Space Journey 2.00.010d

Gameplay Mod by OhWee
Mod Version 2.0d-prerelease2 'essentially done' version
released 2/8/2025

Readme

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This mod modifies a few of the gameplay elements, mostly bot related but it touches a couple of other gameplay elements as well.


What this mod changes:

1) Active missions will now appear in the upper right of the Mission Chooser window, along with a button that will allow you to cancel a mission from this screen if you so choose.  If there are currently more than four active missions (rare), a scrollbar will appear so that the extra active missions can be scrolled down to.

1a) Mission locations that are currently out of range of the ship's drive will be colored grey.  Cargo mission mission locations which are in range, and that have enough of that item in the ship's cargo hold will be colored green, or white if there is not enough of that item in the cargo hold.  Also fixed an issue where the shown item amounts in cargo (if any) were sometimes referencing the wrong location.

1b) Star system icons that indicate mission locations have been modified.  The exlamation point (!) now indicates missions that you lack the required amount of associated items, checkmarks indicate locations that you do have the required item amounts in cargo, and the square target reticles indicate bounty mission locations.

1c) The 'Missions' icon has been added to the upper left corner of the ship interior and a number of other ground location screens.  Mousing over said icon will show you your currently contracted missions with a bit of info, and clicking on the icon will bring up the Missions manager screen.  This was done so that you don't have to go to the Captain's quarters and access the computer each time, or alternatively click on the PDA icon just to check on your mission status.


2) I adjusted the Bot configurator screen slightly:  

  - 'Grade' text is now displayed next to/below the part/addon icon box.  
  - Re-ordered the item display so that the Bio/Energy/Nano pods are closer to their associated bars.  
  - Added the associated modifiers for addon slots for the associated parts, so that you can see at a glance how much of a bonus each particular addon is providing.
  - Modified the 'Hyper-Train' routine.  It now only boosts by 2.5x instead of 5x, but now lasts for 20 uses instead of 10.  
  - '% left' text is added above the skill bars when Hyper-Train is active, so that you can see how many uses (in 5% increments) are left for Hyper-Training.

2a) More sort options have been added to the Parts Screens in the Bot Configurator and Lab Manager.  Additionally, you CAN click on a slot for a part (Head, Torso, Arms, Legs) BEFORE selecting a cortex to review your current inventory of said parts, but you cannot select a part until a Cortex has been chosen/assigned to that bot.

2b) Changed the order of the Lab Manager tabs to Bot Manager | Arcade Manager | Parts Storage | Special Offers.  The Parts Storage takes a bit of time to load due to the sorting, so having the Lab Manager showing the Bot Manager first eliminates this delay, plus you are usually wanting to work with the Bot Manager to move bots around more often than accessing the Parts Storage to scrap parts, so this makes sense to me.

2c) Added checkboxes and other info to the Bot Manager screen showing which bay the bot is currently stored in, if Skill Training is finished, and if QC has been 'maximized.  If a bot is currently being auto-trained, a message will appear in place of the 'Arcade/Shipping' buttons as the bot is not currently available for assignment/sale. * Suggested by Incarnax *

3) Bot repair material costs are now variable, based on the current condition of the part being repaired.  
  - Additionally, 50 units (half a pod's worth) of bio material is now required for cube upgrades, 
  - 100 units of bio material is required for cortex installation and cortex upgrades.
  - The 3 pod's worth of nano material for part upgrades is now drawn from the nano storage directly, instead of grabbing the nano pods directly from cargo.

3a) Up to 4 pods' worth of Bio/Energy/Nano materials may be stored in the Bot Configurator storage.

3b) Bio/Energy/Nano storage will now automatically refill when you enter the Bot Configurator screen, limited by how many pods you have on hand of course!

3c) Bot cube upgrades will select beneficial attitudes/traits/personalities in an upward trajectory. 

3d) Current likes/dislikes will be retained, with new likes pissibly added/dislikes possibly removed depending on the trait change.  Said trait changes may increase the maximum level and like status of a corresponding skill.

3e) 'Likes' cubes will also increase the maximum skill level of the associated skill, by 5-30 points (subpar-elite).

3f) 'Blocking' messages added to cube upgrades if no further upgrades available or if some other requirement has not been met yet.


4) There are a number of interface tweaks in several areas, to reduce the amount of scrolling needed, and so that the scrollbar is hidden when not needed.  A few new pieces of relevant information may also be displayed, such as how much cargo might be available for purchase at the local space station when reviewing which cargo contracts might be available, etc.

4a) Note that the engine room console maintenance screen now has a 'picker' to allow you to pick which subsystem you want by clicking on the icon, as opposed to 'scrolling through' the prev/next buttons to find said subsytem.  Also note that the efficiently status is listed below the part icon, and if the subsystem has modules, the number of modules/torpedoes/etc. that are currently installed are also shown (5 of 6 or whatever).

4b) Also note that I combined the 'armor plating' screen with the 'systems' screen, so that you won't need to switch back and forth between said screens.

4c) The method that you use to add subsystems has been changed.  Instead of transitioning to the 'item selection' screen, an 'in place' popup will appear showing you your options for the slot that you clicked.  Also, for subsystems that only have one eligible part, say cloaking modules, clicking on a 'filled' slot will empty it, clicking on it again will fill the slot automatically with the relevant item, IF you have one available in cargo.

4d) Mouseover text has been added in a couple of areas, and a blue background has been added to the mouseover text, which has been nudged down slightly to accomodate the subunit popup screens.


5) You can now tell Nimhe which shell type you'd like her to build within each category, if more than one shell type is available.  Also, Shell categories that lack the required number of bot crates will be displayed in red, and are not selectable.


6) Added a 'Torpedo Loadout' display to the lower right area of the ship area navigation screens (rooms, etc.) so that you can see at a glance which items are loaded in the tubes, and which tubes are empty...


7) Similarly, added a 'ship status' display to the star system screens, so that you can see your ship stats, and perhaps adjust your torpedo loadout, without needing to leave the star system screen.  Note that a few items were shifted on the system map slightly to accomodate this display.  You can toggle this display on/off as needed by clicking the 'SHIP STATS' text.


8) Added 'Milk Available' stats to the stats screen for Nimhe and Moira.


9) Adjusted the Trader screens.  These now have 5 columns, and the right column (MC inventory) now has a 'variable grid' to accomodate as many items as needed.  I also added a few 'Non-Returnable' items to the bottom of the MC inventory window, so that players can see the current quantity in the MC inventory, when trading with Shady.  I also adjusted the sort order slightly to (hopefully) put the items in a more useful display order.


10) Added 'current skill level' stats to the Quality Control Trainer popup screen, and also alphabetized the buttons, so that players can see their current stat levels after the training animation is complete, to aid in the decision making process.


11) Sort order has been adjusted in a few areas, to help display items in a (hopefully) more make sense order.  Example: Parts are sorted in order by Grade, the alphabetical only sort was intermixing the grades.


12) The 'Smart' button function, which buys/loads as much of the associated item as it can to help with fulfilling contracts, has been incorporated into the 'contracted amounts' column.  Simply click on the contracted amount entry text, and the 'smart' function will execute.  The 'button' has been changed back to 5x/10x/All functionality.

12a) There was an issue with the contracted items amounts display in previous versions of this mod, finally adjusted the text display so that it now works properly.


13) I've modified the pony racing routines a bit...

  - You can now choose which racers you want to buy cheers for using buttons instead of inputting their names
  - You now have the option to leave Arellarti Dome before the racing starts (menu choice y/n).  If you aren't at the dome when the racing starts, you'll get a popup message at the end of the day that will 'show you the race' on your PDA.


14) There's a new viewer mode for the Sexbot arcade.  There's a 'view mode' button that now appears in the lower left corner of the arcade manager screen which will toggle between the modes.  Said mode will be retained until you toggle the view mode again.

14a) Bot Valuation has been modified.  Essentially, multipliers have been grouped into four categories, with the old 'multipliers' in each group adding towards a a category total.  The Base bot valuation is multiplied by the totals for each of the four groups.

14b) Arcade income is now affected by the diversity of your sexbot lineup.  Having multiple shell types, personalities, traits and attitudes in your lineup will increase your nightly arcade income.  Also, the base value for nightly sexbot arcade has been tweaked so that lower value bots aren't as useless when put on arcade duty.

14c) Added current skill levels to the 'arcade mode' view for the selected bot. * suggested by Incarnax *


15) Parts can now be upgraded after reaching Category 3, IF the MC has sufficient tech skill (subpar: 10, basic: 20, advanced: 25, military grade: 35).  Note that the 'upgrade' up arrow will disappear if a part is Level 3 but the MC lacks the required skill to perform the upgrade.

15a) Similarly, Precursor Cortex grades can be upgraded, if the MC has sufficient tech skill, per the levels indicated in 16) above.  Otherwise, the grade will remain the same.


16) Percursor Cortex cube upgrades will now select higher tier attitudes/personality/traits, rather than being completely random.

16a) If for some reason a bot with a precursor cortex lacks a third trait, one will be assigned during the Traits Cube upgrade process.  Otherwise, you may upgrade the third trait IF the first two traits are already "Nympho" and "Perverted".


17) Added 'OhWee mod version' to the version text on the 'about' screen, so that people can more easily figure out which version of my mod has been installed.


18) Modified menu_choice so that the appearance of menu choices are a bit more in line with the rest of the game.  Also switched the Mess Room Replicator over to a choice menu (instead of the 'usual' items screen) to show off what's possible here.  Made thumbs for the five drinks available via the replicator, using the original drinks icons, cropping them more closely and resizing them for use in the choice menu.

18a) Note that selecting a drink automatically adds it to the 'click to Use' quickbutton in the lower right corner of the screen.  This way you don't have to enter your inventory to select the drink, potentially saving you a couple of clicks.

18b) Note that I also added a 'wrench' icon that appears just slightly up and to the right of the "Click To Use' quickbutton when the Spanner isn't selected.  Clicking this icon will select the Spanner as the quickbutton item.


19) Several minor tweaks to the preferences menu, added a speed control for skip.


20) Minor tweak to loot drops, hopefully more carbon spools will appear in the wreckage loot when battling Swarmies...


21) Added customized messaging for when you are giving Nimhe facials in the lab.  The message will now tell you which of the four outfits you haven't had Nimhe wear yet when giving her lab facials...

21a) Similarly, you will get a message when acquiring Bio Weapons, Bio Activators, and Plasmoid spheres telling you how many tons (out of 100) that you still need to deliver.  The 'Hint' message also now shows how many tons you still need to deliver.


22) There are new option toggles in the upper left corner of the save/load screens:
  - You can show/hide the version number
  - enable/disable save naming
  - show/hide the save name text
  - option to autmatically add the current Day and Hour to the 'default' save name text when not in a 'save safe zone'.  
Note that the developer has indicated that using save names may cause issues with future builds of SJx, so use this feature at your own risk...

22a) Adjusted the page picker at the bottom of the load/save screens.  The picker will now 'center' on the current page if page 6+, and there are now 'skip 5 pages' << and >> textbuttons, and another button ||< which will take you to Page 1.  
  * Note that, per 'usual' default Ren'Py behaviour, you can modify the Page text above the load/save thumbnails by clicking on it, say if you wanted to add a 'theme word' for a given page...


23) Finished updating the loadout addon popups for weapons, shields, etc. for the Systems Management (formerly Maintenance) screen.  Also changed the 'entry' routine so that the last system you were working with the last time you entered the Systems Management screen is the one that is shown.

23a) Added two new FX sounds for subunit installation and loadout installation, replacing the 'impact wrench' sound, which is now used for hull plating.


24) Addressed a few default variable issues, so that label_afterload updates the changes to these variables.

25) Added a 'skip speed' slider to the Preferences page, and added overlay text to a few bars so that you can see the associated value of the current setting for the various bars.

26) Integrated F95Zone.com member 'batmantitties' CheatNet mod into this mod, which has now been revamped by myself, with several new features added.
  - You can select the quantity of most items, excluding certain "only one needed" items (weapons, drives, etc.)
  - There's a 'search' feature if there's an item you want that isn't currently included in the Cheat Mod menus.
  - 'Build a bot part' feature added, can select quantity, category, and grade for body parts, addons, shells, and cubes.
  - 'Crew Stat' tweaks not added currently, I'll come back to this later.
  - New icon selected for the Captain's Quarters computer screen, mod file renamed to CheatModX to help avoid confusion with 'vanilla' version of said mod.
  - (c1) Added the crewmembers to the mod.  You can tweak a few stats, change a few costumes, and change the MC's name if you are so inclined.
  - Option to adjust the shell counts that Nimhe has built.  This is included mainly for people that are using existing saves with this mod.

27) Added more functionality to the 'Choice Menu' screens.  

  - Menu height, menu choice spacing, and colored header height can now be adjusted 'under the hood' within the label where the choice menu is being invoked
  - The there is also the ability to add and position up to two images
  - This is mostly to make use of the space on the left side of the choice menu popup screen, the right side has already been set aside for tooltips.   

28) Added an 'Adjust bot economy value and income' feature, and I probably should mention the 'accelerated start' option that I added to the mod quite a while back now...

  - Option to start with an extra $1,000,000 Cr.
  - Options to adjust Bot Economy total bot value and nightly arcade earnings also appear at the start.
  - Bot Economy adjustments can be accessed via the icon at the lower right corner of the Captain's Quarters computer screen.
  - Option to enable/disable the CheatNet mod is also controlled via the Bot Economy adjustment screen, click icon in lower right corner of popup screen to enable/disable.

29)  Adjusted the routine for giving Nimhe bots to study.  A 'choice menu' will now pop up that shows which shells Nimhe hasn't studied yet, and that sorts the 'parts storage' screen to only show shells of the type that you select.  Said choice menu will grey out options that are beyond Nimhe's tech skill.

29a) The cat and grade of shells that Nimhe builds in each tier will generally increase as more shells in that type, and more shells overall in that tier are built.

30) More tweaks to screens.rpy relating to image placement, which introduces a method to add yet another image to the currently selected choice.  Also, a couple of bugfixes...

31) Added a 'bump max' option to CheatNet for Khelara which will unlock the Krell uniform outside of Krell space.


And probably a couple of other things that I'm not thinking of atm...

Quick shout out to F95Zone.com forum member Incarnax for making a few suggestions that have been incorporated into the mod!

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NOTE: This mod is only for Space Journey X Version 200_010c-pc.  It will not work with earlier or later versions of Space Journey...

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Installation:

To install this mod, drag the /game folder inside of this .7z file into your SpaceJourneyX-200_010c-pc folder, merging the /game folder with the /game folder.
- This will 'merge' the files, putting the various files where they are needed, and you will be asked if you want to overwrite those files.
- If you kept the .zip file that you downloaded for SJx 2.00.010c, you should already have backups of these files, otherwise, you may want to store backups of the affected files before overwriting the files, in case you want to revert later...

Then start up the game!  Existing SJx 2.00.010 saves (but not earlier ones) SHOULD work with this mod, I make every effort for my mods to be able to use existing saves as a starting point.

If you have any issues, please report them in my Mod thread on F95Zone for this game!

Enjoy!
OhWee
2/8/2025