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

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batmantitties

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Sep 17, 2017
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I honestly don't care that much about the mod, it's just something I made in a day because sometimes I switch computers or get a new version of the game and I just don't want to go through the hassle of doing everything again so I just wanted a cheat mod to speed some things up, I didn't make a mod thread because I didn't even know if people would care about it. Glad to see you did more with it than I ever would, keep it up.
 
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SilverFire

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Apr 28, 2017
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Just out of curiosity, is your mod also affecting selling prices of bots? I noticed that it`s now much harder(sometimes impossible) to sell a bot at a higher price than it`s value.
 

OhWee

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Just out of curiosity, is your mod also affecting selling prices of bots? I noticed that it`s now much harder(sometimes impossible) to sell a bot at a higher price than it`s value.
I believe that part of the equation is still referencing yv0751's formula. Other than bot values coming down by 'combining' multipliers into groups in the 'get bot value' area of the code which affects base sale price, I haven't touched the 'sell bot' code at all.
 

SilverFire

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Apr 28, 2017
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Well, it might be because the 10 or so bots that i`ve sold now were made from scraps and leftovers, lower than the cortex quality and grade stuff that was left after i made some 10 bots all with top quality parts and addons before i added your mod. I just thought i should ask.
 
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OhWee

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Well, it might be because the 10 or so bots that i`ve sold now were made from scraps and leftovers, lower than the cortex quality and grade stuff that was left after i made some 10 bots all with top quality parts and addons before i added your mod. I just thought i should ask.
The 'stacked' multipliers in vanilla SJx were really benefiting the high end bots. The low end bots had lower multiplier totals.

My mod benefits the lower end bots in this regard, by grouping multipliers into four groups, adding the relevant factors together in each group instead of multiplying them by each other. That exponential multiplying is why Galbarella is worth 76m Cr (before difficulty adjustments) in my mod but worth almost 700m in 'vanilla'.

So, essentially, the low end bots aren't left as far behind in my mod, making it more worthwhile to build them in the early game to rake in some early cash, and of course they are slightly more useful as 'starter lineup' bots at the arcade, until you can find higher quality parts for better bots.
 

SilverFire

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Apr 28, 2017
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I don`t know if this is from your mod or not, but when i set Nimhe to craft luxury shells, the next day she defaults to relaxing instead of keeping her job of crafting luxury shells. Maybe you can take a look and see if there is something wrong?
 

OhWee

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I don`t know if this is from your mod or not, but when i set Nimhe to craft luxury shells, the next day she defaults to relaxing instead of keeping her job of crafting luxury shells. Maybe you can take a look and see if there is something wrong?
This is intended behavior. Due to the bot crate requirement (3 crates), if you didn't notice that you were out of bot crates until after daily assignments, Nimhe would end up not doing anything that day. My solution for this is to have her default to 'Relaxed', which you'd notice when looking over the current assignments, at which point you can see which Shell jobs she currently has enough crates for.

The other jobs, well they don't have material requriements, well at least not ones that can fall out of supply pretty easily. You usually have dozens of bot parts in storate, so Nimhe can find parts to upgrade pretty easily.

In the last version of my mod, I had tweaked T'ris's pod buying behavior, but for SJx 2.00, wellI haven't tried to tackle that this time around as of yet. I also had a 'do science stuff for fun and profit' job that I had introduced, but this involved editing the 'base variables' which I'm trying to avoid this time around, as I want people to be able to bounce back and forth between 'Vanilla' SJx and my modded version 'at will' if they are so inclined.

There may be another way I could try to re-introduce the 'system survey' job without 'reaching into the base code definitions', which is somewhat similar to what Vee does, except that Vee is looking for Swarm activity while T'ris would just be logging navigational hazards and selling that info to the system authorities.

So, in short, yeah defaulting to 'Relaxed' at the start of each day after building a shell is 'intended' behavior due to how easily bot crates can fall out of supply.

I could try to write a 'check' so that this only happens when enough bot crates are not available, but in my mod the goal often is to build different shells each time to increase the variety of bots available in the arcade (5% income bonus per unique shell type working in the arcade, customers like variety). I want to tackle the 'increase the odds of higher grade/cat shells of a given type as Nimhe's tech skill increases' thing first though. I'm in the middle of something else atm.
 
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OhWee

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OK, attached is version v20c of my mod for SJx 2.00.010d.

Main changes are:
- 'fixing' my gameplay bot economy adjustment menu (removed the exponent slider as it was a very bad idea to allow adjustments to that value), allowing nightly income to be increased up to 10x. This may be set at the beginning of the game, and adjusted during the game by accessing the 'heart' icon in the lower right corner of the Captain's quarters computer screen.

- Integrating a heavily revamped version of batmantitties CheatNet mod into my mod. I picked a new icon for this to differentiate the 'revamped' verison from the 'original' version. Lots of added functionality here, see readme.

- Choice menu screens have adjustment variables which can be assigned values which control menu height, header height, and positioning for up to 2 added pictures which are NOT tied to the choice menu options.

- Also a couple of minor tweaks to address a couple of issues/bugs.


That's it for now. Here's a few new screenshots, just because...

AcceleratedStart_OhWeeMod.jpg Bot_GameplayEconomyAdjustme.jpg Bot_GameplayEconomyAdjustments_OhWeeMod.jpg

CheatNetMod_BotParts_OhWeeMod.jpg CheatNetMod_OhWeeModTweaks3.jpg CheatNetMod_ShipSystems_OhW.jpg

That's enough teaser pics for now. Usual drill (merge /game folder inside attached .7z with /game folder inside SJx game folder).

This is considered a beta for now, although most bugs have been mercilessly addressed at this point. There's one more thing that I still want to do with this mod (Nimhe's shell building increasing in grade/mat quality as her tech skill increases, i.e. still random but with modifiers added to the 'random' pool so that higher results are favored with higher tech skillJ).

This should still work with existing saves, so pick up where you left off or start a new game, it's totally up to you!

Oh konstant61...

Enjoy Y'all!
:cool:

Edit: Hotfix 1 (CheatNet related fixes) now included. Apologies for forgetting to include the gameplay icons!
 
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maxconnor6

New Member
Apr 14, 2019
5
6
Hi, thank you so much for this mod. I have an error when I click on the computer in the captain's quarters and wonder if it's related to the mod
 
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OhWee

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fix for your problem..
I appreciate you covering for me while I was taking a nap. I was nodding off when I compiled the latest version of my mod, and may have jumped the gun on a couple of things...

So yeah, I 'rushed' things a bit as I wanted y'all to be able to play with my thingie... mod that is, get your mind out of the gutter!
This lame joke brought to you by Nimhe's Sexbot Wax. Make your sexbot look all nice and shiny. Improves sexual activity performance!

Thanks for posting up the 'icon fix' in the meantime! Give me a few minutes, I'm looking at different icon options now. The hearts work fine, but don't scream 'bot economy gameplay tweaks' if that makes sense.
 
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OhWee

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OK, y'all!

First off, word of advice, don't package mods when you are sleepy! I was sleepily exited to get the latest tweaks out to y'all, and I may have jumped the gun...
:sleep:

Anyways, attached is a 'patch' for my mod, that will address the CheatNetX issues y'all have been having. I also made a cool new icon for gameplay tweaks, hopefully y'all like it!

There is more functionality that I'd like to see with said CheatNet mod, mainly adding the ability to boost stats for the gals, say if you want to have Khelara parading about in the Krell uniform while in Iltari space and herstat's aren't high enough yet... but I digress..

Just merge the /game folder in the attached .7z with your /game folder, AFTER you've installed version v20c of my mod if you haven't done so already. The attached patch won't work without the v20c changes!

I'll add this to the v20c mod package in a bit, I want to make sure I don't need to 'fix' anything else first. Edit: v20c Mod package now updated.

So how did I do with the CheatNet mod revamp?
:coffee:
 
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5.00 star(s) 1 Vote