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

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OhWee

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another problem, addons are not activated... although they are there...
View attachment 4476933

P.S. Underverse Addon...
I haven't made it that far yet. If there are eligible addons, they are usually shown in the upper left corner of the box. Which addons are supposed to be eligible for Underverse Shields? Not the usual cloak modules?

I can use the console to add that on my end and test.
 

OhWee

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Dark Mirage Shield and Hell hammer and Wails Of Infinity Cannons...
I'm trying to find the associated code. So, those items, do they ONLY use Underverse Effectors, or can they use other modules as well?
 

konstant61

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May 3, 2017
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in SJx_OhWeeMod_v15d_prerelease2 mod this function works...in SJx_OhWeeMod_v15d_prerelease3 and SJx_OhWeeMod_v20a_prerelease3 it does not work..
 

OhWee

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in SJx_OhWeeMod_v15d_prerelease2 mod this function works...in SJx_OhWeeMod_v15d_prerelease3 and SJx_OhWeeMod_v20a_prerelease3 it does not work..
I understand that, I'm asking if cloaking modules can still be used, or if it's underverse effectors only with the barbed carapace shields.

IF they can, this will require additional coding on my end due to how I've modified the loadouts.

Edit: found the 'tags' in the items def. Yep, they apparently can mix and match. So this means I'll need to set up popup screens for the modules, instead of the 'swap in/out' that I have for those now. This will take a bit of time, so be patient. I should have something in the next day or so...

I have only made it into the late game/ending once, and didn't find a lot of underverse stuff in that playthrough, 'cuz 2.00 came out and I had to start from the beginning again...
 
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konstant61

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May 3, 2017
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no,these are effectors for DarkMirage Shield and WailsOfInfinity and Hellhammer Cannons..

P.S. Cargo cloaking modules are functioning...
 

OhWee

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но,these are effectors for DarkMirage Shield and WailsOfInfinity and Hellhammer Cannons
Yeah, I need to set up new popup screens, I just added a note about this in my last reply.

Give me a few hours, I need to run some errands first... here's my edited reply below.

I understand that, I'm asking if cloaking modules can still be used, or if it's underverse effectors only with the barbed carapace shields.

IF they can, this will require additional coding on my end due to how I've modified the loadouts.

Edit: found the 'tags' in the items def. Yep, they apparently can mix and match. So this means I'll need to set up popup screens for the modules, instead of the 'swap in/out' that I have for those now. This will take a bit of time, so be patient. I should have something in the next day or so...

I have only made it into the late game/ending once, and didn't find a lot of underverse stuff in that playthrough, 'cuz 2.00 came out and I had to start from the beginning again...
 

OhWee

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OK, so I'm currently pondering exactly how I'm going to handle the underverse situation via popup screen code. I have a few ideas (shouldn't take very long), but while I'm poking around in the maintenance code again...

Well, it just seem silly to me that the system chosen to be displayed each time you enter the maintenance screen is the Argus uplink (it's at the end of the 'default' list).

So instead, I adjusted things so that the system first displayed is the last system that you chose to look at before exiting the maintenance screen. So say for example you were looking at your Launcher Mk II when you exited the maintenance screen, well that's what will pop up now (in prerelease 4 when released) when you re-enter the maintenance screen now.

It just makes sense to me!

Back to it!
:cool:
 

OhWee

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OK, now to see how I did this time...

Attached is version 2.0a Prerelease 4 of my mod for SJx 2.00.010c. This is still in 'betatest' mode but I think that almost all problems have been addressed.

Mainly this one...

Maint_screen_loadoutfix_OhWeeMod.jpg

This addresses the late game 'underverse' related stuff. Dark Mirage shielding has two options for modules, which needed an associated popup screen. Barbed Carapace, Hellhammers and Wail Cannons can only use the 'Underverse Effector', and the 'load/unload' routines (which don't require a popup screen) have been updated accordingly.

Thanks to everyone that has been playtesting this, and reporting back when you find stuff. It is VERY MUCH appreciated!
;)

The 'systems management screen display showing the last system you were working with when opening the screen' tweak has also been implemented.

Finally, the 'default' variable/label_afterload fixes are also included in Prerelase 4. There is one other issue I want to address eventually, related to the display of 'contracted' cargo item counts not displaying properly, but I'll get back to tackling that later...

Same install routine as usual. Readme has been updated!

Feedback is always appreciated!

Enjoy!
:cool:

Edit: Just adding another screenshot so that I can share it in the other thread but still have it here for later...

StarSystemDisplayTweaks_OhWeeMod.jpg
 
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Chrisdarock19

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Oct 15, 2018
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Thanks for the continual quick updates to this mod.
Not sure if this error was reported to you in beta test for prerelease 3. Occurred when trying to buy items in Arellarti Pet Shop for the first time.
 
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OhWee

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I decided to mess with the load/save screens a bit more...

SaveScreen_DayHourSaveDesc_OhWeeMod.jpg

The two main changes here are:

1) Day and Hour will be automatically inserted into the save description if you enable the option in the upper right corner of the screen. Except for 'SAFE ZONE' saves 'cuz the Day is displayed in the screenshot and the hour at the start of the day is always 08:00 so that would be 'redundant'.

2) Adjusted the save page picker at the bottom. The << and >> textbuttons will skip back/ahead 5 pages, and the ||< textbutton takes you back to Page 1. Also, the page select textbuttions will 'center' on the page you are currently on (except for pages 1-5 of course). I'm guessing that the majority of people won't need more than say 9-10 pages of saves to begin with, but for those that utilize a lot of save slots, say for playtesing reasons...

I also tweaked the requirements for upgrading cat/grade of parts. Instead of requiring 3 pods, if your Nano storage is 300 (3/4ths of the bar) or higher, the required mat will be pulled from storage instead of grabbing Nano pods directly. And I boosted bio mat required for cortex repairs a little higher (to 150 bio units if wear is at 0%, minimum 30 units if wear is at 99%). And I also added a bio mat requirement for cube upgrades. Again, this is to 'balance' Bio pod usage a bit more as compared to Nano mat usage. Note that Nano mat usage is also variable depending on the the current wear level of the other parts.

This will be in the next prerelease, just waiting on more playtesting reports.
:cool:
 
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OhWee

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Just came across my first Fantasy Shell. Got this error.
Easy hotfix, drag file inside the attached .7z into the /game folder as usual.
;)

I'm working towards a Prerelease 5 soon, I think we've found almost all of the bugs/issues. I also fixed the 'weird display issue' for contract amounts on the cargo manager screens finally, and added the 'once daily unload/reload reloading banter' for torpedoes to the star system screen.


I've been pondering adding a 'restock life support' track to the Systems Management screen, which would use Bio pods, but that'd probably be more trouble than it's worth. Essentially 10% worth of a bio pod per crew member per day was my idea. You could argue that the docking fees 'cover' life support recharge though, so it'd probably be more of an annoyance than anything... it was a thought.
 
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OhWee

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Got this error when trying to access the lab terminal.
Apologies for the delay, I was taking a nap...
:sleep:

I thought I had updated both variables (basesort, basersort) in the afterload label, but obviously I didn't... fix is attached, same drill as usual (replace file in /game with the one in the attached .7z).

Your patience is most appreciated!
;)
 
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5.00 star(s) 1 Vote