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

OhWee

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Just choose limited experience on startup, that will bypass everything
Or put windows 11 on flashdrive and manual install that shit
Been there doesn't work can't get past select wifi screen. Shift + F10 and cmd via Windows Key + r are locked out (I get a message saying not available). Regisry hacks don't work, registry reverts to 'default' config on reboot.

In short, HP/Microsoft have actively locked out all of the workarounds on this one. Home edition btw. I have a 'Rufus' USB flash install drive, but then stuff is missing and it won't continue the setup process. Considering a fresh install of Linux right now...

Check my project/archive thread for a longer explanation of my current progress...
 

sweetit

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Aug 17, 2020
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Been there doesn't work can't get past select wifi screen. Shift + F10 and cmd via Windows Key + r are locked out (I get a message saying not available). Regisry hacks don't work, registry reverts to 'default' config on reboot.

In short, HP/Microsoft have actively locked out all of the workarounds on this one. Home edition btw. I have a 'Rufus' USB flash install drive, but then stuff is missing and it won't continue the setup process. Considering a fresh install of Linux right now...

Check my project/archive thread for a longer explanation of my current progress...
Return the laptop and get an asus, fuck hp for doing that then
 
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OhWee

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Return the laptop and get an asus, fuck hp for doing that then
Exactly. It was on sale thugh for about half off ($320) (Ryzen 7000 series APU, 16 GB ram, but only a 256 GB SSD) and has a 10 key and is HD, so I'd rather not return it. It's mainly just for internet duties, not Daz Studio duties (other than for shopping/package downloading) although Ren'py is not demanding so I may do some Photoshop/Ren'py editing on said laptopl

I'm not asking a lot out of this laptop, but yeah HP/Microsoft evil!

Note that I'm typing this on an antiquated (over 10 yo) HP laptop, their stuff can hold up pretty well, but still...
 
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OhWee

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OK, so first off, again best wishes to yv0751 and get well man!

So I found a leaked copy of SJx v1.20.11 in the game thread, and am looking it over now. I'm not sure if we'll get an 'official' leak anytime soon, but my plan is to look over the v 1.20.11 code and adding my interface and gameplay mods to that version going forward.

I do have a suitable machine running atm for Ren'Py coding (new Laptop), although I could do the same on Baby Laptop here if I wanted. Uber Laptop is functional again (minus all of the stuff I had installed on it before) but New Laptop needs to earn it's keep... it's my new 'designated' internet browsing, Ren'Py coding and light Photoshop editing machine, once I finish setting a few more things up.

In any case, while I'm looking into 18-22 TB backup drive options to back up my existing stuff currently located on other drives before setting up Uber Laptop again as well as finally getting my dedicated rendering rig set up (it boots, but no OS installed as of yet, been focusing on damage control), I'll probably piddle around a bit with SJ 1.20 to see where the game is at.

Again, well wishes to yv0751!
 
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OhWee

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Attached is my interface mod for Space Journey X V1.20.11.

It includes the one 'hotfix' for the Library (a particular message is preempting the cargo delivery routine, preventing cargo from being delivered if said message is active).

Other than that, it looks pretty much like the last version. To recap:

It essentially fine tunes my tweaks to the Cargo Managers and Botlab screens.







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:


Not sure if anyone very many of you are using this, but I'll add the 1.20 version of my mod to the OP after I get some feedback. 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:

EDIT: There were a couple of alignment issues that I missed, so v1.20a of my interface mod is now attached.

Here's a couple more screenshots:

SpaceJourney_MissionLog.jpg SpaceJourney_SpecialOffers.jpg

Edit 2. New version 1.20b, fixes a couple of things. Link to attachment:
https://attachments.f95zone.to/2023/12/3207634_SpaceJourneyX_OhWeeInterfaceModV1_20b_forSJ_V120.7z

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

meepmeepimajeep

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Aug 1, 2023
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Just tried interface version v1.20a with game version v1.20.11 and ran across a couple of issues in the intro. First one is when you try to go the station before having installed the engine. It just initiates the normal docking procedure. Second issue is when interacting with the maintenance system. It throws the following error when trying to switch between parts:

I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/03_GAME.rpy", line 133, in script call
call sandbox() from _call_sandbox
File "game/500_navigator/550_sandbox.rpy", line 32, in script call
call sandbox_interior() from _call_sandbox_interior
File "game/500_navigator/552_sandbox_interior.rpy", line 542, in script call
call interact_room(_return[1]) from _call_interact_room
File "game/600_interact/600_interact_room.rpy", line 1150, in script call
call mg_maintenance() from _call_mg_maintenance_1
File "game/700_minigames/740_maintenance.rpy", line 208, in script
call screen mg_maintenance_scr(subSystems[0])
File "renpy/common/000statements.rpy", line 569, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "game/700_minigames/740_maintenance.rpy", line 7, in execute
screen mg_maintenance_scr(*args):
File "game/700_minigames/740_maintenance.rpy", line 7, in execute
screen mg_maintenance_scr(*args):
File "game/700_minigames/740_maintenance.rpy", line 72, in execute
frame xsize 660 ysize 70 pos 390, 210 xalign 0.5 yalign 0.5 background Solid ("#0000FF50"):
File "game/700_minigames/740_maintenance.rpy", line 73, in execute
hbox pos 345,10 spacing 50:
File "game/700_minigames/740_maintenance.rpy", line 75, in execute
for i2 in range(0, x):
File "game/700_minigames/740_maintenance.rpy", line 79, in execute
$ item1 = GAME.items[(y1)]
File "game/700_minigames/740_maintenance.rpy", line 79, in <module>
$ item1 = GAME.items[(y1)]
NameError: name 'y1' is not defined

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "game/03_GAME.rpy", line 133, in script call
call sandbox() from _call_sandbox
File "game/500_navigator/550_sandbox.rpy", line 32, in script call
call sandbox_interior() from _call_sandbox_interior
File "game/500_navigator/552_sandbox_interior.rpy", line 542, in script call
call interact_room(_return[1]) from _call_interact_room
File "game/600_interact/600_interact_room.rpy", line 1150, in script call
call mg_maintenance() from _call_mg_maintenance_1
File "game/700_minigames/740_maintenance.rpy", line 208, in script
call screen mg_maintenance_scr(subSystems[0])
File "renpy/ast.py", line 2015, in execute
self.call("execute")
File "renpy/ast.py", line 2003, in call
return renpy.statements.call(method, parsed, *args, **kwargs)
File "renpy/statements.py", line 278, in call
return method(parsed, *args, **kwargs)
File "renpy/common/000statements.rpy", line 569, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "renpy/exports.py", line 3136, in call_screen
rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
File "renpy/ui.py", line 298, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File "renpy/display/core.py", line 3325, in interact
repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, pause=pause, pause_start=pause_start, **kwargs)
File "renpy/display/core.py", line 3737, in interact_core
root_widget.visit_all(lambda i : i.per_interact())
File "renpy/display/core.py", line 568, in visit_all
d.visit_all(callback, seen)
File "renpy/display/core.py", line 568, in visit_all
d.visit_all(callback, seen)
File "renpy/display/core.py", line 568, in visit_all
d.visit_all(callback, seen)
File "renpy/display/screen.py", line 436, in visit_all
callback(self)
File "renpy/display/core.py", line 3737, in <lambda>
root_widget.visit_all(lambda i : i.per_interact())
File "renpy/display/screen.py", line 447, in per_interact
self.update()
File "renpy/display/screen.py", line 637, in update
self.screen.function(**self.scope)
File "game/700_minigames/740_maintenance.rpy", line 7, in execute
screen mg_maintenance_scr(*args):
File "game/700_minigames/740_maintenance.rpy", line 7, in execute
screen mg_maintenance_scr(*args):
File "game/700_minigames/740_maintenance.rpy", line 72, in execute
frame xsize 660 ysize 70 pos 390, 210 xalign 0.5 yalign 0.5 background Solid ("#0000FF50"):
File "game/700_minigames/740_maintenance.rpy", line 73, in execute
hbox pos 345,10 spacing 50:
File "game/700_minigames/740_maintenance.rpy", line 75, in execute
for i2 in range(0, x):
File "game/700_minigames/740_maintenance.rpy", line 79, in execute
$ item1 = GAME.items[(y1)]
File "game/700_minigames/740_maintenance.rpy", line 79, in <module>
$ item1 = GAME.items[(y1)]
NameError: name 'y1' is not defined

Windows-10-10.0.19041
Ren'Py 7.4.11.2266
Space Journey X 120_11
Sun Dec 17 10:44:04 2023
 
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OhWee

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Just tried interface version v1.20a with game version v1.20.11 and ran across a couple of issues in the intro. First one is when you try to go the station before having installed the engine. It just initiates the normal docking procedure. Second issue is when interacting with the maintenance system. It throws the following error when trying to switch between parts:

I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/03_GAME.rpy", line 133, in script call
call sandbox() from _call_sandbox
File "game/500_navigator/550_sandbox.rpy", line 32, in script call
call sandbox_interior() from _call_sandbox_interior
File "game/500_navigator/552_sandbox_interior.rpy", line 542, in script call
call interact_room(_return[1]) from _call_interact_room
File "game/600_interact/600_interact_room.rpy", line 1150, in script call
call mg_maintenance() from _call_mg_maintenance_1
File "game/700_minigames/740_maintenance.rpy", line 208, in script
call screen mg_maintenance_scr(subSystems[0])
File "renpy/common/000statements.rpy", line 569, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "game/700_minigames/740_maintenance.rpy", line 7, in execute
screen mg_maintenance_scr(*args):
File "game/700_minigames/740_maintenance.rpy", line 7, in execute
screen mg_maintenance_scr(*args):
File "game/700_minigames/740_maintenance.rpy", line 72, in execute
frame xsize 660 ysize 70 pos 390, 210 xalign 0.5 yalign 0.5 background Solid ("#0000FF50"):
File "game/700_minigames/740_maintenance.rpy", line 73, in execute
hbox pos 345,10 spacing 50:
File "game/700_minigames/740_maintenance.rpy", line 75, in execute
for i2 in range(0, x):
File "game/700_minigames/740_maintenance.rpy", line 79, in execute
$ item1 = GAME.items[(y1)]
File "game/700_minigames/740_maintenance.rpy", line 79, in <module>
$ item1 = GAME.items[(y1)]
NameError: name 'y1' is not defined

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "game/03_GAME.rpy", line 133, in script call
call sandbox() from _call_sandbox
File "game/500_navigator/550_sandbox.rpy", line 32, in script call
call sandbox_interior() from _call_sandbox_interior
File "game/500_navigator/552_sandbox_interior.rpy", line 542, in script call
call interact_room(_return[1]) from _call_interact_room
File "game/600_interact/600_interact_room.rpy", line 1150, in script call
call mg_maintenance() from _call_mg_maintenance_1
File "game/700_minigames/740_maintenance.rpy", line 208, in script
call screen mg_maintenance_scr(subSystems[0])
File "renpy/ast.py", line 2015, in execute
self.call("execute")
File "renpy/ast.py", line 2003, in call
return renpy.statements.call(method, parsed, *args, **kwargs)
File "renpy/statements.py", line 278, in call
return method(parsed, *args, **kwargs)
File "renpy/common/000statements.rpy", line 569, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "renpy/exports.py", line 3136, in call_screen
rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
File "renpy/ui.py", line 298, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File "renpy/display/core.py", line 3325, in interact
repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, pause=pause, pause_start=pause_start, **kwargs)
File "renpy/display/core.py", line 3737, in interact_core
root_widget.visit_all(lambda i : i.per_interact())
File "renpy/display/core.py", line 568, in visit_all
d.visit_all(callback, seen)
File "renpy/display/core.py", line 568, in visit_all
d.visit_all(callback, seen)
File "renpy/display/core.py", line 568, in visit_all
d.visit_all(callback, seen)
File "renpy/display/screen.py", line 436, in visit_all
callback(self)
File "renpy/display/core.py", line 3737, in <lambda>
root_widget.visit_all(lambda i : i.per_interact())
File "renpy/display/screen.py", line 447, in per_interact
self.update()
File "renpy/display/screen.py", line 637, in update
self.screen.function(**self.scope)
File "game/700_minigames/740_maintenance.rpy", line 7, in execute
screen mg_maintenance_scr(*args):
File "game/700_minigames/740_maintenance.rpy", line 7, in execute
screen mg_maintenance_scr(*args):
File "game/700_minigames/740_maintenance.rpy", line 72, in execute
frame xsize 660 ysize 70 pos 390, 210 xalign 0.5 yalign 0.5 background Solid ("#0000FF50"):
File "game/700_minigames/740_maintenance.rpy", line 73, in execute
hbox pos 345,10 spacing 50:
File "game/700_minigames/740_maintenance.rpy", line 75, in execute
for i2 in range(0, x):
File "game/700_minigames/740_maintenance.rpy", line 79, in execute
$ item1 = GAME.items[(y1)]
File "game/700_minigames/740_maintenance.rpy", line 79, in <module>
$ item1 = GAME.items[(y1)]
NameError: name 'y1' is not defined

Windows-10-10.0.19041
Ren'Py 7.4.11.2266
Space Journey X 120_11
Sun Dec 17 10:44:04 2023
I will take a look at that!

BTW, I Noticed that I didn't add 'elite' to the list of filters, I've implemented that on my end, I'll share the updated version later today probably. Not sure how many elite parts have been implemented yet so that may or may not be a non-issue.
 

meepmeepimajeep

New Member
Aug 1, 2023
12
7
I will take a look at that!

BTW, I Noticed that I didn't add 'elite' to the list of filters, I've implemented that on my end, I'll share the updated version later today probably. Not sure how many elite parts have been implemented yet so that may or may not be a non-issue.
Cool, I'll give it a go when you do. I'm still new to the game so I've got no idea about the elite parts lol
 
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OhWee

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Cool, I'll give it a go when you do. I'm still new to the game so I've got no idea about the elite parts lol
OK, so I'm reworking the maintenance screen routine atm. When I built it I had all components installed. I misunderstood what one variable range did - I thought that new components weren't added to the 'base component type' list until they were first installed, but yeah...

My fix is working on my end, but there are a couple of other things that are bothering me, so I'm working on that... should have a hotfix soon!
 

meepmeepimajeep

New Member
Aug 1, 2023
12
7
OK, so I'm reworking the maintenance screen routine atm. When I built it I had all components installed. I misunderstood what one variable range did - I thought that new components weren't added to the 'base component type' list until they were first installed, but yeah...

My fix is working on my end, but there are a couple of other things that are bothering me, so I'm working on that... should have a hotfix soon!
Aah, that could explain why it displayed copies of the installed parts. Looking forward to trying it!
 
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OhWee

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meepmeepimajeep , others...

Try the attached (v1.20b) interface mod version below.

It took me a while to work out the spacing issues for the maintenance subsystem picker so that things weren't jumping around, but it should work fine from the beginning now.

I tested it with varying number of parts and things seem to be working OK. I also 'fixed' the picker so that , except for empty slots, the next item to the left (previous) or right (next) will be picked if you use the prev/next buttons, but of course you can just click on the part you want to work with in the 'carousel' bar.

The 'subsystem list' is split, with the back half of the list being placed to the left of the currently selected subsystem/slot, and the offset varies based on the number of subsystems you have installed, which is why it took me a while to hit on the right formula to get the spacing just right.

There's a couple of other minor bugfixes as well. Feedback is always appreciated!
:cool:
 
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meepmeepimajeep

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Aug 1, 2023
12
7
meepmeepimajeep , others...

Try the attached (v1.20b) interface mod version below.

It took me a while to work out the spacing issues for the maintenance subsystem picker so that things weren't jumping around, but it should work fine from the beginning now.

I tested it with varying number of parts and things seem to be working OK. I also 'fixed' the picker so that , except for empty slots, the next item to the left (previous) or right (next) will be picked if you use the prev/next buttons, but of course you can just click on the part you want to work with in the 'carousel' bar.

The 'subsystem list' is split, with the back half of the list being placed to the left of the currently selected subsystem/slot, and the offset varies based on the number of subsystems you have installed, which is why it took me a while to hit on the right formula to get the spacing just right.

There's a couple of other minor bugfixes as well. Feedback is always appreciated!
:cool:
Cool! I gave it a quick go just now and it seems to be working, except the intro mission is still (kinda) bugged. I had a look at the code and it's caused by a change you made to the mission checker found in `556_sandbox_space.rpy` on line 395.:

Python:
if GAME.missionSys.getLocActive(spaceLoc.ID) and spaceLoc.ID == GAME.ship.spaceLocID: #elif
Changing it back to an elif statement fixes the issue. I'll continue testing a bit later today.
 
Last edited:

OhWee

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Cool! I gave it a quick go just now and it seems to be working, except the intro mission is still (kinda) bugged. I had a look at the code and it's caused by a change you made to the mission checker found in `556_sandbox_space.rpy` on line 395.:

Python:
elif GAME.missionSys.getLocActive(spaceLoc.ID) and spaceLoc.ID == GAME.ship.spaceLocID: #elif
Changing it back to an if statement fixes the issue. I'll continue testing a bit later today.
That particular change will be needed when you get near the end of the current content. There's another routine that blocks cargo deliveries. I've been able to just hit 'ignore' regarding that error and everything still works fine, but whatever works!
 

meepmeepimajeep

New Member
Aug 1, 2023
12
7
That particular change will be needed when you get near the end of the current content. There's another routine that blocks cargo deliveries. I've been able to just hit 'ignore' regarding that error and everything still works fine, but whatever works!
Then I'd suggest taking a look at that routine instead of changing the function of the mission checker. That would be a more viable solution.

Edit: I imagine adding a check would do the trick.
 
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OhWee

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Then I'd suggest taking a look at that routine instead of changing the function of the mission checker. That would be a more viable solution.

Edit: I imagine adding a check would do the trick.
Essentially, I'd need to add a flag to allow the message to trigger once for the 'I don't know what to do here right now' message. I also think that message should include a 'future content' warning so that players aren't guessing when the results of the research will happen (it won't currently as that's future content).

I think I understand now why the message is happening, essentially the 'return' only has room for one 'result' and adding the cargo delivery routine adds a second 'return' which is what's causing the 'out of range'.

The other solution would be to move the cargo delivery routine above the library message, which I've been reluctant to do as this would mean that cargo delivery messages (say if you don't have enough of the contracted cargo yet) might preempt other messages. Bounties would also take precedence, which sort of makes sense as they are essentially 'blocking entry' to the library and causing trouble, so having to fight through them kind of makes sense...

Anyways, yeah I may go the 'add a flag' default variable so that the 'nothing left to do here until the next version' message only shows once. I could also add a 'followup/future version' message at the end of the elif chain, before the 'else', so that players get a reminder about the 'no additional content currently'. I may add a 'consolation' prize, i.e. continuing the 'other research' with the head researcher lady to give players something to do.

It's currently a VERY LONG elif chain to begin with. Not the way I would have went, but it's a design choice and individual programmers/developer types each prefer different approaches to such things.

In any case, either way this introduces a change, which for 'patch' purposes is a tiny bit outside of the scope of hotfixes, but is fine for bona fide mods.

---

Everyone,

So, the interface mod is pretty much done for now. There's one other thing that I'd like to do, that relates to the exclamation points that show up at mission locations, that would indicate if you have enough cargo to complete said delivery, and maybe distinguish bounties from cargo delivery missions. I tried changing the hue/color of the exclamation point, but it's a bit fuzzy/doesn't look quite right so I'm pondering other symbols. There's the white 'cargo' icon that appears in the lower left corner that's on the ship that I'll experiment with, but yeah it'd be nice to have some sort of distinction between bounty missions and cargo missions on the space map using unique markers to augment or replace the ! mark.

In any case, I'm probably going to tackle my gameplay mod for 1.20.11 next. This will include the 'give Nimhe shells to study' and the 'build this shell for me' picker, as well as the 'upgrade' stuff for cortexes being modified similarly to what I did back in 1.00. Part of me still wants to change the multipliers to adders again for bot construction, to tamp down bot values a bit.

Back to it!
:cool:
 
Last edited:

meepmeepimajeep

New Member
Aug 1, 2023
12
7
It's definitely not the way I would have gone either. I haven't looked to much at the code, but from what I've seen the best solution to handling which action takes priority, would be to simply add a choice menu that shows if more than one action is available.
In any case I'm looking forward to see what you come up with. Been trying out the hotfix and other than the thing with the mission checker everything seem to be working so far!
 
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OhWee

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Quick update:

OK, so I'm in the middle of testing the changes I have so far for the latest version of my gameplay mod, and deciding which changes from the previous version I'll be bringing forward to 1.20.11 for my mod.

This change will probably make it into the next version of my interface mod, as well as my gameplay mod of course, but I'm focused on the gameplay mod right now:

SpaceJourneyX_NewMapMissionIcons.jpg

Essentially, instead of seeing 'just' the red exclamation point, you'll now see the targetting crosshairs for locations that you have bounty missions for, the green checkmark for cargo mission locations that you have sufficient goods for, and the red exclamation point will show cargo mission locations that you do not have sufficent goods for.

If you have multiple missions of the same type at a location, you'll see multple slightly offset icons - say if you have 3 cargo missions to the same location, and sufficent goods for each, you'll see 3 checkmarks slightly offset from each other.

My gameplay mod will of course have my "Give Nimhe shells to study, and choose which shells to build" mod, as well as:
- Store 400% material instead of 100% material in the botlab material storage, i.e. 4 pods worth instead of 1 pod's worth of each type
- Variable repair material costs based on condition
- Each click will increase training by double the previous amount (so less clicks to fully train) but require 2x the energy of course.
- Hyper Train has been reduced from 5x to 2.5x, but will last twice as long (5x seemed excessive to me).
- Activating a cortex will now require 25% bio, and repairing a cortex requires more bio material (roughly 2x), with more bio material required for cortexes which have more wear of couse.
- Tris' Pod Restocking job will now favor the purchase of more energy pods, to offset the higher usage rates.
- I've also snuck in a couple of 'repeat' scenes (Tris Pet Walk & the Krell Pet Owner interaction and the Librarian gal sex research scene), note that these won't affect your stats, it's just for fun.

I still need to add the code for my 'cube upgrades upgrade parts in an upward path instead of completely randomly' and tweaks to the level 3 cortex upgrade routines, and also want to come up with a cleaner way to ensure that IQ levels generally (but not always) increase from their previous IQ level when cortex upgrades are performed. But I'm still testing the other changes first before I make more gameplay related changes to the code.

I also want to add a way to set your 'ideal levels' for bio/energy/nano pod purchases, as it relates to T'ris' pod restocking ability, i.e. set the max amount of pods stored in the cargo bay with a slider or some such. I did something similar in my SU ReImagined effort which related to fatigue levels in that demo, I just need to think of a clean way to do that here...

And there's probably a couple of other gameplay related changes that I'm not remembering atm, I need to review my notes for the previous gameplay mod...

I had hoped to have it ready to share by today, but I'm still testing stuff. So very soon hopefully, once I've tested and tweaked a few things. I've been distracted with binge watching of a few shows/movies...

Your patience is very much appreciated! Happy Holidays!!!
:cool:
 
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Macfinn99

Member
Jun 20, 2017
457
460
Thanks OhWee, Happy Holidays, . . . I'll keep checking under the tree regularly to see when the presents get here, . . .

(BTW, any word yet on y.v.????)