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, without knowing what ELSE yv0751 changed in 'd', the only change I see is in the options file, which I added to the version in my mod (sound mixer code related snippet). So, you could TRY to use 'd' with my mod (just updated the attachement in OP with the 'start/wrench' fix included), but any files that I modified would 'overwrite' any new fixes since 'c'. I've changed a LOT of files, so it'd be a pain to check every single file for changes. So short of yv0751 enlightening me, yeah...

In any case, the 'c' version is still available here for now, until the uploaders notice...
 
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OhWee

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OK, y'all!

I bit the bullet and did a 'compare' of all of the files that I mod in my SJx version, comparing the 'vanilla' versions of 'c' and 'd'.

The only changes I found (in the files related to my mod) were in options.rpy and in 810_location_support, relating to the pony races. I've already added said changes to my mod.

So, as far as I can tell, this mod SHOULD work with SJx 2.00.010d as well as the 'c' version.

The 'c' version has been updated in the OP. For those of you that have SJx 2.00.010d, use the file attached to this post. It will maintain 'd' as the shown version, so as to avoid future confusion if you are adding my mod to SJx 2.00.010d.

Edit: The attached version in the link below this line shows version 2.00.010c w/OhWeeMod v2.0b as the version #
https://attachments.f95zone.to/2025/01/4524915_SJx-200c_OhWeeMod_v20b.7z

Once I hear back from a few of you r.e. SJx 2.00.010d compatibility (i.e. no issues, of if you find issues), I'll 'update the OP to note 'd' compatibility, just being overly cautious here. You shouldn't have any issues, I've just started a 'd' testbuild myself.

Edit. Realized that the version shown would be 'c' if using for 'd', so attached is a version for those of you wishing to use this with SJx_2.00.010d which will show the 'vanilla' version text properly.
 
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OhWee

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Game crashes when i right click to go to the menu...

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OK, not sure how this one got past all of us, but here's a quick fix.
The associated currpage variable is defined, but Ren'Py is weird sometimes so hopefully adding a default at the start of the associated file resolves this issue.

Put the attached screens.rpy inside the attached .7z (not the .7z itself) in your /game folder, replacing the screens.rpy file that is there. Let me know if this solves your issue. If not, I have another idea...

I very much appreciate your reporting of this issue!
:cool:
 

SilverFire

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OK, not sure how this one got past all of us, but here's a quick fix.
The associated currpage variable is defined, but Ren'Py is weird sometimes so hopefully adding a default at the start of the associated file resolves this issue.

Put the attached screens.rpy inside the attached .7z (not the .7z itself) in your /game folder, replacing the screens.rpy file that is there. Let me know if this solves your issue. If not, I have another idea...

I very much appreciate your reporting of this issue!
:cool:
Works now, tyvm!
 
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SilverFire

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Omg, after i installed the mod i dropped from 5.5 mil income per night to 700k.. i think you need to make some more adjustments...
 

SilverFire

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Yes, i know, i`ve read it, you don`t need to state the obvious. I was just expressing my surprise and also a little bit of indignation, but from 5.5m to 700k is a little bit more than just a little bit of re-balancing.
 

OhWee

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Omg, after i installed the mod i dropped from 5.5 mil income per night to 700k.. i think you need to make some more adjustments...
This was intentional, as higher value bots earn crazy high amounts in vanilla SJx. Earnings are on a 'curve' now using a squareroot function with an adder for the bot base income value.

Of course, if you sell higher value bots, you can earn crazy high amounts there too, but if I drop those values, and adjust the arcade income upwards to compensate, well then people will wonder why their bot isn't worth say 20,000,000 Cr anymore.
Or say 75,000,000 with a Galaxina shell...

If you have editing skills, you can modify this line in 760_sexbot_lab.rpy:
line 119
bot.earnedToday += int((2000 + ((bot.getPrice())**(.5))) * random.uniform(8.0,12.0) * fac * (.97 + (arcade_shelltypecount * .03)) * (1.0 + (arcade_attitudecount * .02)) * (1.0 + (arcade_traitcount * .02)) * (1.0 + (arcade_personalitycount * .02)))

The
random.uniform(8.0,12.0)
part would be the part to bump, so say if you wanted double the 'modded' income, change to:
random.uniform(16.0,24.0)

as for why 8-12, that is essentially an 80% to 120% random range for the nightly income.

But yeah, this was a deliberate change to 'bump the difficulty' while adjusting the 'delta' so cheaper bots would earn a bit more, but the really high value bots would only earn say 4-6x more than the cheap bots. In the mid-late game, banked income is crazy high anyways due to bot sales and such, so this is mainly an earlier game issue.

This topic is open to discussion, thoughts are welcome here!

I CAN build in a 'difficulty' chooser if people want this, I'm working on something else atm.

Note that yv0751 was trying to do something similar in the code, but as far as I can tell that function isn't being used currently. I was just trying to do something along the same lines, using squareroot instead of some fancy income level 'tier'multiplier system or whatever.

If you think I'm kidding, yeah this yv0751 code snippet hurts my brain...

Code:
        def getEarnings(self, x_in = False):
            if x_in:
                x = float(x_in)
            else:
                x = float(self.getPrice())

            x_points = [100000, 500000, 1000000, 10000000, 100000000]
            y_points = [15000, 60000, 100000, 500000, 1000000]
            result = 0
            # Check if x is out of the bounds of provided x_points
            if x <= x_points[0]:
                result = y_points[0]
            elif x >= x_points[-1]:
                result = y_points[-1]
            # Perform linear interpolation
            for i in range(4):
                if x_points[i] <= x <= x_points[i + 1]:
                    x0, y0 = x_points[i], y_points[i]
                    x1, y1 = x_points[i + 1], y_points[i + 1]
                    # Linear interpolation formula
                    y = y0 + (y1 - y0) * ((x - x0) / (x1 - x0))
                    result = y
                   
            return(int(result*random.uniform(0.9,1.0)))
My 'squareroot' with adder thing is much easier to understand...
 
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SilverFire

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It would be nice to have the option to chose for ourselves. I`m just sad that i won`t be able to get the 500m achievement now, before i finish the game :LOL: I appreciate your answer.
 

OhWee

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It would be nice to have the option to chose for ourselves. I`m just sad that i won`t be able to get the 500m achievement now, before i finish the game :LOL: I appreciate your answer.
That's a thing? Is that total income, or just arcade income? I haven't looked closely at achievements. But yeah, adding a difficulty slider isn't that hard to do, it's just something I haven't got to yet.

If it's total income, just hole up in the lab and build a lot of bots to sell on the market, you can get to $500m Cr in no time!
 

OhWee

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sweetit and SilverFire and others

I really do want to get a feel for how y'all feel about bot values overall. IMHO, selling high value bots at say 15-20m CR a pop in the early game pretty much 'breaks' things, and leaves me wondering why the MC would actually want to go home if he's raking in that sort of cash. It also totally devalues cargo missions, as you should just focus on bot building instead... using Bounty missions to rake in the bot crates.

I''ve already nudged bot values down a bit, but people are expecting similar values for the bots. Cutting the total bot value by say 50-75% but keeping arcade income around the say $1-2 million per night range would make things a bit more 'balanced' IMHO, but then people will get depressed because Galaxina isn't valued at 50-80m Cr anymore...
 

SilverFire

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Sorry, i`m falling asleep in my chair right now and this deserves more than the 10 words that i have left in me:LOL:. I`ll think about it and answer after i sleep.
 
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sweetit

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Yes, i know, i`ve read it, you don`t need to state the obvious. I was just expressing my surprise and also a little bit of indignation, from 5.5m to 700k is a little bit more than just some re-balancing.
Didnt mean to come off dickish
sweetit and SilverFire and others

I really do want to get a feel for how y'all feel about bot values overall. IMHO, selling high value bots at say 15-20m CR a pop in the early game pretty much 'breaks' things, and leaves me wondering why the MC would actually want to go home if he's raking in that sort of cash. It also totally devalues cargo missions, as you should just focus on bot building instead... using Bounty missions to rake in the bot crates.

I''ve already nudged bot values down a bit, but people are expecting similar values for the bots. Cutting the total bot value by say 50-75% but keeping arcade income around the say $1-2 million per night range would make things a bit more 'balanced' IMHO, but then people will get depressed because Galaxina isn't valued at 50-80m Cr anymore...
i guess the way to do it is to spread earnings over the early - mid - late game, like have late game shells add a more exponential value to the bots maybe? or make Elite IQ boosters that bots over certain iq have a much higher value to balance out the earnings? or make trade/smuggle/combat missions more lucrative.

I always figured the arcade was a lower but "always on" passive way to earn money by design when you cant move around because of missions or story beats, so its supplementary

another options is having to adding higher bot value but you have to buy arcade bot slots at the pirate station from the bar or something then it will just grow untill full slots late game (decorations for the arcade, self cleaning bot mounts , that sort of thing) although thats almost just another game in itself

dont mind me i enjoy the brothel management side
 

OhWee

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Didnt mean to come off dickish


i guess the way to do it is to spread earnings over the early - mid - late game, like have late game shells add a more exponential value to the bots maybe? or make Elite IQ boosters that bots over certain iq have a much higher value to balance out the earnings? or make trade/smuggle/combat missions more lucrative.

I always figured the arcade was a lower but "always on" passive way to earn money by design when you cant move around because of missions or story beats, so its supplementary

another options is having to adding higher bot value but you have to buy arcade bot slots at the pirate station from the bar or something then it will just grow untill full slots late game (decorations for the arcade, self cleaning bot mounts , that sort of thing) although thats almost just another game in itself

dont mind me i enjoy the brothel management side
Yeah I'd like to see the Arcade be a place that you visit, and maybe spend some time with your bots, but yv0751 would have to implement that on his end as he has the associated models.

Upgrading the arcade over time is also a cool idea.

My main goal right now though is to work 'within' the existing framework, and not create new things that might break saves. A difficulty variable is something that 'vanilla' SJx won't be aware of and will hence ignore, but adding say a 'brothel upgrades' thing might be more problematic...

Yeah there's a way you could sorta kinda do it, but then you are essentially talking two different games. My mod changes so far pretty much work within the existing framework, with the 'added variables' not affecting the 'core' variables, which is why people can still use existing saves from the modded version in 'vanilla' SJx.

---

Anyways, my idea right now is to add something to the Captain's Quarters computer screen (lower right corner) that opens up a screen with sliders for an arcade income multiplier and a bot value multiplier. This way players can adjust ingame if they feel the current income settings aren't what they are looking for. Then the associated multiplier variable is just added to the associated formulas.

Since bot parts are essentially 'free' except for when buy crates and special offers, I can 'sidestep' part valuation and just focus on the 'total value'. The 'base part price' is multiplied by 10x or more thanks to IQ, skills, and such, so it's pretty easy to lower bot values by say 50-75% without getting into the 'parts cost more than you can sell the bot for' range.

That's my current plan anyways. I'm placing the 'heart' icon from the discipline minigame in the lower right corner, and that will access the difficulty level screen that I'm making. This means that people will be able to change the difficulty levels 'on the fly' to their own taste.

I could also add an adjustment slider for the 'square root' thing as i'm doing that via ** instead of a square root function, so the .5 (which is equivalent to squareroot) could be changed to 1x, eliminating the 'exponent adjustment', stuff to ponder...
 
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