Mod Ren'Py Onhold Space Journey - Gameplay Mod for SJ1.20.11 - Version 1.20f

Almighty

Engaged Member
Jan 27, 2017
2,504
2,877
I wish this was a mod to keep the mood always happy. So they can be truly be happy nude.
 
  • Yay, new update!
Reactions: OhWee

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,685
28,712
I wish this was a mod to keep the mood always happy. So they can be truly be happy nude.
Not sure if we'll get 'fully nude' options in 1.1, but that's coming eventually.

As the girls get more comfortable with the outfits, this becomes less of a problem. The main thing is to keep a decent supply of candles and booze on hand to smooth things over during the morning assignments as needed...

I probably could find the 'unhappiness modifiers' and come up with a 'sluttier' mod setting or something, which could tie in with difficulty, but I'm more interested in where the vanilla game is going atm. I'm looking forward to advanced pet training with Tris, and also sending the other gals to pet training! Dunno when that is planned in 'vanilla' SJ...
 
  • Like
Reactions: Almighty

Almighty

Engaged Member
Jan 27, 2017
2,504
2,877
Not sure if we'll get 'fully nude' options in 1.1, but that's coming eventually.

As the girls get more comfortable with the outfits, this becomes less of a problem. The main thing is to keep a decent supply of candles and booze on hand to smooth things over during the morning assignments as needed...

I probably could find the 'unhappiness modifiers' and come up with a 'sluttier' mod setting or something, which could tie in with difficulty, but I'm more interested in where the vanilla game is going atm. I'm looking forward to advanced pet training with Tris, and also sending the other gals to pet training! Dunno when that is planned in 'vanilla' SJ...
I'm kind of waiting for the full game before I really play it again. I'm pissed at Tris sex scene we had to wait that long to get the worst sex scene in the game lol. Hopefully you can find the unhappiness modifiers an disable them. It's annoying trying to satisfy your crew when they should be trying to suck up to you.
 

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,685
28,712
OK, so at this point this mod is 'on hold' pending the release of Space Journey 1.1 public. I'm still working on a couple of issues, but at this point y'all might as well wait for the 1.1 version of my mod, which should drop within a few days of the 11/20/23 Space Journey 1.1 public release. Since the public release is less than 3 days away, no sense messing with 1.00b any further.

It'll take me a bit to evaluate the new stuff in 1.1, and then figuring out what I still need/want to change. WinMerge is very helpful with this to a point, but I still need to compare the 1.00b code with the new '1.1' code and then work my own changes in...

So yeah, give me a few days!
:cool:
 
  • Red Heart
Reactions: sweetit

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,685
28,712
OK, so a quick note...

So, I wasn't happy with the funky math I was using to reduce the amount of cargo space that pods were taking up in my mod (essentially pods were 'counting' as .9 reduction to the 'item count' which was a bit messy) so I'm experimenting now with just making pods part of the GAME.mc.inventory instead of in GAME.ship.cargo. This essentially would mean that bio, energy, and nano pods won't count against your cargo total at all.

The main reason for this change is to 'fix' some weirdness with items that you acquire/find in space while travelling or after battles, where the total cargo count could exceed the allowed tonnage... not having energy pods in the GAME.ship.cargo count to begin with should help with this.

As I said, I'm experimenting with this right now, to see if I can get it to work without issues...

I'm also debating releasing a 'tweaked interface only' version of my mod alongside the 'full' version of my mod, that just readjusts things to reduce scrolling, and also maybe adds a bit more button functionality to inventories. I.E. anything that doesn't actually change gameplay elements, only what the interface is showing.

This will take me a bit of course, so be patient!
;)
 
  • Like
Reactions: Arheme

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,685
28,712
OK, so I shifted gears, and tackled another thing that was annoying me slightly...

EngineRoom_Console.jpg

Essentially, I added a 'picker' at the top of the component selector, so that you don't need to 'prev/next' through the entire list of stuff to select the component you want. Might save y'all a few clicks.

Part of me wants to remove the prev/next buttons, but I'll leave them for now.

Also, I added item counts for AI Cores, Positron Stabilizers, Flux Modulators, Output Controllers and Tunneling Modules so that you know how many of each item are in the cargo hold without having to click on the associated boxes first.

The subsystem boxes (torpedoes, etc.) yeah that's a bit more involved so I'll leave well enough alone for now, and the picker took me a LOT longer to set up than I had planned (lots of trial and error, Python still isn't my jam and Ren'Py was being annoying), but slowly making progress.

The plan is to add the rest of my interface tweaks to the current build, then share these as an 'interface only' mod that doesn't change any of the gameplay. Once that's done, then I'll continue to tweak the current build with my gameplay changes and share that a bit later on as a separate mod.

The interface part of my mod may take a couple of days to put together, so be patient!

Back to it!
:cool:
 
  • Red Heart
Reactions: sweetit

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,685
28,712
A little birdie suggested adding the grade and cat upgrade options text/icons to the bot addons, sooo...

botlab_11interfaceadjust1a.jpg

I still have a few other interface related things to tackle for my SJ 1.1 interface QoL stuff only mod, but slowly making progress!
 
  • Yay, new update!
Reactions: sweetit

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,685
28,712
In this episode of OhWee's Dad Humor...

freetheslaves!.jpg

Just for fun...

Mainly I was working on adding 'eject multiple items' buttons, and well it just came to me as I was poking around in the code...
:p
 

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,685
28,712
So I need to figure out what else I wanted to add to the interface mod, but in the meantime, attached is the first version (v1.10) of my interface tweaks only mod for Space Journey 1.10.

Here's two relevant screenshots showing a few of the latest interface tweak additions:



I'll add this to the OP after I get a bit of feedback and figure out what else I wanted to tweak (again), so that I can squash any bugs y'all might find and report. It looks good on my end, but I've been known to miss things...

I've been very careful to not change any of the gameplay related stuff in this interface mod, this is just interface enhancements.

As always, feedback is always appreciated!
:cool:
 
Last edited:

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,685
28,712
So I've been playing around with interface tweaks some more...

botconfig_modifiers.jpg botpartstorage_mods.jpg

partsstorage_immos.jpg specialoffers_tweaks.jpg

I'll get back to this later (need to tweak a couple of things), and will probably upload a new version sometime in the next day or so. In the meantime, feedback is welcome!
:cool:
 
  • Like
Reactions: green_vortex

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,685
28,712
Attached is Version 1.10b 1.10a of my interface mod, for Space Journey version 1.10.

It essentially fine tunes my tweaks to the Cargo Managers and Botlab screens. See the post immediately above for some of the changes (which I've tweaked a bit more).

I also added 'double entries' in the cargo hold and warehouse manager screens for items that relate to your current missions when two or more missions require the same item. If you have enough cargo to fulfill the smallest mission, you'll see a yellow amount for that mission, and an orange amount below that that shows how much cargo you'll need for all of the missions combined. You may still need to refer back to your current missions list for more details (i.e. how much cargo each of the larger misssion(s) require), but this should help reduce the 'jumping back and forth between screens when trying to fulfill missions' a tiny bit.

The rest of the tweaks are mostly 'column/row alignment' related, to better utilize the available screen space/display more items on the screen at the same time, with the goal of reducing the amount of scrolling needed of course!

Oh, and the 'View Only' and 'None' icons for the Bot configurator parts boxes when you can't select that particular part/shell yet but are still allowed to view them, and when no parts of that type are available. The 'None' thing is mostly for the early game when you are just starting to build your parts inventory, to let you know that you don't have any of that type of part yet.

Feedback is always appreciated!
:cool:

Edit: Made a couple more adjustments, such as this tweak to the Engine Room: System Maintenance screen . Essentially I added Efficiency % and sub-unit counts to the system picker for the systems that have sub-systems.

maintenance_screentweaks.jpg

I also re-added the scrap buttons to the parts storage screen, setting these up so that they have their own clickable background. I removed the 'use' buttons as these were redundant as all you need to do is click on the row (except at the end where the scrap button is).

partsstorage_screentweaks.jpg

I just thought about 'highlighting' the rows with mouseovers just now, but that'll have to wait for the 'hotfix' update or a later update....

Here's another screenshot of the Warehouse screen:

warehousescreen_tweaks.jpg


Not sure if anyone is using this, but I'll add the 1.10b version of my mod to the OP. Just need to work out the formatting for the two sub-versions of my mod.

My Gameplay tweaks mod I'll be tackling next, but that one will be a bit.

Enjoy!
:cool:

Edit2: Hotfix!

APPARENTLY I attached the wrong mod file (similar file names, fuzzy eyesight, blah blah)... the CORRECT file is now attached! Oops!

ALSO, it looks like I put
AEEXclamation_red.png
in the wrong images subfolder. If you've already downloaded the attached .7zip, you can fix this easily by moving it from:
/game/images/03_minigames folder
to
/game/images/05_gui

An updated interface mod .7z has been attached with a fix to 760_sexbot_lab.rpy
 
Last edited:

Arheme

Member
Aug 23, 2021
111
67
I played with your 1.10 mod, works fine. only thing i was missing is the opportunity to ask nimhe for other type bottshells.
tried the latest mod but can't load a previous save.
 

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,685
28,712
I played with your 1.10 mod, works fine. only thing i was missing is the opportunity to ask nimhe for other type bottshells.
tried the latest mod but can't load a previous save.
Hmmm, the interface mod for 1.10 isn't designed for 1.00b, and saves from 1.00b won't work with 1.10, but that's a 'regular' SJ thing. I just tried loading a couple of 1.00b saves in 1.10 and I either saw a popup window that sent me to start or a traceback error. Are you trying to load a 1.00b save?

I'm pretty sure that if I wanted to, I could come up with a workaround for that, but that'd be a lot of work - extracting all of the 1.10 changes in the code then re-coding them to work with previous saves - and I don't have that kind of energy.

Also, the files referenced in the traceback I didn't touch in my interface mod, so I have no idea what's going on there if you were using a 1.10 save...

The gameplay mod I'll probably tackle in a few days when I'm ready to mess with coding again.

One thing that I'm probably going to 'change' is abandon the 'bio/energy/nano pods take up 0.1t, in favor of some other approach. In 1.10 I'm noticing that bio and nano materials track last for a bit, but of course you still burn through energy pods like there's no tomorrow if you are not auto-training. So I may tackle energy consumption rates instead, adjusting pod prices accordingly to 'simulate' a pod actually containing 10 'doses' or 'sub-pods'. That will play nicer with the cargo calculations...

---

Adding in the 'give Nimhe options when building bot shells' thing I could probably add in pretty easily though, lessee...

(several hours later...)

Well, I had to tweak more files than I estimated for this one, but attached is the 'Nimhe craft custom shells' mod code.

YOU WILL NEED to install my Interface Tweaks mod V 1.10b first if it isn't installed already (as it touches one of those files) and then install this mod on top of the interface mod (i.e. drag the /game folder into your Space Journey 11 folder, merging /game with /game, it'll ask you to overwrite files...).

I found a cleaner way to modify the Nimhe daily job choice buttons, so that 'Craft New Shell' and 'Get Bot Crates' is displayed without having to swap out those job keys (I just overwrote the job names for those keys with labelafterload.rpy without changing out the keys).

No other gameplay is affected by this, this simply gives you two new options:
1) Give Nimhe new shells to study (talk to her during the day)
2) Choose which shells Nimhe will build, if Nimhe has finished studying a new shell type (i.e. next day). Choose 'Craft New Shell' in the daily job options and a popup window will appear when you close the 'daily assignments' screen.


I'll add this to my full gameplay mod for SJ 1.10 when I'm ready to tackle that, but in the meantime, enjoy!
:p

Feedback is always appreciated!
:cool:
 

Arheme

Member
Aug 23, 2021
111
67
Hmmm, the interface mod for 1.10 isn't designed for 1.00b, and saves from 1.00b won't work with 1.10, but that's a 'regular' SJ thing. I just tried loading a couple of 1.00b saves in 1.10 and I either saw a popup window that sent me to start or a traceback error. Are you trying to load a 1.00b save?

I'm pretty sure that if I wanted to, I could come up with a workaround for that, but that'd be a lot of work - extracting all of the 1.10 changes in the code then re-coding them to work with previous saves - and I don't have that kind of energy.

Also, the files referenced in the traceback I didn't touch in my interface mod, so I have no idea what's going on there if you were using a 1.10 save...

The gameplay mod I'll probably tackle in a few days when I'm ready to mess with coding again.

One thing that I'm probably going to 'change' is abandon the 'bio/energy/nano pods take up 0.1t, in favor of some other approach. In 1.10 I'm noticing that bio and nano materials track last for a bit, but of course you still burn through energy pods like there's no tomorrow if you are not auto-training. So I may tackle energy consumption rates instead, adjusting pod prices accordingly to 'simulate' a pod actually containing 10 'doses' or 'sub-pods'. That will play nicer with the cargo calculations...

---

Adding in the 'give Nimhe options when building bot shells' thing I could probably add in pretty easily though, lessee...

(several hours later...)

Well, I had to tweak more files than I estimated for this one, but attached is the 'Nimhe craft custom shells' mod code.

YOU WILL NEED to install my Interface Tweaks mod V 1.10b first if it isn't installed already (as it touches one of those files) and then install this mod on top of the interface mod (i.e. drag the /game folder into your Space Journey 11 folder, merging /game with /game, it'll ask you to overwrite files...).

I found a cleaner way to modify the Nimhe daily job choice buttons, so that 'Craft New Shell' and 'Get Bot Crates' is displayed without having to swap out those job keys (I just overwrote the job names for those keys with labelafterload.rpy without changing out the keys).

No other gameplay is affected by this, this simply gives you two new options:
1) Give Nimhe new shells to study (talk to her during the day)
2) Choose which shells Nimhe will build, if Nimhe has finished studying a new shell type (i.e. next day). Choose 'Craft New Shell' in the daily job options and a popup window will appear when you close the 'daily assignments' screen.


I'll add this to my full gameplay mod for SJ 1.10 when I'm ready to tackle that, but in the meantime, enjoy!
:p

Feedback is always appreciated!
:cool:
Oh i see, the down load above is not compatible with sj 1.10.
 

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,685
28,712
Arheme

The interface mod is compatible with SJx 1.10 ONLY. The gameplay mod hasn't been built yet for SJx 1.10. So if you are playing Space Journey X 1.10, and accessing saves made from 1.10 or if you've started from the Start Menu again, my interface mod (attached a few posts above: Here) and the shell mod I just uploaded in the post immediately above your last post SHOULD WORK!

EDIT: Oh, I see the problem. I accidentally attached the wrong .7zip file. Apologies for this!

Here is the correct .7zip file:

https://attachments.f95zone.to/2023/11/3148571_SpaceJourney_OhWee_InterfaceModV1_10bb_for_SJ_V110.7z

The correct file is now attached. I wonder how many people actually downloaded that... I'll leave a note!
:FacePalm:
 
Last edited:
  • Red Heart
Reactions: sweetit

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,685
28,712
OK, playing around with some gameplay mod stuff, specifically this screen...

nimhe_shellbuilding.jpg

Essentially, as Nimhe builds more shells of a given type (in my gameplay mod), the Gen of the shell goes up by a Gen for every three shells that she builds. I wanted to add this to the buttons so that players would see which shell would be built, and voila!

I've also added a grid so that the buttons don't overflow if more than 4 buttons are displayed (or 5 buttons if smaller buttons). Finally, I cropped one of Nimhe's .pngs as the other .png was a bit too small for my tastes...

So yeah, slowly plugging away at the gameplay mod stuff!
 
Last edited:
  • Like
Reactions: zimbono and Arheme

sweetit

Member
Aug 17, 2020
295
337
OK, playing around with some gameplay mod stuff, specifically this screen...

View attachment 3129762

Essentially, as Nimhe builds more shells of a given type (in my gameplay mod), the Gen of the shell goes up by a Gen for every three shells that she builds. I wanted to add this to the buttons so that players would see which shell would be built, and voila!

I've also added a grid so that the buttons don't overflow if more than 4 buttons are displayed (or 5 buttons if smaller buttons). Finally, I cropped one of Nimhe's .pngs as the other .png was a bit too small for my tastes...

So yeah, slowly plugging away at the gameplay mod stuff!
Like where do you guys find all the shells, i only found the tan one
 

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,685
28,712
Like where do you guys find all the shells, i only found the tan one
With the mysteries of the Ren'py console!
:p

I added a few more shells to the associated variable via the console for testing purposes. Shells sometimes are included with bots in bot containers in loot drops so it's random (low probability), depending on where you are at. You'd need to remove the shell from a bot though...
 

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,685
28,712
Quick update.

I've had a catastrophic computer failure on Uber Laptop. OS drive has failed, and other systems aren't an option atm until I resolve the issue. I DID buy a new HP laptop, but haven't been able to finish setup on that on (doesn't understand my internet connection method/don't want a MS account anyways, but can't BypassNRO). Blah blah..

So short form, I'm in computer hell, and won't be updating this mod anytime soon. Most of my stuff is installed on other drives (in anticipation of an eventual OS drive failure at some point) so it should be safe. Typing this on a fairly ancient baby laptop (Wndows 8.1/circa 2013) with an almost full drive and dead battery and intermittent chiclet keyboard so better than nothing in the meantime.

I'll keep y'all posted, but in the meantime yeah no new mod updates anytime soon.
Fuck!
o_O
 

sweetit

Member
Aug 17, 2020
295
337
Quick update.

I've had a catastrophic computer failure on Uber Laptop. OS drive has failed, and other systems aren't an option atm until I resolve the issue. I DID buy a new HP laptop, but haven't been able to finish setup on that on (doesn't understand my internet connection method/don't want a MS account anyways, but can't BypassNRO). Blah blah..

So short form, I'm in computer hell, and won't be updating this mod anytime soon. Most of my stuff is installed on other drives (in anticipation of an eventual OS drive failure at some point) so it should be safe. Typing this on a fairly ancient baby laptop (Wndows 8.1/circa 2013) with an almost full drive and dead battery and intermittent chiclet keyboard so better than nothing in the meantime.

I'll keep y'all posted, but in the meantime yeah no new mod updates anytime soon.
Fuck!
o_O
Just choose limited experience on startup, that will bypass everything
Or put windows 11 on flashdrive and manual install that shit
 
  • Hey there
Reactions: OhWee