- Jun 17, 2017
- 6,068
- 30,517
OK, yall, attached is Version 2.0a Prerelease 5 of my mod for SJx 2.00.010c.
This version is quite stable, but of course it's still a beta for now, while I wait to see if any more issues are found by y'all! This mod IS rather extensive, hence the need for lots of battle testing...
Assuming no issues, this prerelease version will probably become the 'official' version of this mod.
The main change is to the save screen as it relates to naming saves. As noted in a previous post above, you can choose to have Day/Hour automatically added to the beginning of the save description input text. And there' is now a 'skip 5/go to page 1 textbuttons and a 'centering' feature that centers the 'page # buttons' on the current page. Like so...
Mainly I'm just sharing my 'finally in Krell Space' moment. I've spent a lot of time tweaking/playtesting, which means that it has taken me about a week of playing/testing to finally reach the Arellarti System in SJx 2.00...
There are also a few bugfixes, thanks everyone for y'alls playtesting efforts!
I finally 'fixed' the contract display amounts so that, when you have multiple contracts for the same item, but only have enough of that item for one of the contracts, you'll see the amount for the one contract in green, but the 'full amount' needed for all associated contracts will be orange.
As usual, you can click on the displayed contract amount to use the 'smart' feature to puchase up to the total contract amount, assuming that you have enough money...
I also added the amount to the 'In Cargo' and 'Short' text in the associated column (end/right side) for context on the Missions select screen:
I also updated the now long-ass readme...
Finally, I just added new functionality to the 'Use Item' quickbutton in the lower right corner of the ship interior screens. When you select a drink from the mess replicator, it is immediately added as the selected item to the 'Click to Use' quickbutton. Also, when the Spanner isn't the selected item, an icon will appear slightly up and to the right of the 'Click to Use' quickbutton which you can click on to re-select the spanner. Like so...
That's it in a nutshell. Feedback is always appreciated!
Mod version v2.0a Prerelease 5b (with 'pony' fix) for SJx 2.00.010c attached!
This version is quite stable, but of course it's still a beta for now, while I wait to see if any more issues are found by y'all! This mod IS rather extensive, hence the need for lots of battle testing...
Assuming no issues, this prerelease version will probably become the 'official' version of this mod.
The main change is to the save screen as it relates to naming saves. As noted in a previous post above, you can choose to have Day/Hour automatically added to the beginning of the save description input text. And there' is now a 'skip 5/go to page 1 textbuttons and a 'centering' feature that centers the 'page # buttons' on the current page. Like so...
Mainly I'm just sharing my 'finally in Krell Space' moment. I've spent a lot of time tweaking/playtesting, which means that it has taken me about a week of playing/testing to finally reach the Arellarti System in SJx 2.00...
There are also a few bugfixes, thanks everyone for y'alls playtesting efforts!
I finally 'fixed' the contract display amounts so that, when you have multiple contracts for the same item, but only have enough of that item for one of the contracts, you'll see the amount for the one contract in green, but the 'full amount' needed for all associated contracts will be orange.
As usual, you can click on the displayed contract amount to use the 'smart' feature to puchase up to the total contract amount, assuming that you have enough money...
I also added the amount to the 'In Cargo' and 'Short' text in the associated column (end/right side) for context on the Missions select screen:
I also updated the now long-ass readme...
Finally, I just added new functionality to the 'Use Item' quickbutton in the lower right corner of the ship interior screens. When you select a drink from the mess replicator, it is immediately added as the selected item to the 'Click to Use' quickbutton. Also, when the Spanner isn't the selected item, an icon will appear slightly up and to the right of the 'Click to Use' quickbutton which you can click on to re-select the spanner. Like so...
That's it in a nutshell. Feedback is always appreciated!
Mod version v2.0a Prerelease 5b (with 'pony' fix) for SJx 2.00.010c attached!
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