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

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OhWee

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I'm not sure I understand what you're asking here. If you just want the quicksaves page, I've attached it.
But I also noticed this. If I go to the saves menu indirectly through preferences or history pages, it works. If I save into a regular slot and reload from it, I can open save menu just fine. But if I quicksave there and load that, save menu doesn't work again.


They are all listed in the "modules" section of your cargo.
I need to see what your 'regular' save page looks like for the page that has the save which you are having save/load issues, not the quick save page. I need to see the save description text for the 'regular' save.

I'm currently addressing the other issues that you brought up. I'm adding a new 'A' button mode, Sell Excess/Eject Excess, that will emulate the 'vanilla' behaviour mentioned.

As for the maintenance thing, also addressed. I 'hid' the subunit boxes when a subsystem isn't installed, so there won't be anything to click. We should have caught this a long time ago, so I appreciate the heads up!

Said fixes will be in next prerelease, to be released shortly. As for your save issue, I need to be able to replicate it on my end to see what's up. I have an idea, but since I can't replicate it... When you say 'quicksave there and load that' explain exactly how you are 'quicksaving there', i.e. are you right clicking and then going to the quicksave page, or something else, I need an exact step by step here.
 

konstant61

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@ OhWee

I have this problem: if I ask the mod to create 10 parts of something, only one part is created.
 
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I need to see what your 'regular' save page looks like for the page that has the save which you are having save/load issues, not the quick save page. I need to see the save description text for the 'regular' save.
Here's the page with most recent regular saves. But I haven't used it for a while by the time I reported the bug because, well, I couldn't use the save page.
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Here are the things I do and the results I get:
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So in the end it seems like the actual thing causing the error is opening the save menu, on the quicksaves page, directly from the game (and not through another menu).

Edit: For another test, I did this.
1) Load a quicksave
2) Open save menu directly - it errors, as usual
3) Open save menu indirectly, switch to any other page
4) Open save menu directly - it opens properly (on the page I chose above)
5) Switch save menu back to quicksave page
6) Open save menu directly - it errors again
So it's definitely the autosaves page itself at fault.
Meanwhile, vanilla game eats all those saves without any issues.

Tampering with save menu options (show or hide version info and description, allow or disallow save naming) doesn't change anything.
 
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OhWee

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tarrasqueSorcerer

Could you please screenshot the error screen/get traceback report for me? I should have asked for this already...

Also, I very much appreciate you reporting the other issues. I've already addressed them in the new prerelease below.

Note that when using the 'system picker' menu, r.e. the behavior you noted, what is happening is that if the system isn't in the 'prev/next' position, what happens is that the currently selected system is 'swapped' with the system you click on, so the system order will change in this instance. This was easier than setting up an elaborate 'keep bumping positions until clicked system is found' routine, my Ren'Py Fu is stronger now, but is still somewhat weak...

---

Y'all,

OK, attached is a new prerelease version of this mod, v2.0d-prerelease3.

The main changes in this prerelease are:

1) On the maintenance screen, subunit slot boxes will no longer be shown when a subunit hasn't been installed yet. This avoids the 'clicking subunit boxes when subunit not installed yet causes issues' problem.

2) Added a 'sell/scrap excess' option to the Cargo Hold and Warehouse screens. This emulates the 'sell smart' behavior in Vanilla SJx, but in a different way. Just hit the 'A' key to toggle between 1x, 5x, 10x, Excess, and All modes to access this feature.

3) Fixes an issue with CheatNet where choosing 10x when 'choosing' bot parts was causing an issue.

4) Fixed issue where trying to give Nimhe a 'P' shell was showing available 'V' shells instead...

Note: The reported Quicksave issue still being looked into, just do what you do normally in the meantime while I try to figure this one out, if you haven't seen this issue yet.

Consider this a 'beta' for now while I continue look into the reported Quicksave issue, v2.0d-prerelease3 is attached!

Feedback is always appreciated!
:cool:
 
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Could you please screenshot the error screen for me? I should have asked for this already...
I should've done it earlier too. Here's the full paste.
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For the subsystem list, I'd suggest making it a static list with a moving cursor, similar to how the vanilla game handles it. That would probably avoid some issues of the current implementation.
 
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OhWee

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I should've done it earlier too. Here's the full paste.
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For the subsystem list, I'd suggest making it a static list with a moving cursor, similar to how the vanilla game handles it. That would probably avoid some issues of the current implementation.
Ahh, it's the currpage variable (it's defined but not defined, typical Ren'Py problem)! I can fix this, give me a bit...

Edit: PMed you a testfix, let me know if it works.
 
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oh45

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OhWee, I'm using mod v20d_prerelease2a and, having restarted from the beginning I just got the lower decks reopened and looked at the mess room replicator menu. I know you were playing around with this earlier, but for me the drink icons are not separated from their names. In particular, the "Dr" at the start of the ice tea is completely lost behind its drink icon.

I run with the game set to Fullscreen. If I switch it back to Window, the drink menu looks just fine instead.

Also, there's a Galaxina episode shot on the left side of the upper "Which drink would you like?" banner. Not sure if that's expected.
 

OhWee

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OhWee, I'm using mod v20d_prerelease2a and, having restarted from the beginning I just got the lower decks reopened and looked at the mess room replicator menu. I know you were playing around with this earlier, but for me the drink icons are not separated from their names. In particular, the "Dr" at the start of the ice tea is completely lost behind its drink icon.

I run with the game set to Fullscreen. If I switch it back to Window, the drink menu looks just fine instead.

Also, there's a Galaxina episode shot on the left side of the upper "Which drink would you like?" banner. Not sure if that's expected.
Hmmmm, haven't been testing in fullscreen. I had assumed that wouldn't be an issue since Ren'Py usually just rescales everything to the current window size, but apparently...

As for the Galaxina episode, that's a new feature. A random episode is chosen each time, and essentially is intended to imply what's currently on the TV screen to the left of the replicator. Just me being silly mainly/adding eye candy.

Edit: Moved my SJx game over to my 4K screen, changed to fullscreen, and yep, I see it.

Easy enough to fix HERE, but there's other screens I that need to look at now...
 
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oh45

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Easy enough to fix HERE, but there's other screens I that need to look at now...
Having two separate monitors on my computer, I routinely run all games full-screen on one, still having access to things on the other. In noting this, I don't recall seeing any other clashing/broken displays with your mods. I'm guessing that the machinations you went through fiddling with this particular menu weren't happy with different scalings.
 

oh45

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OhWee, here's something else. It has to do with when the game does its randomized assignments.

Start of a game day, docked at Iltari Station, before looking at the cargo, I check the missions list. You've included "N for Sale" as a column that shows what it believes are the available cargo amounts -- which is a convenient feature: thanks. BUT, when I go look at the actual cargo, it doesn't match what was listed with your mod. If I roll back and check the cargo again, it's yet another set of things available, and so on.

I'd guess that your mod's peek into the available cargo should also perform whatever's the "nail it down for the day" as well to keep the values fixed now that they've been (partially) displayed.

EDIT. Rolled back before looking at the day's missions and instead first looked at the available cargo. After exiting that, the "N for Sale" matches, as expected.
 
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OhWee

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OhWee, here's something else. It has to do with when the game does its randomized assignments.

Start of a game day, docked at Iltari Station, before looking at the cargo, I check the missions list. You've included "N for Sale" as a column that shows what it believes are the available cargo amounts -- which is a convenient feature: thanks. BUT, when I go look at the actual cargo, it doesn't match what was listed with your mod. If I roll back and check the cargo again, it's yet another set of things available, and so on.

I'd guess that your mod's peek into the available cargo should also perform whatever's the "nail it down for the day" as well to keep the values fixed now that they've been (partially) displayed.

EDIT. Rolled back before looking at the day's missions and instead first looked at the available cargo. After exiting that, the "N for Sale" matches, as expected.
What I've noticed is that once you check the cargo hold, the 'for sale' amounts are 'set' for the day, but until then it looks like the mission counter is using old values.

Since you can NOW access the Mission Select screen via the icon in the upper left corner when in the Cargo Hold (and other places in the ship), FOR NOW, I suggest checking the cargo hold (if docked) before selecting cargo missions each day.

Still working on the drink icons issue. I think I have a sufficent workaround now for 4K screens, I'm guessing that 8K screens are still screwed though, 'cuz Ren'Py doesn't scale the 'pos/offset' pixels in this instance. I've tried using floats, but since the drink image call is contained within the button bar, yeah Ren'Py pretty much ignores me as far as as attempting to use floats for image offset, etc. goes.

Note that I have to put the image after a line break to keep it from messing up the 'click area' for the button.

I did a quick check of image positioning in other choice menus, those seem to be positioned just fine at 4K as well as 1080P, AS LONG AS the image isn't included inside of the choice menu button itself...
 
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OhWee

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OK, wasn't planning on a 'double shot' today, but attached is version V.20d-prerelease4 of my mod for SJx 2.00.010d.

I really appreciate y'all's playtesting reports!
;)

Here's a recap of the changes to prerelease 3:
1) On the maintenance screen, subunit slot boxes will no longer be shown when a subunit hasn't been installed yet. This avoids the 'clicking subunit boxes when subunit not installed yet causes issues' problem.​
2) Added a 'sell/scrap excess' option to the Cargo Hold and Warehouse screens. This emulates the 'sell smart' behavior in Vanilla SJx, but in a different way. Just hit the 'A' key to toggle between 1x, 5x, 10x, Excess, and All modes to access this feature.​
3) Fixed an issue with CheatNet where choosing 10x when 'choosing' bot parts was causing an issue.​
4) Fixed issue where trying to give Nimhe a 'P' shell was showing available 'V' shells instead...​

Additional changes for prerelease 4:
5) Fixed an issue with a variable I use for 'centering' page counts and the skipping functions for the Load/Save screens that was causing an issue with quick saves.​
6) Made a couple of alignment tweaks as it relates to the choice menu options for the drink replicator, to better optimize xy placement for 4k screens for the drink icons.​
7) Added a requirement for MC Cat 3 bot part upgrades from Military to Elite. In addition to 300 units of Nano (3 pods worth) and a Carbon Fiber Spool, 1t of Eternium is also required. Note that the MC needs a Tech skill of 35 or higher to perform milgrade > elite Gen 3 part upgrades. This is an idea I came up with for 'game balance' purposes.​

So yeah, v2.0d-prerelease 4 is attached. Still considered a beta for now...
Usual drill, drag /game folder inside of attached .7z into your SJx folder, merging /game with /game, overwriting a bunch of files in the process.

Feedback is always appreciated!
:cool:
 
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oh45

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Here's a recap of the changes to prerelease 3:
6) Made a couple of alignment tweaks as it relates to the choice menu options for the drink replicator, to better optimize xy placement for 4k screens for the drink icons.​
Menu looks good now. Thanks.
 
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Oxin

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SJx_200_OhWeeMod_v20d_prerelease(all)
N-shield training, not counted in the gallery. (The first screen is N-shield, the second screen (animation) is non-shield))

SJx-200d_OhWeeMod_v20b - It works fine
 

maxconnor6

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Apr 14, 2019
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OK, wasn't planning on a 'double shot' today, but attached is version V.20d-prerelease4 of my mod for SJx 2.00.010d.

I really appreciate y'all's playtesting reports!
;)

Here's a recap of the changes to prerelease 3:
1) On the maintenance screen, subunit slot boxes will no longer be shown when a subunit hasn't been installed yet. This avoids the 'clicking subunit boxes when subunit not installed yet causes issues' problem.​
2) Added a 'sell/scrap excess' option to the Cargo Hold and Warehouse screens. This emulates the 'sell smart' behavior in Vanilla SJx, but in a different way. Just hit the 'A' key to toggle between 1x, 5x, 10x, Excess, and All modes to access this feature.​
3) Fixed an issue with CheatNet where choosing 10x when 'choosing' bot parts was causing an issue.​
4) Fixed issue where trying to give Nimhe a 'P' shell was showing available 'V' shells instead...​

Additional changes for prerelease 4:
5) Fixed an issue with a variable I use for 'centering' page counts and the skipping functions for the Load/Save screens that was causing an issue with quick saves.​
6) Made a couple of alignment tweaks as it relates to the choice menu options for the drink replicator, to better optimize xy placement for 4k screens for the drink icons.​
7) Added a requirement for MC Cat 3 bot part upgrades from Military to Elite. In addition to 300 units of Nano (3 pods worth) and a Carbon Fiber Spool, 1t of Eternium is also required. Note that the MC needs a Tech skill of 35 or higher to perform milgrade > elite Gen 3 part upgrades. This is an idea I came up with for 'game balance' purposes.​

So yeah, v2.0d-prerelease 4 is attached. Still considered a beta for now...
Usual drill, drag /game folder inside of attached .7z into your SJx folder, merging /game with /game, overwriting a bunch of files in the process.

Feedback is always appreciated!
:cool:

Thanks a lot for this it looks great and the QOL changes are really nice though now the stress levels of the crew reset at their initial high levels every day even after you set them to 0 in the CheatNet
 
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OhWee

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either I'm blind or something, I can't find the gallery... (((
It's in the PDA pad (P), middle menu option at the top.

SJx_200_OhWeeMod_v20d_prerelease(all)
N-shield training, not counted in the gallery. (The first screen is N-shield, the second screen (animation) is non-shield))

SJx-200d_OhWeeMod_v20b - It works fine
Looks like a code indent was bypassing the 'gallery add' and such, will be fixed in next prerelease.

Thanks a lot for this it looks great and the QOL changes are really nice though now the stress levels of the crew reset at their initial high levels every day even after you set them to 0 in the CheatNet
Well, I tried!
:unsure:

I need to look into the 'override' variables and such. I appreciate the heads up in the meantime!
 
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