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, 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...

SaveScreen_DayHourSaveDesc2_OhWeeMod.jpg

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!
:cool:

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.

Cargo_ContractCountColor_OhWeeMod.jpg

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:

MissionSelect_amounts_OhWeeMod.jpg

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!
:cool:
 
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OhWee

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Just has this issue in prerelease 4 when trying to watch a Pony Race via stream back at the ship.
Gotta love it when the developer changes label names...

Try the attached fix (put file insize of .7z in the /game/400_support folder, replacing the file that's there). After installing Prerelease 5 of course!

Also, I ran your save, the pony you betted on won in my run through!
:D
 
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OhWee

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Yep, tweaked yet ANOTHER thing...

So when you click on one of these...



This will happen...

Mess_InventoryTweak_OhWeeMo.jpg

Besides going back in time (didn't want to upload essentially the same screenshot again and waste valuable F95Zone disk space), the drink you selected will IMMEDIATELY be added to the 'use' button.

So click on replicator > select drink choice > drink added to 'click to use' button automatically.

Also note the wrench icon slightly up and to the right of the 'click to use' quickbutton. This will allow you to select the Spanner as your 'Click to Use' item without scrolling through the 'use menu' choices which stores your last four inventory choices. Yeah, you could just hit the right arrow a few times to see if the wrench is still in there, or dig through the inventory box for it, but if you've been passing drinks around, well IMHO y'all should always have your wrench/spanner immediately handy just in case...

So yeah, this one is a 'ME' tweak, 'cuz I've wanted this for a while now...

My goal here of course is trying to avoid having to open up your Inventory box/backpack/pouch/whatever it is, which brings up the item menu with perhaps a LOT of items in it, breaking immersion in the process, just to grab the drink that you just replicated out of your inventory for Tris, Khelara, Seraphine, etc... So yeah, this will potentially save you a couple of clicks here and there...

I've added this to Prerelease 5b, which I've already added to my Prerelease 5 post above. Or just click this link for the latest version (as of this post anyways, Prerelease 5b):

https://attachments.f95zone.to/2025/01/4511832_SJx_OhWeeMod_v20a_prerelease5b.7z
 
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Chrisdarock19

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Oct 15, 2018
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Yep, tweaked yet ANOTHER thing...

So when you click on one of these...



This will happen...

View attachment 4485796

Besides going back in time (didn't want to upload essentially the same screenshot again and waste valuable F95Zone disk space), the drink you selected will IMMEDIATELY be added to the 'use' button.

So click on replicator > select drink choice > drink added to 'click to use' button automatically.

Also note the wrench icon slightly up and to the right of the 'click to use' quickbutton. This will allow you to select the Spanner as your 'Click to Use' item without scrolling through the 'use menu' choices which stores your last four inventory choices. Yeah, you could just hit the right arrow a few times to see if the wrench is still in there, or dig through the inventory box for it, but if you've been passing drinks around, well IMHO y'all should always have your wrench/spanner immediately handy just in case...

So yeah, this one is a 'ME' tweak, 'cuz I've want this for a while now...

My goal here of course is trying to avoid having to open up your Inventory box/backpack/pouch/whatever it is, which brings up the item menu with perhaps a LOT of items in it, breaking immersion in the process, just to grab the drink that you just replicated out of your inventory for Tris, Khelara, Seraphine, etc... So yeah, this will potentially save you a couple of clicks here and there...

I've added this to Prerelease 5b, which I've already added to my Prerelease 5 post above. Or just click this link for the latest version (as of this post anyways, Prerelease 5b):

https://attachments.f95zone.to/2025/01/4511832_SJx_OhWeeMod_v20a_prerelease5b.7z
Absolutely LOVE this!!!
 
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OhWee

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Just got this error when trying to change to your Arcade view in the bot lab for the first time in Arellarti.
I'll get to this in a bit, working on a rather extensive rewrite of the cube upgrade routines, the update to Ren'Py 2.0 changed a few relevant things wich means that they no longer work properly, so I've been spending the last day or so figuring out the new code...

Quick question in the meantime, are there any bots in your arcade currently?
 
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Chrisdarock19

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I'll get to this in a bit, working on a rather extensive rewrite of the cube upgrade routines, the update to Ren'Py 2.0 changed a few relevant things wich means that they no longer work properly, so I've been spending the last day or so figuring out the new code...

Quick question in the meantime, are there any bots in your arcade currently?
10 bots, just the default and Type-J only.
 

OhWee

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Just got this error when trying to change to your Arcade view in the bot lab for the first time in Arellarti.
Try this hotfix (put fil inside .7z in the /game/700_minigames folder, replacing the file that is there)

Essentially my check was flawed as it was looking for a robot that is no longer at the Sex arcade. My new 'check' routine should work better/avoid this issue.
 
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Chrisdarock19

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Try this hotfix (put fil inside .7z in the /game/700_minigames folder, replacing the file that is there)

Essentially my check was flawed as it was looking for a robot that is no longer at the Sex arcade. My new 'check' routine should work better/avoid this issue.
That solved it. Thank you for the quick fix.
 
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OhWee

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OK, Chrisdarock19, anyone else that wants to hammer-test this...

So, short form, the code routines I had written for cube upgrades were mostly not working in SJx 2.00.010c due to the Ren'Py migration to Python 3.0. I didn't spot this for a while, until I finally had a bunch of cubes to burn and bots with precursor cores...

Yeah I've tweaked a LOT of stuff under the hood and it takes time to battle-test all of the associated changes, but I digress...

So, anyways, this is what is SUPPOSED to happen:

1) Cube usage now requires 50 units of biomass (half a Bio Pod) in order to perform the upgrade. You'll get a 'block' message if you don't have 50 units onhand.

2) Bot Attitude cube upgrades were already working. If your bot is already 'Devoted', you'll get a 'block' message as no futher upgrade is necessary.

3) Skill cube cube upgrades are pretty straightforward, note that they now also add to the max skill level, so you'll need to train your bot a bit more of course.
The max skill level will be increased by:
Subpar: +5 | Basic: +10 | Advanced: +15 | MilGrade: + 20 | Elite: +30
Subpar cubes don't normally happen if I understand the code correctly, just including for completeness...

4) Personality cube upgrades are limited by your skill level, otherwise these upgrade into higher categories/pools with associated personalities in each 'pool', by 1 step if cube grade is Advanced or below, 2 steps if MilGrade, and 3 steps if it's an 'elite' cube. Note that there are 3 personalities at the 'milgrade' level, and if you burn a cube, you'll be assigned one of the two personalities your bot currently does not have.

5)Trait Upgrades have been completely reworked:

a) You can upgrade 1 trait by a single step if cube grade is Advanced or below, 2 steps if MilGrade/Elite (could affect the same or either trait).​
b) If a third trait isn't present, it will be added. This probably shouldn't happen, so this is a 'just in case' which might relate to bots you transferred through the multiverse or something. Otherwise, if the first two traits are 'maxed' you can 'bump' the third trait by one or two steps.​
c) Bot likes/dislikes will be adjusted based on which traits replace the previous traits, so new likes may be added. Note that your existing likes and dislikes will 'carry over' as the baseline, with the new traits possibly affecting this.​
d) If a skill exists in likes and dislikes simultaneously due to these 'bumps, they cancel each other out. This will incentivize more usage of the 'Skill' cubes to compensate for this.​
e) Once your traits have been bumped up to Nympho, Perverted, and Pet, there are no further upgrades to traits available, so you'll see an 'abort' message that blocks future upgrades, saving you a cube in the process...​
f) Added likes due to trait adjustments will increase the max skill level of the associated skill by 10, 20, 0r 40 points depending on the trait involved.​
g) Note that existing skill levels SHOULD be fully retained with these changes.​

This is for version 2.0a Prerelease 5, and included the 'hotfix' that addresses the issue that Chrisdarock19 stumbled across.

So yeah, these 'changes' need battletesting. Two files in the attached .7z, replace the ones in /game/700_minigames and please report back to let me know if I 'fixed' everything, or to provide error reports so that I can work on associated fixes.

Enjoy!
:cool:
 
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OhWee

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OK, sticking a fork in this one, calling it done for now!

I've released the 'official non-prerelease' version of this mod:
For SJx version 2.00.010c
Mod version: v2.0b
Note: will not work with other SJx versions, saves from SJx 2.00.010c 'vanilla' should work fine with this.

OP has been updated with the latest version.

For those that have been playtesting in the last couple of days, no need to start a new game, the latest changes are extremely minor, with a couple of bugfixes, and cube upgrades are working as I intended now...

Special thanks to Incarnax for the cool suggestions, I incorporated a couple of them into the mod!

Screenshots in OP have been updated, if you just want the package, here's a link to the attachment in the OP:

https://attachments.f95zone.to/2025/01/4524676_SJx-200_OhWeeMod_v20b.7z
 
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OhWee

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first mistake in the new mod...
I miss the other facepalm, so Picard it is...
:FacePalm:

Attached is the fix, about to swap out the version in the OP, you just need this for now (replace the file in /game/500_navigator with the one contained in the .7z). Should fix your issue (just tested, should have started new game but I was focused on adding Moira to the crew...).

Let me know if you have any other issues!
:cool:
 

OhWee

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Will this work with SJx version 2.00.010d (available on itch.io)?
When I looked at the itch.io post, it was just .mac versions, so I was guessing that the sound issues were mac related. This mod is for the PC version. Has a PC version 0f 2.00.010d been uploaded?
 

Maccabbee

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When I looked at the itch.io post, it was just .mac versions, so I was guessing that the sound issues were mac related. This mod is for the PC version. Has a PC version 0f 2.00.010d been uploaded?
Yes, I just updated yesterday, both versions were there.
 
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