the 'background'.

So this is working, but...

maintenance_subunitdropdown_ohweemod.jpg

The problem is how I get here. Essentially, I'm taking a screenshot that is going into the 'bytes' storage, and the screenshot is shown behind the dropdown that you see in the middle.

My concern is that there seems to be a bit of a loading time hit, and I'm not sure if the screenshot in the bytes storage is getting overwritten each time.

The reason I went with the screenshot route is that if I just invoke the maintenance screen with 'use', yeah a whole bunch of errors pop up.

Otherwise, this seems to be working OK. The idea is that the 'overlay' dropdown has the upper left corner centered in the box that you are wanting to add/remove/swap out the associated subunit. The 'clear the box first' routine is no longer necessary, you just simply choose between the 2 or 3 options, with 'NONE' removing the part from the box without replacing it with another part.

Edit: Yeah, the save game sizes are jumping by orders of magnitude with this change. So very much not ideal, I'll play around with this some more I guess...

I want to play around with this a bit more, and then share this as an 'optional' patch probably. In the meantime, feedback is appeciated!
 
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Chrisdarock19

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OK, this tweak I'm not sure about...

So I wanted to have a 'dropdown menu' appear when you clicked on the subunit boxes, which showed the items that were eligible to be put in that box, so that you wouldn't have to move your mouse much, and still be able to see the systems management screen in the 'background'.

So this is working, but...

View attachment 4421762

The problem is how I get here. Essentially, I'm taking a screenshot that is going into the 'bytes' storage, and the screenshot is shown behind the dropdown that you see in the middle.

My concern is that there seems to be a bit of a loading time hit, and I'm not sure if the screenshot in the bytes storage is getting overwritten each time.

The reason I went with the screenshot route is that if I just invoke the maintenance screen with 'use', yeah a whole bunch of errors pop up.

Otherwise, this seems to be working OK. The idea is that the 'overlay' dropdown has the upper left corner centered in the box that you are wanting to add/remove/swap out the associated subunit. The 'clear the box first' routine is no longer necessary, you just simply choose between the 2 or 3 options, with 'NONE' removing the part from the box without replacing it with another part.

Edit: Yeah, the save game sizes are jumping by orders of magnitude with this change. So very much not ideal, I'll play around with this some more I guess...

I want to play around with this a bit more, and then share this as an 'optional' patch probably. In the meantime, feedback is appeciated!
This is a cool idea, I was thinking of something similar when I had to repair the hull plating. If you can get this to work on subunits and hull, it'll save a good few clicks! Good luck.
 
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Chrisdarock19

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yv0751 OhWee I understand why high IQ bots (over 140) can't be sent/sold from Iltari Station (illegal), but shouldn't the player home base act more like the Pirate Hideout and be able to send/sell any bots we wish? Or is there something I'm missing.
 

OhWee

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That's a yv0751 question I think... I'm not sure where the check routines are for that.

OK, after much frustration (damn typos and syntax issues! o_O), I managed to get the 'popup' menus to work on the subunits. Now I'm playing around with armor plating...

maint_armorpopup_OhWeeMod.jpg

As I said, still playing around. I ditched the screenshot method, that's the actual systems management screen showing underneath the plating popup. BTW, if you click outside of the popup box, it'll hide the popup screen without changing anything, should you decide to leave well enough alone...

I keep having issues with the established 'defs' for installing and uninstalling due to how I'm invoking things, so I'm essentially writing the swapping routines 'in place' inside the management label.

I plan to do the same thing with torpedo loadout, for this screen at least. As for the other two places that I added torpedo loadout slots (wandering around the ship and in the upper left corner on the Star System screen), yeah I'll probably leave well enough alone for now.

As mentioned before, this will be a v1.5d thing, assuming that I can work this all out. I'm also thinking about adding icons showing what's in cargo currently for armor and torpedo related slots maybe (similar to what yv0751 suggested for subunits). Assuming that I can keep my frustration levels in check that is....

Back to it!
:cool:
 
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OhWee

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OK, looking for a few brave playtesters again!

maint_platepopup_OhWeeMod.jpg maint_subsyspopup_OhWeeMod.jpg

Attached is Hotfix3 (again), with the install popup window tweaks I've been discussing.

Hotfix 3 essentially fixed a naming issue with ship stats on the ship interior and star system screens, not a game breaking issue but if you had less than 8 systems, the names for the system stats could be incorrect.

This replaces two other files in order to accomplish this change. Instead of seeing the generic 'select item' screen when clicking on the subsystem slots or the armor slots, you'll get a popup instead that will allow you to either just remove the part, or replace the part with another available part, without having to empty the slot first. The ship cargo inventory will be updated accordingly of course.

This one took me a while to work out the associated syntax, hence why I'd like a few of you to test it first to make sure I did this right, before I incorporate this change into the full mod package in the OP.

I haven't messed with the subunit routines for Torpedoes, Engines and Cargo yet, as I'd like to test the current changes first.

I also added a blue background to the mouseover popup text, and nudged it down a bit to make room for the subsystem popup dropdown if you select a slot on the bottom row.

Note that while either of the popup windows are showing, you can click anywhere else on the screen to just hide the popup without making any changes.

Also, I'm still pondering where to display the subunits instead of listing the subunit amounts as text (per yv0751's idea). He put a string of icons below the subunits, I have another location in mind that I'd like to try when I'm ready to play around with coding again.

merge /game folder with /game folder as usual, you'll be asked to overwrite 4 files. If you've already applied hotfix 3, two of the files will be identical to the ones already in the /game/500_navigator folder.

Your playtesting efforts and feedback is very much appreciated! Hotfix 3 + maintenance screen popup tweak attached!
:cool:
 
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oh45

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Your playtesting efforts and feedback is very much appreciated! Hotfix 3 + maintenance screen popup tweak attached!
:cool:
I have no spare hull plates in my inventory and I click on one of the existing hull plate squares. Selecting REMOVE works fine, and I can re-install that plate back again. BUT... if I click on the plate already installed for that square, I get a uncaught exception:
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Also, is it intended down-the-road that installing subunits like the cloak modules or torpedoes are also getting the pop-up list of valid choices?
(Nevermind. Missed that bit of your post above.)
 
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OhWee

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oh45

Try the attached fix. I think I fixed the plate issue you described...

Also, note the text above the subunits has been replaced with icons...

maintscreen_subunitcargoicons_OhWeeMod.jpg
 
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oh45

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oh45
Try the attached fix. I think I fixed the plate issue you described...
Odd. The hotfix is flagged as being a virus, even though it only contains directories and three *.rpy (source code) files.

EDIT - The problem's gone with the "maintpopup2" patch. (y)
 
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OhWee

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Odd. The hotfix is flagged as being a virus.
It could be because I just dragged the files into the .7z instead of packaging them properly (false positive maybe), so maybe a checksum issue or something. I did download the latest version of 7Zip a couple of weeks ago after noting the post about it in the F57Zone announcement banners, so I should have pretty much the latest version of 7Zip (24.09 installed).

I've seen the same issue with the vanilla SJx1.50.15 pc-zip when extracting new copies for testing, I've been assuming false positive as nobody has been freaking out in the SJx game thread.

Here's a repackaged version, let me know if it has issues:
https://attachments.f95zone.to/2025/01/4458314_SJx_OhWeeMod_v15c_hotfix3_with_maintpopup2a.7z

I swapped out the version in my last post.

sweetit

Yeah, I had to move a couple of if statements around, there was a specific instance (as oh45 noted) where the error could happen.
 
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OhWee

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So, if like myself you lose track of which outfits Nimhe hasn't worn yet while giving her facials in the lab...

Nimhe_facialhintmessage_OhW.jpg

I added a routine for the hints message which modifies the hint message, telling you which outfits Nimhe hasn't worn yet while doing lab facials...

You're welcome!
:p

I should have a new version of my v1.5 mod ready to go soon, I just need to test a few other things...
:cool:
 

Chrisdarock19

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OhWee Could you possibly add two more modules to the bot configuration screen? Seems there is some space that could be used (see spoiler). Sorry if that has already been discussed, tried using search.
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A new 'G' type shell has been added for sexbots, essentially a variation of the Infiltrator shell without the extra 'military' addons.
Is this modified infiltrator shell still in your mod?? As I thought the current G type is for Golden Seductress.
 
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sweetit

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OhWee Could you possibly add two more modules to the bot configuration screen? Seems there is some space that could be used (see spoiler). Sorry if that has already been discussed, tried using search.
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Is this modified infiltrator shell still in your mod?? As I thought the current G type is for Golden Seductress.
I think its a limitation on how many add ons you can put on bots, no need to change that
 

Chrisdarock19

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I think its a limitation on how many add ons you can put on bots, no need to change that
I hear that. How about bots with all elite body parts + precursor cortex get the extra 2 slots??
I've personally never had more than 1 elite body part at a time, so that could be something that further makes them special.
 

oh45

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New bug report. I'm currently running with the latest mod "v1.5c2" plus fixes through "maintpopup2a".

I finish a space battle and step into a hex with debris to collect items and sometimes I get an uncaught exception. Since things are randomly chosen here, I'm not sure what specifically is triggering the issue, but here's the traceback:
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I can click on rollback and try again until it works.
 

sweetit

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I hear that. How about bots with all elite body parts + precursor cortex get the extra 2 slots??
I've personally never had more than 1 elite body part at a time, so that could be something that further makes them special.
What we really need is the game to be a bit more gentle with item generation, you should not have to grind the bot crates so much to get good items, even having stuff on market for more money would make it less grindy and the bot quality levels out at a certain point anyway, money is not the issue its the item grind
 
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OhWee

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OhWee Could you possibly add two more modules to the bot configuration screen? Seems there is some space that could be used (see spoiler). Sorry if that has already been discussed, tried using search.
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Is this modified infiltrator shell still in your mod?? As I thought the current G type is for Golden Seductress.
The main thing here would be save game compatibility. I've added an extra slot before, back before shells had their own slot, so it's certainly possible, but as I noted, it'd break compatibility with future versions.

There could be a way to track extra slots via a different routine, but it'd be a bit messy, and would disappear in vanilla SJx.
New bug report. I'm currently running with the latest mod "v1.5c2" plus fixes through "maintpopup2a".

I finish a space battle and step into a hex with debris to collect items and sometimes I get an uncaught exception. Since things are randomly chosen here, I'm not sure what specifically is triggering the issue, but here's the traceback:
You don't have permission to view the spoiler content. Log in or register now.

I can click on rollback and try again until it works.
Yeah, but you probably won't be getting new bot containers via combat drops using the rollback method to work around this. I'll need to look at the assign IQ routine to see if I can put in a try/except routine or something. So yeah, I very much need to find a woraround for this!

Note that bot IQ values are now boosted by grade as well as gen.

This also applies to 'uniformity', i.e. you are getting a boost for each part/addon if it matches the grade of the cortex, and of course you get a boost if the part/addon gen matches the cortex gen. This essentially works out to a 3% gen + 3% grade boost for body parts that match the cortext gen/grade, and a 2% gen + 2% grade boost for addons & shell. So the overall 'uniformity' and added iscomplete .25 boost can reach a much higher value than before (.73 max vs .3 before) but of course I adjusted the other multiplier totals a bit to keep bot values a bit more in check.

I very much appreciate the bug report! Note that there's an issue with AI Cores in maintenance system subslots in in the 'c' version of my mod that counts elite AI cores along with regular AI cores, which will be fixed in the next update. The plan was to drop v1.5d later today, but I'm still testing a few changes.

I'd like to know your feelings about the new arcade bot economy. Right now, other changes aside, essentially the daily bot earnings ares 2000 + square root of bot value, * 8-12, multiplied by multi bonuses.

It's the 8-12 thing that is easily changed. I can also adjust the bot value mitigation (2000), the idea there was to help boost lower value bot income in the arcade, without high value bots earning insane values of income each day. In my current game, earning income in the early-mid seems to be a bit more challenging, which I don't necessarily mind, but I'd like to hear your feedback on this!
 
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OhWee

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What we really need is the game to be a bit more gentle with item generation, you should not have to grind the bot crates so much to get good items, even having stuff on market for more money would make it less grindy and the bot quality levels out at a certain point anyway, money is not the issue its the item grind
The rare/mil/precursor bot crate drops are supposed to mitigate this a bit. It is possible to change the 'random seed values' for parts, but I've pretty much come around to yv0751's logic and thinking here.

Note that you can now upgrade the grade in my mod of level 3 parts each time you burn 3 nano pods plus a spool to help with this, and of course you can already upgrade the gen. The problem here is the rarity of spools. Nimhe can also help with this a bit, but her activities are a bit more random. At some point I did consider directing Nimhe's efforts in this regard, but since you can now do it yourself, I haven't felt the need.

The other issue is the sheer number of different types of parts. I've noted that immobilizers are my main limiting factor in the early/mid game when assembling bots for the arcade, but of course you can re-use those and remove them from bots that you are packaging for sale. IQ modules are about useless to me, except maybe to stick in bots that I'm selling. I considered re-adding my 'boost bot IQ' thing, and having that routine eat up IQ modules, but that would discourage putting IQ modules into bot addon slots even more.

Note that, related to the error issue that oh45 brought up, upgrading cortexes now uses the current bot IQ level as a 'baseline' when calculating new bot values, to encourage an upward trend in IQ levels.

Anyways, I'll ponder this a bit more. I'd like to hear more of your thoughts on all this!
 
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