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superteddy57
August 16th, 2024, 12:20
To start NPC mechs are not legal mechs in most cases and become very broken if attempting to use the PC creation rules on them. The ability to create PC mechs from them is for story purposes if the players wish to "hop" in one during an adventure. Are the problems stemming from a properly built PC mech or from a NPC converted mech?

ValerianMemsk
August 16th, 2024, 12:25
Yeah, i manually rebuilt all mechs from each pc's gear->vehucles->addMech.
All that i mentioned is related to those properly, manually created.

superteddy57
August 16th, 2024, 13:33
Ok thanks, I'll look it over. Thanks for the report.

ValerianMemsk
August 16th, 2024, 13:47
Thanks for all your hard work and dedication )

GravityBlade
August 16th, 2024, 15:02
You will need to access the sheet from the partysheet and not the sidebar for the changes to update. Double clicking on the token in the partysheet tab will open the record there. It does not link to the record that is under PC ships.

Not optimal but good to know. :)

Thanks for clearing that up and all your work maintaining SF.

superteddy57
August 18th, 2024, 17:36
I will be pushing a fix for the mechs with the weekly update. I was able to locate some issues and found reasons why the mech wasn't updating correctly.

Markimedes
August 31st, 2024, 22:54
When building a mech on a character sheet, the cost mechanism doesn't seem to be working. 2.5xtier (4) is adding up to 8, 1.5 x tier is adding up to 4. Looks like it's ignoring the .5 in the math.

61838

superteddy57
August 31st, 2024, 23:05
I will take a look at this, but a priority project has my attention at the moment and may be some time till I'm able to take care of this.

Markimedes
August 31st, 2024, 23:14
It also appears that HP is being calculated wrong. It should be (Base HP + HP Advancement*tier) per page 98 of Tech Revolution.

In my case, that would be 10+7x4 = 38. It's currently calculating only 31. Looks like it's taking (Base HP + HP Advancement*[tier-1])

61839

superteddy57
August 31st, 2024, 23:26
First tier isn't part of the calculation as that is advancement, not part of the base.

Markimedes
August 31st, 2024, 23:50
First tier isn't part of the calculation as that is advancement, not part of the base.

It it says "HP Advancement from the frame x tier". That's pretty clear. A tier 4 mech is a tier 4.... 10+7x4.

I'm assuming they designed it that way since it's easier than "tier - 1" and I don't see anywhere in the book that suggests otherwise.
61842

Markimedes
September 1st, 2024, 00:00
First tier isn't part of the calculation as that is advancement, not part of the base.

Yes it is. Nowhere in the rules does it say you don't count the first tier. Here's an example mech straight from Tech Revolution:

61844

This is a Tier 8 Skyspy (Base 10 plus 7 advancement per tier) + 1 additional advancement per tier because of Tough Arms.

So 10 + (7+1)*8 = 74. The writers of Tech Revolution aren't subtracting the first level either. If I built this in FGU right now, it would only give me 66HP.

BTW thanks for what you do. I get it, you have a lot on your plate and you're probably working in multiple systems.

Draykor
September 1st, 2024, 01:49
Looks like players can see the modifiers to their rolls when rolling through the tower

Markimedes
September 1st, 2024, 23:26
Encounter CR not calculating. Hitting refresh but it remains blank
61854

Edit: Found a workaround on this for now. CR isn't showing up on my NPC sheets, only XP. This seems to be stopping it from calculating CR or XP in the encounter. If I change the NPC to Mech, then close the window, then reopen, it has tier. Then I switch back to NPC and close and reopen and now it has CR. Not ideal but it works until it can be patched.

Draykor
September 4th, 2024, 20:40
Horizons of the Vast is still missing links in the Book. Also, more CRs missing as well. To be fair, the Mole Rats do not have a CR listed on Nethys either. They are worth 135 XP each so according to core that makes them CR .33

superteddy57
September 4th, 2024, 20:43
I will alert the developer for the module issue, but will be some time till I am able to tackle any reports for the ruleset as I am currently bogged down with another project. I will be some time till I am able to get to these.

Markimedes
September 4th, 2024, 22:43
Horizons of the Vast is still missing links in the Book. Also, more CRs missing as well. To be fair, the Mole Rats do not have a CR listed on Nethys either. They are worth 135 XP each so according to core that makes them CR .33

Hi Draykor. See my workaround in the comment before yours. It works for now until they can patch it.

madman
September 5th, 2024, 18:34
Horizons of the Vast is still missing links in the Book. Also, more CRs missing as well. To be fair, the Mole Rats do not have a CR listed on Nethys either. They are worth 135 XP each so according to core that makes them CR .33

Thanks for reporting this. I will take a look and get it fixed. [FIXED]

Madman..

Draykor
September 5th, 2024, 19:28
Whenever inputing or editing the size of a vehicle on an NPC card I receive the following error.

Note: I have tried this with all extensions turned off and still get the error.

Markimedes
September 7th, 2024, 03:05
When a PC "steps in the Mech", their weapons are added to the actions tab. However, there are a few things it seems to be doing incorrectly.

1) It automatically sets all weapons as melee. I can manually change it to ranged, but when I get out of the mech and back in, any settings I've made in the Actions tab are reset.

2) Melee weapons should be adding the the mech's strength modifier. It doesn't add anything. I can manually change it to add strength, but it adds the strength of the PC, not the mech. And again, if I get out of and back into the mech, this setting has to be set again. (Also damage type seems to be missing, or do I just type "medium S")



61897

4) PP from Mech not carrying over properly. The image below should be starting with 6 max and 1 current, not 1 max and 0 current.

61898

5) PP Abilities in Spells tab: Is there a way to get some formulas in here? I can manually add a formula for Devastating Hit for specific weapons, for example, but again, when the PC gets out and back into the mech, all my work disappears.

Thanks

Edit: Removed #3 as it seems to be calculating correctly. (Not sure how to just cross out text on here)

Markimedes
September 22nd, 2024, 18:26
When a PC "steps in the Mech", their weapons are added to the actions tab. However, there are a few things it seems to be doing incorrectly.

1) It automatically sets all weapons as melee. I can manually change it to ranged, but when I get out of the mech and back in, any settings I've made in the Actions tab are reset.

2) Melee weapons should be adding the the mech's strength modifier. It doesn't add anything. I can manually change it to add strength, but it adds the strength of the PC, not the mech. And again, if I get out of and back into the mech, this setting has to be set again. (Also damage type seems to be missing, or do I just type "medium S")



61897

4) PP from Mech not carrying over properly. The image below should be starting with 6 max and 1 current, not 1 max and 0 current.

61898

5) PP Abilities in Spells tab: Is there a way to get some formulas in here? I can manually add a formula for Devastating Hit for specific weapons, for example, but again, when the PC gets out and back into the mech, all my work disappears.

Thanks

Edit: Removed #3 as it seems to be calculating correctly. (Not sure how to just cross out text on here)

Any update on this? Has everyone been pulled off of Starfinder for STarfinder 2?

superteddy57
September 30th, 2024, 17:29
I have worked on all of the recent reports and will have a fix pushed with the weekly update. As for the abilities or even weapons, that data is stored within the item itself on the mech. When you leave the mech, all that data disappears and a new action will be created. I will have to look further and may reach out when I am able to give it a deeper look.

Markimedes
October 3rd, 2024, 03:53
Hi Superteddy,

The Mech HP seems to be fixed for my particular example, but the "Base HP" for frame sheets has disappeared for me.
62248
It seems to be correctly adding 10 to my HP, but what happens if I use another frame like a Seahellion with a Base HP of 15?

Mech Cost seems to be calculating wrong still. The Skyspy frame "price" is 2.5xtier. I'm showing 8 in the breakdown. It looks like it's rounding down to 2xtier.
62249

When I "step into the mech" is there a way to get it to resize for me? My Medium human becomes a Medium mech. It should be resizing to Huge (its reach does seem to update, just not the token).
I'm not sure what you mean when you say the weapons store the data. The weapon just says medium, and the damage is based on the tier of the mech.

Do you know how weapons are being calculated? I don't know where the +12 attack comes from (Mech has BAB of 9 and a +1 to melee, with 6 strength, tier 6). Also a medium damage weapon on a tier 6 mech should be doing 3d8. A medium tier 1 would do 1d6.
62250

PP is carrying over "starting PP"" into the "Max PP" cell. Maybe this can be worked around for now, but it would help a ton if there were 3 cells to indicate Max PP, Current PP, and Regen Rate.
62251

Thanks

AlterZwerg
October 3rd, 2024, 11:19
Starship Combat:
It seems that the ranks in piloting of the PCs pilot aren´t added to the PC ship AC/TL and there is no way to change it manually on the ship sheet.
Tested in an ongoing campaign and a fresh campaign without extensions.

superteddy57
October 3rd, 2024, 13:44
I'll look into these reports. It won't be a quick turn around and may take some time to inspect and resolve these issues.

Markimedes
October 8th, 2024, 07:20
Sometimes when I add a door, it marks it red like a wall instead. Seems to happen when a wall and door touch.
62299

62300

I've tried making the wall first, as well as making the door first. Either way the door becomes a wall.

superteddy57
October 8th, 2024, 13:01
Sometimes when I add a door, it marks it red like a wall instead. Seems to happen when a wall and door touch.
62299

62300

I've tried making the wall first, as well as making the door first. Either way the door becomes a wall.

This is not ruleset specific and not something ruleset code will fix. To resolve you will need to make it a shape instead of a line to have it function like a door.

superteddy57
October 8th, 2024, 17:11
Hi Superteddy,

The Mech HP seems to be fixed for my particular example, but the "Base HP" for frame sheets has disappeared for me.
62248
It seems to be correctly adding 10 to my HP, but what happens if I use another frame like a Seahellion with a Base HP of 15?

Mech Cost seems to be calculating wrong still. The Skyspy frame "price" is 2.5xtier. I'm showing 8 in the breakdown. It looks like it's rounding down to 2xtier.
62249

When I "step into the mech" is there a way to get it to resize for me? My Medium human becomes a Medium mech. It should be resizing to Huge (its reach does seem to update, just not the token).
I'm not sure what you mean when you say the weapons store the data. The weapon just says medium, and the damage is based on the tier of the mech.

Do you know how weapons are being calculated? I don't know where the +12 attack comes from (Mech has BAB of 9 and a +1 to melee, with 6 strength, tier 6). Also a medium damage weapon on a tier 6 mech should be doing 3d8. A medium tier 1 would do 1d6.
62250

PP is carrying over "starting PP"" into the "Max PP" cell. Maybe this can be worked around for now, but it would help a ton if there were 3 cells to indicate Max PP, Current PP, and Regen Rate.
62251

Thanks

I was able to see some issues in the MP cost for the summary and will be pushed with today's update. The attack stats are generated from the skill sheet with combination from the attributes, but should factor differently if it's listed as a mech skill (Mech icon radio button) and use the mech formula. I am seeing the damage adjust based on tier but you may need to cycle entering and leaving the mech for it to update. Check to see if that is selected. If it is, I'll have to dig a bit deeper on the calculations. I'll add the feedback and suggestion to my notes the next time I'm able to circle back and expand the ruleset.

superteddy57
October 8th, 2024, 17:19
Starship Combat:
It seems that the ranks in piloting of the PCs pilot aren´t added to the PC ship AC/TL and there is no way to change it manually on the ship sheet.
Tested in an ongoing campaign and a fresh campaign without extensions.

You might need to cycle the pilot to passenger and back for it to update. I wasn't able to see this fail to add the pilot's ranks to the ship's AC/TL

AlterZwerg
October 9th, 2024, 18:31
You might need to cycle the pilot to passenger and back for it to update. I wasn't able to see this fail to add the pilot's ranks to the ship's AC/TL

I did and afterwards the AC/TL of the ship on the Party Sheet were correct. The stats in the CT were still wrong but after i removed the ship from the CT and added the updated one from the Party Sheet everything is fine.

superteddy57
October 9th, 2024, 18:52
Great to hear. I think your crew list just fell out of sync with who was where.

Markimedes
October 10th, 2024, 04:18
I was able to see some issues in the MP cost for the summary and will be pushed with today's update. The attack stats are generated from the skill sheet with combination from the attributes, but should factor differently if it's listed as a mech skill (Mech icon radio button) and use the mech formula. I am seeing the damage adjust based on tier but you may need to cycle entering and leaving the mech for it to update. Check to see if that is selected. If it is, I'll have to dig a bit deeper on the calculations. I'll add the feedback and suggestion to my notes the next time I'm able to circle back and expand the ruleset.

Hi Teddy. Thanks for fixing the first 2 issues.

I'm not sure what you mean about using the mech icon radio button. The weapons do seem to be pulling in the right damage die now, but I still have to manually change it to ranged for ranged weapons, and even when I do, these weapons are adding the wrong damage modifier. It should be [Dice + Tier] for ranged, and [Dice + Tier + Mech Strength] for melee.
62321

Icon issue persists. My Large player becomes a medium mech (with 5 ft reach) when he enters the mech, and also stays medium when he exits the mech again (with 5 ft reach). I'm not sure if there's an easy way to resize, but having to adjust everything in the combat tracker for everyone every time is a bit of a pain.

I feel like we're close!

superteddy57
October 14th, 2024, 17:49
I was hit by the hurricane and haven't been able to check messages. I'll take a look at these reports and see what is going on.

Markimedes
October 25th, 2024, 02:44
This might not be a specifically SF issue, but when I do manual dice, the players can see what the actual roll was on the die and that it doesn't match what shows up in the chat. They'll know the GM fudged a number if it doesn't match.

superteddy57
October 25th, 2024, 03:50
That wouldn't be specifically SFRPG. They however haven't matched from my memory on the subject.

Markimedes
November 6th, 2024, 03:08
Ranks not calculating properly for multiclassed character.

Based on this character's stats, he should have 40 ranks total (3 levels in Mechanic with 5 intelligence = 3x9=27; 1 level in Envoy is another 8+5)
62537

It doesn't seem to be considering his intelligence:
62538

superteddy57
November 6th, 2024, 04:38
Something might be wrong with that character as I'm not seeing this with my testing with the same classes, levels, and attributes.
62539

themonster
December 8th, 2024, 18:08
I noticed this with mystic healing channel but tried making a generic action from scratch with a resolve point cost with the same result. No resolve points are automatically deducted.


62915
62916



I found an older forum post that shows this working correctly in a screenshot here.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=42075&d=1608121466

Any advice?

superteddy57
December 9th, 2024, 02:25
I noticed this with mystic healing channel but tried making a generic action from scratch with a resolve point cost with the same result. No resolve points are automatically deducted.


62915
62916



I found an older forum post that shows this working correctly in a screenshot here.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=42075&d=1608121466

Any advice?

It's best to report issues in the bug report threads. I have moved your post here to help keep track of it. I have found a disconnect with the use of RP for action from the actions tab. I have a solution where if there is a RP cost, it will attempt to deduct it by pressing the cast button. It won't be connected with the actual heal action so that will need to be performed together one by one. I am unsure if the function of the action handled it all together, but this is the best solution I have at this moment for the issue. I will try and take a deeper look once I am able to circle back.

Moon Wizard
December 9th, 2024, 17:04
The fix will be in the Tuesday ruleset update.

Regards,
JPG

Markimedes
January 25th, 2025, 17:30
Looks like there are still a few issues to clean up regarding Mechs. Can you please help with these?

1) Bonus damage on attacks: Melee attacks should be adding Teir+STR Mod, Ranged should only be adding Tier (Page 98 Tech Revolution). As you can see in my picture, this tier 5 mech with a 3 STR modifier is adding 8 to both melee and ranged attacks. I'm pretty sure this is related to another issue I've mentioned in the past that hasn't been fixed yet. When you first "equip" the mech, all actions import as melee. I can manually change it to ranged, which fixes the attack modifier, but the damage modifier seems stuck at whatever was originally there.
63306

2) Stepping into the Mech: I've found the only way to get this to work properly is in the following order. If there is a better way, please let me know:
1) Add player to combat tracker (make sure their token is no longer on the map)
2) Equip Mech
3) Fix Size & Reach on the combat tracker (this will reverse if they unequip and equip again)
4) Now you can drag their token on the map
5) Fix ranged actions so they're actually ranged (will reverse if they unequip and equip again. Also per point 1, damage modifier broken for ranged)


Thanks

superteddy57
January 25th, 2025, 20:55
I'll take a look, but may take me some time to resolve if there is an issue.

Locotomo
February 5th, 2025, 11:19
There is a Mystic copy that shouldn't be there :)
63374

Locotomo
February 5th, 2025, 11:21
There is a Mystic copy that shouldn't be there :)
63374

(I also don't know if the Culture Specialist or the Drones should be in the Classes tab :) )

madman
February 10th, 2025, 03:54
There is a Mystic copy that shouldn't be there :)
63374

Thanks for reporting this, it is fixed.

Madman

Markimedes
February 10th, 2025, 18:41
Looks like there are still a few issues to clean up regarding Mechs. Can you please help with these?

1) Bonus damage on attacks: Melee attacks should be adding Teir+STR Mod, Ranged should only be adding Tier (Page 98 Tech Revolution). As you can see in my picture, this tier 5 mech with a 3 STR modifier is adding 8 to both melee and ranged attacks. I'm pretty sure this is related to another issue I've mentioned in the past that hasn't been fixed yet. When you first "equip" the mech, all actions import as melee. I can manually change it to ranged, which fixes the attack modifier, but the damage modifier seems stuck at whatever was originally there.
63306

2) Stepping into the Mech: I've found the only way to get this to work properly is in the following order. If there is a better way, please let me know:
1) Add player to combat tracker (make sure their token is no longer on the map)
2) Equip Mech
3) Fix Size & Reach on the combat tracker (this will reverse if they unequip and equip again)
4) Now you can drag their token on the map
5) Fix ranged actions so they're actually ranged (will reverse if they unequip and equip again. Also per point 1, damage modifier broken for ranged)


Thanks

Any update on this?

superteddy57
February 10th, 2025, 19:41
I am still busy with another project, will be some time till I"m able to look at this.

Locotomo
February 12th, 2025, 20:01
When you add melee weapons and change to the actions tab, it shows the proper damage with attribute bonus.
But when you click on the wheel to change something in the weapon stats, the attribute bonus disappears and in the damage field the multiplier is set to zero.
You have to type in a 1 to get the normal attribute bonus back.
63430

superteddy57
February 12th, 2025, 20:20
Pushed a fix to the SVN for review. As the ruleset is in lockdown status it will be available when the ruleset is pushed LIVE.

Locotomo
February 12th, 2025, 20:22
What is a lockdown status?

superteddy57
February 12th, 2025, 20:28
The ruleset is receiving updates with the current beta on the TEST server. So no updates will be going LIVE till that beta is complete.

Jiminimonka
February 14th, 2025, 15:49
What is a lockdown status?

There are updates for FGU coming so updates to rulesets get frozen while those are being sorted out.

bnmntj9
February 20th, 2025, 16:48
I am no longer able to assign ship roles after the most recent update. Also, I am no longer able to build drones by adding them as vehicles. Drones are better with the regular character sheet so I think the loss of the drone sheet was intentional, but I definitely didn't expect to lose the ability to populate my ship. Specifically, the button under action on the ship tab on the character sheet is no longer appearing. Is this something on a fix list or is this part of an intentional change?

superteddy57
February 21st, 2025, 07:38
I'll have to look this over. Not sure why it's acting in this way.

superteddy57
February 21st, 2025, 15:20
I am no longer able to assign ship roles after the most recent update. Also, I am no longer able to build drones by adding them as vehicles. Drones are better with the regular character sheet so I think the loss of the drone sheet was intentional, but I definitely didn't expect to lose the ability to populate my ship. Specifically, the button under action on the ship tab on the character sheet is no longer appearing. Is this something on a fix list or is this part of an intentional change?

I pushed a hotfix for this issue

Thodan
February 21st, 2025, 22:50
I updated to latest and am having a similar issue to bnmntj9 above. When I assign PCs to the ship, they appear as passenger. When I change their role to Pilot, Engineer, Science Officer, etc, the action button does not appear and the role does not change on the party sheet. If I add someone else to the ship, any roles I have set, reset back to passenger.

63563

bnmntj9
February 21st, 2025, 23:38
Unfortunately, my issue not been resolved with the latest update either.63566

Markimedes
February 21st, 2025, 23:41
Looks like there are still a few issues to clean up regarding Mechs. Can you please help with these?

1) Bonus damage on attacks: Melee attacks should be adding Teir+STR Mod, Ranged should only be adding Tier (Page 98 Tech Revolution). As you can see in my picture, this tier 5 mech with a 3 STR modifier is adding 8 to both melee and ranged attacks. I'm pretty sure this is related to another issue I've mentioned in the past that hasn't been fixed yet. When you first "equip" the mech, all actions import as melee. I can manually change it to ranged, which fixes the attack modifier, but the damage modifier seems stuck at whatever was originally there.
63306

2) Stepping into the Mech: I've found the only way to get this to work properly is in the following order. If there is a better way, please let me know:
1) Add player to combat tracker (make sure their token is no longer on the map)
2) Equip Mech
3) Fix Size & Reach on the combat tracker (this will reverse if they unequip and equip again)
4) Now you can drag their token on the map
5) Fix ranged actions so they're actually ranged (will reverse if they unequip and equip again. Also per point 1, damage modifier broken for ranged)


Thanks

This appears to mostly be working now. The only thing left, and it's small, is having the range on the Mech update when the player steps into it. (Currently stays at 5 when it switches to mech. I can manually change to 15 on the combat tracker, but then it stays 15 ft. when they get out of the mech).

superteddy57
February 22nd, 2025, 01:08
I've did another push as I double checked and that is working on my end with the ship assignments. It might be best to remove the player and do a another drop to the ship. @Markimedes I'm still looking this over and will take a gander at it over the next few days to try and get a resolution by the weekly update.

bnmntj9
February 22nd, 2025, 02:06
I've tried just about everything I can think of including starting an entirely new campaign, changing my game type from cloud to LAN, creating new characters, etc. It may be worth mentioning that I use this software for solo play so I can't test whether players I'm hosting have the functionality, but it still isn't working for me like it was before the big update.

On the plus side, I can still use all the ship builder functionality and can manually edit NPC ships to reflect those builds.

superteddy57
February 22nd, 2025, 05:06
This can be accomplished without players attached. The only other thing I can suggest is deleting the ruleset file from your rulesets folder and then attempting another update to download a fresh copy. To verify the process should be to drag and drop the PC ship sheet to the partysheet ship tab. Then drag the PC token to the crew section and then on the character sheet (on the ship tab) you adjust the role. Again I've double checked on my end the code should match what has gone live.

bnmntj9
February 22nd, 2025, 06:42
I appreciate all the help but it is still not working. I deleted all of my ruleset data and re-downloaded without any improvement so something else is causing the issue. I attached a screenshot showing the ship with the "passenger" role on the party sheet and the character sheet with the gunner role. No button appears under action to complete the role change. I think it may be time for a full reinstall of the software. 63570

superteddy57
February 23rd, 2025, 03:48
I double checked LIVE and it appears my update didn't go through properly. I have pushed another hotfix for the ship role issue.

bnmntj9
February 23rd, 2025, 05:04
It worked and I can populate my ship again! Thanks for all your efforts, they paid off.

Really, thanks again.

Thodan
February 23rd, 2025, 18:22
Thank you as well. I have checked and it is working again in my campaign.

sgtwhy
February 24th, 2025, 06:27
Bug Report

Source: Fly Free or Die AP ... book 3 (Professional Courtesy)

How to repeat: Open the NPC record or an Encounter containing them;

'Shipping Container (North)'
'Shipping Container (South)'


Error:
the NPC entries for "Shipping Container (North)" and (South) both "error" when opened.

It causes the record to show as modified and the CR field resets to blank.

There is no console log entry, but it does show the following in the chat window;

[ERROR] CR for NPC 'Shipping Container (North)' is not valid; Check the NPC record

If it helps, this appears to be a "trap" record rather than an NPC.

superteddy57
February 24th, 2025, 06:34
This appears to mostly be working now. The only thing left, and it's small, is having the range on the Mech update when the player steps into it. (Currently stays at 5 when it switches to mech. I can manually change to 15 on the combat tracker, but then it stays 15 ft. when they get out of the mech).

Are you referring to reach or space?

superteddy57
February 24th, 2025, 07:23
Bug Report

Source: Fly Free or Die AP ... book 3 (Professional Courtesy)

How to repeat: Open the NPC record or an Encounter containing them;

'Shipping Container (North)'
'Shipping Container (South)'


Error:
the NPC entries for "Shipping Container (North)" and (South) both "error" when opened.

It causes the record to show as modified and the CR field resets to blank.

There is no console log entry, but it does show the following in the chat window;

[ERROR] CR for NPC 'Shipping Container (North)' is not valid; Check the NPC record

If it helps, this appears to be a "trap" record rather than an NPC.

I pushed a hotfix to address this issue.

Markimedes
February 24th, 2025, 17:51
Are you referring to reach or space?

Reach. Space seems to be working now.

superteddy57
February 24th, 2025, 17:54
Well I never changed reach with the original implementation, so I might need some clarification on does it still follow the reach rules for the NPCs or is it a special table to look over?

Markimedes
February 24th, 2025, 20:45
Well I never changed reach with the original implementation, so I might need some clarification on does it still follow the reach rules for the NPCs or is it a special table to look over?

Large: 10 ft
Huge: 15 ft
Gargantuan: 20 ft
Colossal: 30 ft

Side Question: Is there a better way to track PP? It's weird how it copies over in the spell list.

On the Mech, it shows 6 max pp, starting with 1PP available, and 2/turn.
63587

On the NPC spell list when actually in the mech, it shows 1 "power points max" and 0 "power points used" Seems like it would be a lot better to keep the same formatting as the mech sheet, but maybe that's beyond the capabilities of the Spells tab.
63588

superteddy57
February 24th, 2025, 21:09
That system wasn't fully realized and I set it to make it available for tracking for the player. I can double check the code and verify, but I don't think that was automated.

superteddy57
February 25th, 2025, 16:18
Thanks for the information and can I ask for one more favor by you exporting that character and posting it here for me to use in my testing? This will help me use something you've created and see it in action.

superteddy57
February 25th, 2025, 17:24
Large: 10 ft
Huge: 15 ft
Gargantuan: 20 ft
Colossal: 30 ft

Side Question: Is there a better way to track PP? It's weird how it copies over in the spell list.

On the Mech, it shows 6 max pp, starting with 1PP available, and 2/turn.
63587

On the NPC spell list when actually in the mech, it shows 1 "power points max" and 0 "power points used" Seems like it would be a lot better to keep the same formatting as the mech sheet, but maybe that's beyond the capabilities of the Spells tab.
63588
I've pushed an update for the reach and have set the max PP to the max on the mech. I won't be able to handle the regen of PP and that would need to be handled manually at this time. I also double checked the weapon range and still not able to see ranged weapons being set to melee. I'll need to see the mech in question and check the weapon records to verify further for your instance.

Markimedes
February 25th, 2025, 20:42
I've pushed an update for the reach and have set the max PP to the max on the mech. I won't be able to handle the regen of PP and that would need to be handled manually at this time. I also double checked the weapon range and still not able to see ranged weapons being set to melee. I'll need to see the mech in question and check the weapon records to verify further for your instance.

Reach works now when stepping into the mech. Getting out of the mech makes my reach blank, rather than 5.

PP Max is working now. The 2nd box would make more sense to show how much is currently available, rather than what has been used so far. If I start with 1 and get 2 regen, I could just manually update that 1 to a 3 on the next turn. The way it's currently set up, if I use none and get 2 more, nothing would change in the "Power Points Used" box.

Weapon range is working for me now. I think the issue was my ranged weapons didn't have "ranged" typed into the category box.

Here is my test character: 63605

superteddy57
February 25th, 2025, 20:57
That's correct it's based off the category of the mech weapon. Glad that is sorted. I pushed another hotfix to sort that issue with the reach for the character. Just need to open the notes tab on the character sheet to set the reach on the character sheet to help with the swaps. I wouldn't mind you hopping into discord to discuss the power request and see if we can come up with a better solution. I want to make sure we can nail this down. It's still useful for now as is and we might get further along if we hash it out.

Markimedes
February 26th, 2025, 02:43
That's correct it's based off the category of the mech weapon. Glad that is sorted. I pushed another hotfix to sort that issue with the reach for the character. Just need to open the notes tab on the character sheet to set the reach on the character sheet to help with the swaps. I wouldn't mind you hopping into discord to discuss the power request and see if we can come up with a better solution. I want to make sure we can nail this down. It's still useful for now as is and we might get further along if we hash it out.

I think meeting on Discord would be good. It would probably have to be this weekend. What time zone are you in?

As for the character reach, where do I put that? I don't see a reach section on here. Do I just type "Reach: 5" or something in the notes? 63613

superteddy57
February 26th, 2025, 03:00
Reach and Space are auto calculated based on the size of the character. Once you click on the notes tab it sets it up. If that can change, I will need specific examples on when that would occur.

Markimedes
February 26th, 2025, 16:28
Reach is working now, but a new issue has popped up. When my player steps out of the mech, the weapons that appear in the Actions tab don't disappear. If I keep stepping in and out they'll just keep accumulating on the Actions tab.

63618

superteddy57
February 26th, 2025, 17:25
I'm not seeing that with my test campaign and it's the same code as what is on the update server at this time. Can you try it with a fresh new character and see if if happens with that?

Draykor
March 1st, 2025, 02:07
There seems to a font/format issue with the auto sub-sorting. Everything is sorting to the left

superteddy57
March 1st, 2025, 02:28
Pushed update to fix this issue.

Markimedes
March 1st, 2025, 21:29
I'm not seeing that with my test campaign and it's the same code as what is on the update server at this time. Can you try it with a fresh new character and see if if happens with that?

Not sure if this is a coincidence but it looks like this is only happening to the characters imported from Hephaistos.

superteddy57
March 2nd, 2025, 02:16
I can't speak on that as I'm not sure what that service does and we can't guarantee they work with our system

redchin42
March 9th, 2025, 00:54
While logging into a game, the app just stalled out, serious (20+ min delays), and finally when my character was imported, all of my many characters loaded, crashing FGU. All of our other table's characters experienced a VERY long delay coming in. It looks broken...

Apparently my client side shows no activity, while others logged in see my text chat posts. I have no character selection, no database data, etc.

Moon Wizard
March 9th, 2025, 01:23
Did you try exiting from FG and connecting again? How many characters do you own on the GM campaign server?

You can also try clearing the player cache, and starting from a fresh download. It's the FG Data Folder (folder button on upper left of launch screen), then cache, then name of the campaign.

Regards,
JPG

Draykor
March 10th, 2025, 22:55
Links on the spells tab of NPCs and Players no longer open at all when clicked

Moon Wizard
March 10th, 2025, 23:21
Just pushed a hot fix for this one. Please run a new Check for Updates.

Regards,
JPG

Draykor
March 28th, 2025, 21:17
Players can see movement of hidden NPCS

superteddy57
March 28th, 2025, 21:34
This is more of a program issue than the ruleset itself. I have passed this along to those that can investigate it.

Moon Wizard
March 28th, 2025, 23:51
@Draykor,

Can you provide the steps that the player followed that allowed them to see? I'm not seeing by default when just adding NPC and adding a waypoint.

Regards,
JPG

Locotomo
April 19th, 2025, 09:21
Hi there :)
Initiative in the combat tracker is not showing the tool tip.
64076

superteddy57
April 19th, 2025, 18:31
The radial menu is being replaced with the next update.

Moon Wizard
April 20th, 2025, 18:00
This is now fixed in the version in the beta Test channel.

Regards,
JPG

Silvervane
April 23rd, 2025, 03:45
Has anyone else had a problem skills no longer getting the bonus from the modifiers and the skills are going up 1 x 2? I've tried restarting the campaign multiple times and other campaigns.

superteddy57
April 23rd, 2025, 04:53
Has anyone else had a problem skills no longer getting the bonus from the modifiers and the skills are going up 1 x 2? I've tried restarting the campaign multiple times and other campaigns.

It would be best to help us by providing the steps you are performing so we can replicate it on our end. I was able to see the issue and pushed a hotfix for the issue.

lordbulljr
May 1st, 2025, 02:22
Getting a list of errors in the console when interacting with ammunition on the character sheets after the most recent update.64219

superteddy57
May 1st, 2025, 02:57
It's best to provide us with the entire zip file with the logs for us to look over. I checked on our end and I am not receiving those errors. Are you using extensions?

Moon Wizard
May 1st, 2025, 03:03
"current_ammo" is not a field in the SFRPG ruleset; so I assume it's an extension issue at this point. Try disabling extensions, and see if you still see the same issue.
If you do get errors, please click the Compile Logs button on the log window that pops up, and provide the ZIP file.

Regards,
JPG

ProfDogg
May 1st, 2025, 03:04
It's best to provide us with the entire zip file with the logs for us to look over. I checked on our end and I am not receiving those errors. Are you using extensions?

I did not recieve errors when I loaded ammo today but also it did not generate a counter for the weapon. I was fuzzy on whether it had before (thought it had but wasn't certain). Just reacquainting myself with the ruleset since I hadn't ran it in a while...

[Edit: Ah, never mind... MW with the answer to my question...]

lordbulljr
May 1st, 2025, 03:06
I asked my GM and he said he's not using extensions, but we'll check after our session.
I added the zip from the compile here, hopefully it shows properly

Moon Wizard
May 1st, 2025, 03:13
Looks like extensions in the campaign to me. (See attached picture from log.)

Regards,
JPG

Draykor
May 6th, 2025, 18:58
It looks like the trained skill for class skills modifier is being applied even without a rank in the skill. (I'm using bluff as an example in the screenshots). This was tested without any extensions added in

Moon Wizard
May 7th, 2025, 17:16
Just pushed fix for that issue. Please run a new Check for Updates.

Regards,
JPG

Mortar928
June 30th, 2025, 22:37
Report

--Soldier Primary fighting style does'nt have the ´Power House´ when selecting from charater sheet..I have to go in the Tech Revolution book to get it.

--And in the Evolutionist-Niche-Eldritch is missing all the texte !!

madman
July 1st, 2025, 20:39
Thanks for reporting this. I will take a look.
Edit: The links to other books are not included in the Core Rules. The Powerhouse option is from Tech Revolution and, therefore, not in the core Soldier links.
As for the blank text, that is a bad link that I will fix for the next update. [FIXED]

Madman..

Trennik
July 2nd, 2025, 21:40
Each of the volumes in Horizons of the Vast lists information on one of the planets of the Weydana System, where the campaign takes place. In the PDF version of Horizons of the Vast AP4 - Icebound, that planet is Weydana 6. In the Fantasy Grounds module Horizons of the Vast AP4 - Icebound, the information reproduced is incorrectly for Weydana 7. This information is identical to what should, and does, appear in Horizons of the Vast AP6 - The Culling Shadow. There is no information for Weydana 6 in any of the Fantasy Grounds modules for Horizons of the Vast, but the information for Weydana 7 appears twice, in AP4 and AP6.

madman
July 3rd, 2025, 00:34
Thanks for letting me know. I will take a look and get it fixed. [FIXED]

Madman..

Trennik
July 10th, 2025, 14:28
Thanks for letting me know. I will take a look and get it fixed. [FIXED]

Madman..

Here and in the update notes in the City Hall forum, it says the Codex of Worlds entry for Horizons of the Vast AP4 Icebound is fixed. In my module, it isn't. I've updated, unloaded the module, and reloaded it, but it's still the same.

madman
July 11th, 2025, 01:21
I redid it all again. Maybe it will work the second time. Fingers crossed.[FIXED]

Madman..

Markimedes
July 23rd, 2025, 19:48
AC in no longer calculating correctly for my players. It seems like no matter what armor any of them are wearing, there's a max dex of +2.

64922

superteddy57
July 23rd, 2025, 19:58
Can you export and share a copy of that character for me to work with?

Markimedes
July 23rd, 2025, 22:29
64924

superteddy57
July 24th, 2025, 01:48
I looked over the character, it appears the character is encumbered. This sets the max mod to 2. Overburdened gets it set to 0. Try changing carried to not carried in the inventory on a few items and it will put them to unburdened and the ACs are calculated correctly. If they aren't then I'll dig a bit more deeper.

Markimedes
July 25th, 2025, 00:18
I looked over the character, it appears the character is encumbered. This sets the max mod to 2. Overburdened gets it set to 0. Try changing carried to not carried in the inventory on a few items and it will put them to unburdened and the ACs are calculated correctly. If they aren't then I'll dig a bit more deeper.

Yes that was it. Thank you.

Is there a way for me to easily see that for each character as a GM? I noticed the encumbered condition doesn't show up under Effects on the combat tracker.

superteddy57
July 25th, 2025, 03:03
You can spot it on their character sheet on the gear tab. lower left corner.

Markimedes
July 25th, 2025, 03:33
Ok. Was hoping it could be seen from Party view or something instead of looking at each character sheet.

Mortar928
August 3rd, 2025, 21:16
Starship combat helm phase pilot initiative does not work properly !! In the core book it's say lowest move first.

superteddy57
August 3rd, 2025, 21:34
I've adjusted it back to the proper form and push it to the TEST server.

maynier
August 10th, 2025, 23:59
Hello,

since the update, i can't assign role correctly in "assigned Starship" in chararcter sheet. It' doesn't update actions in the character sheet or party sheet (tab ship)

can you help me ?

superteddy57
August 11th, 2025, 01:21
Can you provide a screenshot in what you are referring to? The character sheet has the ship actions on the action tab and it's at the bottom. The field under vessel is how a player can assign themselves to the ship.

65089

Draykor
August 11th, 2025, 04:16
Hello,

The chapters and page links in the core rulebook do not function when clicking. I can't get to any page at all. The search function works and will show pages but still cannot select them. I tested other books and some seem to work and some work while others do not.

superteddy57
August 11th, 2025, 04:36
Hello,

The chapters and page links in the core rulebook do not function when clicking. I can't get to any page at all. The search function works and will show pages but still cannot select them. I tested other books and some seem to work and some work while others do not.

This is a known issue with the main program and not the ruleset. It's being currently looked into

Moon Wizard
August 11th, 2025, 05:05
Just pushed a hot fix for this issue. Please run a new Check for Updates to get the latest code.

Regards,
JPG

maynier
August 11th, 2025, 13:01
hello,

https://imgur.com/a/w7iMtlh

:)

superteddy57
August 11th, 2025, 14:41
Thanks, I had Star Trek on the brain. I'll take a look.

superteddy57
August 12th, 2025, 05:38
I pushed an update to fix the issue reported. I found more issues along the way and adjusted the ship actions to be in line with the current design philosophy as well as cleaning up some of the interfaces. Please update and report any new issues that arise.

maynier
August 12th, 2025, 11:35
That's great !
Thank you very much :)

Praetorian452
August 12th, 2025, 16:43
Hello,
I'm about to start a campaign and I'm having some trouble with the starship sheet and starship actions tab in the character sheets.
First the starship sheet. The sheet itself doesn't look like the version that is posted in this article (https://fantasygroundsunity.atlassian.net/servicedesk/customer/portal/1/article/996643870).
It looks more "squished" and is missing some tabs on the right side. I did attempt to use a Starship actions extension, and it actually made things worse. Upon loading of the campaign error logs appears about missing tokens (I can get the error logs and post them a little later).

As for the character sheets. When no extensions are added, there is only a dropdown to take a starship position, but no actions show up when the role is selected. When the above extension is added, there is a black bar to show role actions, but no dropdown to select the position (also the afore mentioned errors on load).

Has anyone else seen these issues?

This issue is seen using FGU 4.8, and Starfinder 1e

superteddy57
August 12th, 2025, 17:23
A few posts above I've changed how the character sheet ship actions operate. So that extension would need to be updated. I would recommend not using any extensions when you are having issues and see if it's an issue with the extension or the ruleset itself.

Praetorian452
August 12th, 2025, 18:21
Ok. I looked at the screenshot that maynier posted and that's the same issue I am having still. I did run an update before starting up the campaign, so I should have the latest fix you pushed.

Are there supposed to be character actions available when a role is selected? Also, is the party sheet supposed to update with the role selected by the player?

superteddy57
August 12th, 2025, 18:51
This is how it should appear if you have selected the ship and chose your role
65127

Praetorian452
August 12th, 2025, 18:57
Ok. Thanks.
I'll run the updater again later today and see if I can get it to work.

maynier
August 14th, 2025, 12:24
hello,

may a bug when i drag and drop damage from a character sheet (ship tab) to ship combat tracker :

65150

and shield is not substract from damage

:)

superteddy57
August 14th, 2025, 16:08
hello,

may a bug when i drag and drop damage from a character sheet (ship tab) to ship combat tracker :

65150

and shield is not substract from damage

:)

Pushed a fix to address this issue

FlyingCodpiece
August 16th, 2025, 20:14
Getting an error message when trying to roll damage from a player's character sheet. Mounted weapon attack roll works fine, but attempting to roll damage brings up an error. Attached65170

superteddy57
August 16th, 2025, 21:17
Getting an error message when trying to roll damage from a player's character sheet. Mounted weapon attack roll works fine, but attempting to roll damage brings up an error. Attached65170

Are you using any extensions? That error is pointing to code that doesn't exist anymore.

superteddy57
August 16th, 2025, 21:18
Also, can you show me the date that shows up for the version of your ruelset in the chat?

FlyingCodpiece
August 16th, 2025, 22:50
I had a few running, none threw any errors when loading. Tried turning all of them off and still got the same error.

Just left my computer so will have to check the date on the ruleset when I get back, but I am up to date, nothing pending.

superteddy57
August 16th, 2025, 23:29
Looks like I didn't push the update, my bad. Attempt a new update and check the new build

FlyingCodpiece
August 17th, 2025, 01:47
Looks like that cleared it up, all good now. Thanks so much for your help, and bein' super quick!

blashimov
August 22nd, 2025, 01:06
There's a small error in Starfinder Attack of the Swarm AP 1, fate of the 5th: First Wave is a missing encounter and I think Full Retreat labeled put on the First wave map ?
It should be (spoilers) First Wave: 2 Dredgers on First wave map, and Highway 12: 4 Dredgers, Highway 12 Map, and Full Retreat isn't a combat encounter.

madman
August 22nd, 2025, 02:43
Thanks for letting me know. I will have a look, and get it fixed.

Madman..

RicBush
August 27th, 2025, 15:52
When attempting to access the Aasimar Image under campaign. The Aasimar image from the Starfinder Interstellar Species. When I select the image (with the module loaded). I have tried to force a load of the interstellar Species, but it did not help.



Here is the console logs:
[8/27/2025 7:41:54 AM] FGU: v4.8.2 ULTIMATE (2025-08-20)
[8/27/2025 7:41:54 AM] OS: Windows 11 (10.0.26100) 64bit
[8/27/2025 7:41:54 AM] GRAPHICS: AMD Radeon RX 7900 XTX : 24560
[8/27/2025 7:41:54 AM] UI SCALE: 1
[8/27/2025 7:41:54 AM] USER: ricbush
[8/27/2025 7:41:54 AM] Launcher scene starting.
[8/27/2025 7:42:05 AM] Starting cloud server mode. [ricbush]
[8/27/2025 7:42:14 AM] Game server started. [64.227.88.38:56631]
[8/27/2025 7:42:14 AM] Launcher scene exiting.
[8/27/2025 7:42:14 AM] Tabletop scene starting.
[8/27/2025 7:42:14 AM] CAMPAIGN: Tempstarfinder
[8/27/2025 7:42:14 AM] RULESET: SFRPG
[8/27/2025 7:42:14 AM] NETWORK STATUS: [Server] [Connected]
[Server Type - CLOUD - PUBLIC]
[8/27/2025 7:42:14 AM] Match successfully created on lobby.
[8/27/2025 7:42:26 AM] MEASURE: RULESETS LOAD - 11.969441 - SFRPG
[8/27/2025 7:42:28 AM] MEASURE: EXTENSIONS LOAD - 2.5924236 - 7
[8/27/2025 7:42:31 AM] MEASURE: MODULE LIST BUILD - 2.2987892 - 135
[8/27/2025 7:42:31 AM] MEASURE: REFRESH IMAGE ASSETS - 0.0329617
[8/27/2025 7:42:31 AM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0210016
[8/27/2025 7:42:31 AM] MEASURE: REFRESH TOKEN ASSETS - 0.0321892
[8/27/2025 7:42:31 AM] MEASURE: ASSET LIST BUILD - 0.0861525
[8/27/2025 7:42:32 AM] MEASURE: LOAD - PART 1 - 17.9213389
[8/27/2025 7:42:33 AM] MEASURE: MODULE LOAD - 0.1227417 - Dead Suns, Part 1, Incident at Absalom Station
[8/27/2025 7:42:33 AM] MEASURE: MODULE LOAD - 0.0045015 - Dead Suns, Part 1, Incident at Absalom Station, Player's Resources
[8/27/2025 7:42:33 AM] MEASURE: MODULE LOAD - 0.0065059 - Deck of Many Worlds
[8/27/2025 7:42:33 AM] MEASURE: MODULE LOAD - 0.0176131 - Drift Crashers AP 1, The Perfect Storm Player Resources
[8/27/2025 7:42:33 AM] MEASURE: MODULE LOAD - 0.0351092 - FG 2019 Map Module
[8/27/2025 7:42:33 AM] MEASURE: MODULE LOAD - 0.0751672 - FG Battle Maps
[8/27/2025 7:42:33 AM] MEASURE: MODULE LOAD - 0.0070228 - Pathfinder RPG - Pathfinder Flip-Map - Docks
[8/27/2025 7:42:33 AM] MEASURE: MODULE LOAD - 0.0745243 - Saturday Stream Maps 1
[8/27/2025 7:42:33 AM] MEASURE: MODULE LOAD - 0.0949349 - Saturday Stream Maps 2
[8/27/2025 7:42:34 AM] MEASURE: MODULE LOAD - 0.1247277 - Savage Stream Map Module
[8/27/2025 7:42:34 AM] MEASURE: MODULE LOAD - 0.0781148 - Starfarer's Companion
[8/27/2025 7:42:34 AM] MEASURE: MODULE LOAD - 0.0519171 - Starfarer's Companion, Companions
[8/27/2025 7:42:34 AM] MEASURE: MODULE LOAD - 0.2228879 - Starfinder Alien Archive
[8/27/2025 7:42:34 AM] MEASURE: MODULE LOAD - 0.0305385 - Starfinder Alien Archive (Players)
[8/27/2025 7:42:34 AM] MEASURE: MODULE LOAD - 0.1795066 - Starfinder Alien Archive 2
[8/27/2025 7:42:34 AM] MEASURE: MODULE LOAD - 0.0280408 - Starfinder Alien Archive 2 (Players)
[8/27/2025 7:42:34 AM] MEASURE: MODULE LOAD - 0.2289934 - Starfinder Alien Archive 3 (GM)
[8/27/2025 7:42:34 AM] MEASURE: MODULE LOAD - 0.0409807 - Starfinder Alien Archive 3 (Players)
[8/27/2025 7:42:35 AM] MEASURE: MODULE LOAD - 0.3022021 - Starfinder Alien Archive 4
[8/27/2025 7:42:35 AM] MEASURE: MODULE LOAD - 0.0508205 - Starfinder Alien Archive 4 (Players)
[8/27/2025 7:42:35 AM] MEASURE: MODULE LOAD - 0.2300854 - Starfinder Armory
[8/27/2025 7:42:35 AM] MEASURE: MODULE LOAD - 0.1516614 - Starfinder Characters Operation Manual
[8/27/2025 7:42:36 AM] MEASURE: MODULE LOAD - 0.5684419 - Starfinder Core Rulebook
[8/27/2025 7:42:36 AM] MEASURE: MODULE LOAD - 0.319413 - Starfinder Drift Crisis
[8/27/2025 7:42:36 AM] MEASURE: MODULE LOAD - 0.0335909 - Starfinder Drift Crisis (Players)
[8/27/2025 7:42:36 AM] MEASURE: MODULE LOAD - 0.0120106 - Starfinder Flip-Mat - Asteroid
[8/27/2025 7:42:36 AM] MEASURE: MODULE LOAD - 0.0127449 - Starfinder Flip-Mat - Cantina
[8/27/2025 7:42:36 AM] MEASURE: MODULE LOAD - 0.0300468 - Starfinder Flip-Mat - Hospital
[8/27/2025 7:42:36 AM] MEASURE: MODULE LOAD - 0.0101339 - Starfinder Flip-Mat - Ice World
[8/27/2025 7:42:36 AM] MEASURE: MODULE LOAD - 0.0122484 - Starfinder Flip-Mat - Jungle World
[8/27/2025 7:42:36 AM] MEASURE: MODULE LOAD - 0.016587 - Starfinder Flip-Mat - Space Station
[8/27/2025 7:42:36 AM] MEASURE: MODULE LOAD - 0.0170335 - Starfinder Flip-Mat - Spaceport
[8/27/2025 7:42:36 AM] MEASURE: MODULE LOAD - 0.0185471 - Starfinder Flip-Mat - Starship
[8/27/2025 7:42:37 AM] MEASURE: MODULE LOAD - 0.0605806 - Starfinder Flip-Mat - Urban Sprawl
[8/27/2025 7:42:37 AM] MEASURE: MODULE LOAD - 0.0190897 - Starfinder Flip-Mat - Warship
[8/27/2025 7:42:37 AM] MEASURE: MODULE LOAD - 0.1863966 - Starfinder Galactic Magic
[8/27/2025 7:42:37 AM] MEASURE: MODULE LOAD - 0.1648309 - Starfinder Galaxy Exploration Manual
[8/27/2025 7:42:37 AM] MEASURE: MODULE LOAD - 0.0353211 - Starfinder Galaxy Exploration Manual (Players)
[8/27/2025 7:42:37 AM] MEASURE: MODULE LOAD - 0.0713143 - Starfinder Interstellar Species
[8/27/2025 7:42:37 AM] MEASURE: MODULE LOAD - 0.0753341 - Starfinder Interstellar Species (Players)
[8/27/2025 7:42:37 AM] MEASURE: MODULE LOAD - 0.0541185 - Starfinder Near Space
[8/27/2025 7:42:37 AM] MEASURE: MODULE LOAD - 0.0295348 - Starfinder Near Space (Players)
[8/27/2025 7:42:37 AM] MEASURE: MODULE LOAD - 0.0110162 - Starfinder NPC Array Collection
[8/27/2025 7:42:37 AM] MEASURE: MODULE LOAD - 0.1473107 - Starfinder Pact Worlds
[8/27/2025 7:42:37 AM] MEASURE: MODULE LOAD - 0.0321831 - Starfinder Pact Worlds (Players)
[8/27/2025 7:42:38 AM] MEASURE: MODULE LOAD - 0.0720526 - Starfinder Ports Of Call
[8/27/2025 7:42:38 AM] MEASURE: MODULE LOAD - 0.0155235 - Starfinder Ports Of Call (Players)
[8/27/2025 7:42:38 AM] MEASURE: MODULE LOAD - 0.1911886 - Starfinder Starship Operations Manual
[8/27/2025 7:42:38 AM] MEASURE: MODULE LOAD - 0.2873554 - Starfinder Tech Revolution
[8/27/2025 7:42:40 AM] Fantasy Grounds - v4.8.2 ULTIMATE (2025-08-20)
[8/27/2025 7:42:40 AM] RULESET: SFRPG ruleset (2025-08-14) for Fantasy Grounds
Copyright 2025 Smiteworks USA, LLC
[8/27/2025 7:42:40 AM] RULESET: Core RPG ruleset (2025-08-26) for Fantasy Grounds
Copyright 2025 Smiteworks USA, LLC
[8/27/2025 7:42:40 AM] EXTENSION: Feature: Evo's SFRPG Effect Tinkering v2.0
[8/27/2025 7:42:40 AM] EXTENSION: Starfinder Starship Enhanced by Silverside05
[8/27/2025 7:42:40 AM] EXTENSION: Requested Rolls v2.20.2 by mccartysr, 2025\rFor slash commands type /RR
[8/27/2025 7:42:40 AM] EXTENSION: (LINK) \n Ammunition Manager v3.15.1 \n This extension aids in tracking ammunition and whether ranged weapons are loaded.
[8/27/2025 7:42:40 AM] EXTENSION: (LINK) \r Starfinder Positional Modifiers \r Modifies attacks based on the target's location
[8/27/2025 7:42:40 AM] EXTENSION: Locations v1.0 for Starfinder\r\nSmiteworks USA, LLC
[8/27/2025 7:42:40 AM] EXTENSION: Deck of Many Worlds\r\nPaizo Inc.
[8/27/2025 7:42:40 AM] MEASURE: LOAD - PART 2 - 7.8766683
[8/27/2025 7:43:33 AM] [ERROR] Graphic: Unable to load file (modules/Starfinder Interstellar Species (Players)/campaign/images/Portraits/Aasimar.png) (*)
[8/27/2025 7:45:55 AM] [ERROR] Graphic: Unable to load file (modules/Starfinder Interstellar Species (Players)/campaign/images/Portraits/Aasmiar.png) (*)
[8/27/2025 7:47:40 AM] Campaign saved. (0s)

Thanks.

Josith
August 27th, 2025, 18:52
I put in a bug report for the Aasimar image error.

madman
August 28th, 2025, 01:17
I got that bug. Somehow, portrait records were in the image records. There are only portraits of those images [FIXED]
The update will not be out until next week. Thanks for reporting this.[FIXED]

Madman..

blashimov
August 30th, 2025, 02:51
Another small error in attack of the swarm:
*Parcel: Event 1: Bridge Escape! (CR 1) isn't linked in 1.07 Event 1: Bridge Escape! (CR 1) where I think it belongs, and the parcel is missing the Motion Trigger.

madman
August 30th, 2025, 03:28
Thanks, I will take a look and get it sorted.[FIXED]

Madman..

sgtwhy
October 6th, 2025, 06:09
I found an odd bug happening in Starfinder 1e ... the "stat" modifier appears to be missing from character_weapon_damage_entry.

To confirm it; I rebooted, update my client, create a new "starfinder (1e)" campaign and created a new character.
then dropped a laser pistol and survival knife into the inventory.

Examining both, shows same results ... "STAT" field is missing.
looking at it closer in debug mode ... its only (statmult) ... (statmax)

Comparing it to DAMAGE under spells the "Mult x Stat (Max)" section -
it shows (3) fields; statmult, stat and statmax.

65567


*shrug* idk what happened but at I think this confirms its not an "issue between keyboard and monitor".

superteddy57
October 6th, 2025, 06:28
I found an odd bug happening in Starfinder 1e ... the "stat" modifier appears to be missing from character_weapon_damage_entry.

To confirm it; I rebooted, update my client, create a new "starfinder (1e)" campaign and created a new character.
then dropped a laser pistol and survival knife into the inventory.

Examining both, shows same results ... "STAT" field is missing.
looking at it closer in debug mode ... its only (statmult) ... (statmax)

Comparing it to DAMAGE under spells the "Mult x Stat (Max)" section -
it shows (3) fields; statmult, stat and statmax.

65567


*shrug* idk what happened but at I think this confirms its not an "issue between keyboard and monitor".

Pushed update to address issue

sgtwhy
October 15th, 2025, 00:47
Testing sf1e Tech Revolution vehicles;

One of my players is a mechanic with experimental vehicle and wants to create their own custom vehicle.

On their character sheet, under the Gear page, there is a tab for "Vehicles" ... and a button to "add vehicle" (when edits are enabled), this all seems to function.

BUG #1 - link not found
If the tech revolution module is NOT loaded ... no errors are shown, but of course the ITEMS list then lacks the origin, size, type and special grafts. (no error)

However, IF the tech tech revolution module IS loaded ... adding a new vehicle causes (LINK) errors in the console log;



[10/14/2025 3:56:06 PM] [WARNING] buttoncontrol: Could not find pressed icon (button_add_mech_down) in control (vehicles_iadd_mech) in class (charsheet_inv_vehicles)
[10/14/2025 3:56:06 PM] [WARNING] buttoncontrol: Could not find pressed icon (button_add_vehicle_down) in control (vehicles_iadd_vehicle) in class (charsheet_inv_vehicles)
[10/14/2025 3:56:06 PM] [WARNING] buttoncontrol: Could not find pressed icon (button_add_drone_down) in control (vehicles_iadd_drone) in class (charsheet_inv_vehicles)
...
[10/14/2025 3:57:54 PM] MEASURE: MODULE LOAD - 0.8349077 - Starfinder Tech Revolution
[10/14/2025 3:58:30 PM] [ERROR] Script execution error: [string "C:charvehicle_main:modifications"]:3: attempt to index field 'link' (a nil value)
[10/14/2025 3:58:58 PM] [ERROR] Script execution error: [string "C:charvehicle_main:modifications"]:3: attempt to index field 'link' (a nil value)
[10/14/2025 3:58:58 PM] [ERROR] Script execution error: [string "C:charvehicle_main:modifications"]:3: attempt to index field 'link' (a nil value)
[10/14/2025 3:59:10 PM] [ERROR] Script execution error: [string "C:charvehicle_main:modifications"]:3: attempt to index field 'link' (a nil value)
[10/14/2025 3:59:10 PM] [ERROR] Script execution error: [string "C:charvehicle_main:modifications"]:3: attempt to index field 'link' (a nil value)
[10/14/2025 3:59:10 PM] [ERROR] Script execution error: [string "C:charvehicle_main:modifications"]:3: attempt to index field 'link' (a nil value)


it's not a game breaking issue, just indicative of further issues imho ...

BUG #2 unable to add speeds
Now, take a look at that newly created "vehicle character sheet". Players are supposed to be able to enter the Level, choose the origin, size, type and special grafts ... and somehow create a proper vehicle record.

HOW is the player expected to enter "speeds" in the "Movement" section ?!
Its a list with no means for user to interact it.
there is no "add speed entry" or such option, not even for the GM.

So its basically broken and impossible for GMs/Users to actually create the proper entries.

I managed to find some OLD vehicle examples (prior to tech revolution perhaps?) with <movement> data in them ... and extrapolated out how (I think) the movement records are supposed to be created. AFAIK each speed entry should be in the format; (string) "Land speed/Swim speed/Fly speed" with (3 numbers) "speed", "full speed", "overland speed".

However, I can see no existing mechanism to allow players/GMs to add these entries or anything to confirm my assumptions.


BUG# 3 drone skills

DRONES and MECHS?
I haven't even attempted to consider Mechs yet, but I did give DRONES a quick try ... and it has issues as well, you choose skill(s) for your drone when building them.

However, the "drone character sheet" / Abilities tab / skills section is hard coded with "Intimidate" skill and trying to change or modify it, also spits out console errors;



[10/14/2025 4:33:20 PM] [ERROR] Script execution error: [string "SFRPG:campaign/scripts/char_skilllist.lua"]:66: attempt to index field 'showonminisheet' (a nil value)
stack traceback:
[string "SFRPG:campaign/scripts/char_skilllist.lua"]:66: in function 'constructDefaultSkills'
[string "SFRPG:campaign/scripts/char_skilllist.lua"]:7: in function <[string "SFRPG:campaign/scripts/char_skilllist.lua"]:6>
[C]: in function 'setValue'
[string "CoreRPG:scripts/manager_window_tab.lua"]:300: in function 'updateTabDisplay'
[string "CoreRPG:common/scripts/buttongroup_tabs.lua"]:264: in function 'activateTabEntry'
[string "CoreRPG:common/scripts/buttongroup_tabs.lua"]:258: in function 'activateTab'
[string "CoreRPG:common/scripts/buttongroup_tabs.lua"]:430: in function <[string "CoreRPG:common/scripts/buttongroup_tabs.lua"]:419>
...
[10/14/2025 4:33:34 PM] [ERROR] Script execution error: [string "SFRPG:campaign/scripts/char_skill.lua"]:24: attempt to index global 'idelete_spacer' (a nil value)
stack traceback:
[string "SFRPG:campaign/scripts/char_skill.lua"]:24: in function 'onLockModeChanged'
[string "SFRPG:campaign/scripts/char_skill.lua"]:98: in function 'setCustom'
[string "SFRPG:campaign/scripts/char_skill.lua"]:32: in function 'updateWindow'
[string "C:chardrone_skill:miscexpand"]:3: in function <[string "C:chardrone_skill:miscexpand"]:2>
[10/14/2025 4:33:35 PM] [ERROR] Script execution error: [string "SFRPG:campaign/scripts/char_skill.lua"]:24: attempt to index global 'idelete_spacer' (a nil value)
stack traceback:
[string "SFRPG:campaign/scripts/char_skill.lua"]:24: in function 'onLockModeChanged'
[string "SFRPG:campaign/scripts/char_skill.lua"]:98: in function 'setCustom'
[string "SFRPG:campaign/scripts/char_skill.lua"]:32: in function 'updateWindow'
[string "C:chardrone_skill:miscexpand"]:3: in function <[string "C:chardrone_skill:miscexpand"]:2>


If its this difficult for myself, I'd image less tech savvy users have already tried to understand this and given up ... so hopefully we can get to the bottom of it.

superteddy57
October 15th, 2025, 16:52
I pushed a fix to address the error messages.

Player vehicles need to be built using their grafts. The grafts are created under items. You can make them under the items materindex.
65637

Drones are made like player characters with drag and drop method

Mechs will need their parts added like player vehicles.

sgtwhy
October 15th, 2025, 21:46
Thanks for resolving the link error.

And Yes -- I agree that it is simple to build a vehicle with drag/drop;

the problem though, is there is no way to add "movement"(s) ... such as land speed, water speed, flying speed, etc.

65648

There should be a "add new" button to the Movement window list ...
or dropping the type and/or special grafts needs to create the entries.




<movements>
<id-00001>
<fullspeed type="number">600</fullspeed>
<name type="string">drive</name>
<overland type="number">60</overland>
<speed type="number">35</speed>
</id-00001>
</movements>

superteddy57
October 16th, 2025, 00:44
I'll look into it, as one of the grafts should add the movement for the vehicle. Been awhile since I worked on it and need to understand what is needed.

superteddy57
October 16th, 2025, 01:06
I pushed an expansion to had add buttons and what not. I'm not sure what this will do with the calculations as the system goes off the grafts added. This will allow you to adjust the movements for the vehicle as you see fit.

sgtwhy
November 11th, 2025, 04:46
I pushed an expansion to had add buttons and what not. I'm not sure what this will do with the calculations as the system goes off the grafts added. This will allow you to adjust the movements for the vehicle as you see fit.

Vehicles
Thanks, I tested and confirmed the ability to edit the speeds is working.

If there is supposed to be automation happening, I can see no evidence its happening.

I've since just moved on, built myself a tool to create the complete vehicle records ... plan to share it with community shortly.

But would be nice to understand if the automation is non-existent, broken or simply not triggering.
Because I was unable to trigger any with a few hours of testing with the grafts to build vehicles.

sgtwhy
November 11th, 2025, 05:20
sorry, in advance, for another can of worms.

I must be the last hold out still using starfinder 1e ...

CREATURE COMPANIONS

My players just picked up creature companions and invested in the feats necessary to include them in combat.
We found the "Companions" section under Campaign and started adding their new creatures by hand.

empty CT
However, when we dropped their companions into the combat tracker ... everything is blank. (see screenshot)
65776

Troubleshooting ...
I checked the companion sheet to confirm it was filled in properly and noticed some oddities ...
1. the pop up to set the stats, doesnt set the stat bonus and the field is read only.
2. there is no place to set "init"
3. there is no way to set "base" saves (default to 0 and is read only)
4. unlike most every other record type, there is no LOCK/UNLOCK button for companions either.
5. the gear tab has "current cost" and "training cost" fields ... but those are read only as well.
6. the notes tab too ... race, size, type and sub-type fields are all locked / read only.
65777

again, maybe the intent was to set the companions CR and it would auto-fill these values?
( I confirmed in the ruleset code, it already includes a table to lookup these values?!)

Anyhow, to work around it, I manually rebuilt all of the companions as "npc" records ... which work fine in the CT.

superteddy57
November 11th, 2025, 10:30
Pushed a fix for this report.

sgtwhy
November 17th, 2025, 22:24
Pushed a fix for this report.

Thanks for the quick fixes! I did some testing and now able to use the companions in combat.

The companions attacks don't show up in combat tracker, but my player was able to open the companions sheet and click the melee/ranged attacks there to perform actions successfully.
And it used the targeting from the combat tracker, applying damage and such as expected.

Companions are still lacking the "lock" or "unlock" menubar options that seem to be standard elsewhere ... but its not causing any impact AFAIK.

sgtwhy
November 18th, 2025, 05:32
How do we assign these values for a Companion ?
(race, size, type,subtype)

I found companion "races" listed in the character races list.
However, the fields on the companion sheet are "read only" (as GM even)

Everything suggests the intent was to allow users to drag/drop the appropriate race -
and have it set values based on the data inside and adding the special abilities.

Maybe its blocked due to the lack of lock/unlock functionality on the menu?

(screenshot for more contex)
65825

superteddy57
November 18th, 2025, 12:38
You would drag and drop a companion race to the record to assign those values

superteddy57
November 18th, 2025, 12:41
In any case I'll look it over once I have a free moment

superteddy57
November 18th, 2025, 15:21
I looked it over and no, those are not intended to be entered it as it gets it's values from the race drop to the record.

sgtwhy
November 20th, 2025, 03:21
I looked it over and no, those are not intended to be entered it as it gets it's values from the race drop to the record.

Sorry, it was not intuitive, dropping the race into the appropriate field had NO results. However, if I drag/drop the companion race into the "main" sheet of the companion ... IT DOES WORK!

I just confirmed it adds the Race, Size and Type (plus special abilities, reach, space, speed, attack names and damage types) correctly.

Also can confirm, changing the level does update the relevant meta data (hit points, attack bonus, damage, eac/kac, saves, skill bonus and stats ... even the Current/upgrade costs is correct)

Thanks again for all your efforts on this, think we can consider this one CLOSED ;) ... assuming others are able to figure out the key is to drop it on the main page.

iamwookie
November 22nd, 2025, 01:59
So was running my group tonight and hit a Ship combat section of the Module
Went to add the NPC Ship to the Ship Combat Tracker and it didn't add....
So I tried again same thing.
Look over in the Non Ship Combat Tracker and there is the NPC Ship Once for each time I tried to drag it in to the Ship Combat Tracker.
But of course this is without any of the features of the Ship Combat Tracker.

So I wonder if it's just the NPC ship and try and drag the group's Ship into the Ship Combat Tracker and the same thing happens.

It's been quite a few sessions since we had some ship combat and now it appears to be completely broken unless I'm missing something?

Module = Signal of Screams AP2, The Penumbra Protocol, NPC Ship = Antumbra Overseer

superteddy57
November 22nd, 2025, 02:12
So was running my group tonight and hit a Ship combat section of the Module
Went to add the NPC Ship to the Ship Combat Tracker and it didn't add....
So I tried again same thing.
Look over in the Non Ship Combat Tracker and there is the NPC Ship Once for each time I tried to drag it in to the Ship Combat Tracker.
But of course this is without any of the features of the Ship Combat Tracker.

So I wonder if it's just the NPC ship and try and drag the group's Ship into the Ship Combat Tracker and the same thing happens.

It's been quite a few sessions since we had some ship combat and now it appears to be completely broken unless I'm missing something?

Module = Signal of Screams AP2, The Penumbra Protocol, NPC Ship = Antumbra Overseer

Pushed a hotfix. I would remove the ships from the standard CT and now you can add them back into the ship combat tracker

sgtwhy
November 23rd, 2025, 06:54
After the challenges with companions, this time I double checked the sfrpg ruleset code to confirm.

I can find only (1) function that responds to changes for vehicles: updateVehicleStats()
It only creates proper links for all grafts directly from the child parts (Type/Size/Origin/Special)

But unlike companions, there doesn't appear to be any logic to set the "meta data" based on the grafts chosen and the vehicles level.

Since I was already working on a helper wizard to do this, I went ahead and released my "SF_Helper" extension to help fill the gap.
It does the missing calculations and updates all the vehicle records metadata, based on the level and graft choices.

I have no idea why the code adds the parts list to the weapons list, it appears its supposed to only show items of type = "weapon".

But regardless, there are some actual bugs I cannot resolve with the existing code;

steps to repeat
1. create a new vehicle.
2. add your grafts
3. goto the "weapons" tab
4. see all the errors in the console.log

screenshot of the console log
65846



[11/22/2025 10:25:17 PM] [ERROR] Script execution error: [string "C:charvehicle_weapons:weaponlist"]:6: attempt to index field 'link' (a nil value)
[11/22/2025 10:25:17 PM] [ERROR] Script execution error: [string "C:charvehicle_weapons:weaponlist"]:6: attempt to index field 'link' (a nil value)
[11/22/2025 10:25:17 PM] [ERROR] Script execution error: [string "C:charvehicle_weapons:weaponlist"]:6: attempt to index field 'link' (a nil value)
[11/22/2025 10:25:17 PM] [ERROR] Script execution error: [string "C:charvehicle_weapons:weaponlist"]:6: attempt to index field 'link' (a nil value)


screenshot of the vehicle record
65847

maynier
November 28th, 2025, 20:23
hello,
It seems there is bugs in the ‘ship combat tracker’:
- for npc ship, gunnery bonuses are not applied,
- the shields do not decrease when taking damage

:)

superteddy57
November 30th, 2025, 10:10
After the challenges with companions, this time I double checked the sfrpg ruleset code to confirm.

I can find only (1) function that responds to changes for vehicles: updateVehicleStats()
It only creates proper links for all grafts directly from the child parts (Type/Size/Origin/Special)

But unlike companions, there doesn't appear to be any logic to set the "meta data" based on the grafts chosen and the vehicles level.

Since I was already working on a helper wizard to do this, I went ahead and released my "SF_Helper" extension to help fill the gap.
It does the missing calculations and updates all the vehicle records metadata, based on the level and graft choices.

I have no idea why the code adds the parts list to the weapons list, it appears its supposed to only show items of type = "weapon".

But regardless, there are some actual bugs I cannot resolve with the existing code;

steps to repeat
1. create a new vehicle.
2. add your grafts
3. goto the "weapons" tab
4. see all the errors in the console.log

screenshot of the console log
65846



[11/22/2025 10:25:17 PM] [ERROR] Script execution error: [string "C:charvehicle_weapons:weaponlist"]:6: attempt to index field 'link' (a nil value)
[11/22/2025 10:25:17 PM] [ERROR] Script execution error: [string "C:charvehicle_weapons:weaponlist"]:6: attempt to index field 'link' (a nil value)
[11/22/2025 10:25:17 PM] [ERROR] Script execution error: [string "C:charvehicle_weapons:weaponlist"]:6: attempt to index field 'link' (a nil value)
[11/22/2025 10:25:17 PM] [ERROR] Script execution error: [string "C:charvehicle_weapons:weaponlist"]:6: attempt to index field 'link' (a nil value)


screenshot of the vehicle record
65847

PC vehicles were never fully set up with automation. I did further clean up and removal of the error that was being produced for the weaponlist. The reasoning behind the vehicle components are all located in one list as that was the design decision at the time. Filtering the windowlists can show the correct data that needs to be displayed based on what list is being seen.


hello,
It seems there is bugs in the ‘ship combat tracker’:
- for npc ship, gunnery bonuses are not applied,
- the shields do not decrease when taking damage

:)

I pushed a fix to address this. The role chosen will be where the modifiers will be pulled from. So some actions may not have any bonuses moving forward.

BroodWolfie345
January 1st, 2026, 17:47
When in was trying to make a weapon in Starfinder 1e from Fantasy Grounds, i keep getting this error that says "Attempted to call field update." It happens when I change the Category of the item.

superteddy57
January 1st, 2026, 18:24
pushed a fix to address your report.

BroodWolfie345
January 1st, 2026, 18:27
66110

Here you go.

superteddy57
January 1st, 2026, 19:18
I addressed this issue, please attempt an update and test again to see if it is still having issues.

sgtwhy
January 3rd, 2026, 05:25
I noticed the SF character sheet has changed ... resolve points and stamina points switched places.

Was this intentional? its causes some players to ask "where did Resolve points go" ... but nothing major.
66133

However, the anchoring of sections is now a bit off ... see what happens if you try to resize;
66134

Again, neither are game breaking ... just a bit of a distraction for players.

superteddy57
January 5th, 2026, 18:39
I noticed the SF character sheet has changed ... resolve points and stamina points switched places.

Was this intentional? its causes some players to ask "where did Resolve points go" ... but nothing major.
66133

However, the anchoring of sections is now a bit off ... see what happens if you try to resize;
66134

Again, neither are game breaking ... just a bit of a distraction for players.

No, but fit better when it was cleaned up. The controls didn't change, but were just swapped with stamina to even that section out. I pushed an update to fix the overlapping frames.

sgtwhy
January 7th, 2026, 22:04
No, but fit better when it was cleaned up. The controls didn't change, but were just swapped with stamina to even that section out. I pushed an update to fix the overlapping frames.

makes sense and thanks for all your continued efforts! :D

Praetorian452
May 7th, 2026, 16:28
Good morning,
I run multiple SF 1e games, and sometime between last Tuesday (04/28/26) and this Tuesday (05/05/2026) the player (as opposed to starship) combat tracker stopped sorting the initiative. The player and NPC rolls are still getting populated, but the list is not getting sorted into order. I have tested it with multiple campaigns, some with extensions and some without.
I also double checked in a DND 5e campaign I have and the combat tracker worked correctly there.

Moon Wizard
May 7th, 2026, 16:56
I pushed a hot fix last night that should fix the sorting in the combat tracker. Please run a new Check for Updates.

Regards,
JPG

Zionmatrix
May 21st, 2026, 19:32
anyone else have script errors when healing tmp HP or SP?
67550
I just tested with a completely blank game (no ext) same errors. Both games won't add temp HP with an heal button on the actions or spell tabs. SP heal works, but with the error message.
On farther testing, no heals apply is effect is set to self. Setting effect to target, then targeting self works as above.
Sorry for so many edits. I have now realized the heal temp is working (with error message) but won't stack. Normally this correct, but Nanocyte reactive repair in on going temp HP? does this also not stack?

thanks for your help.

sgtwhy
May 21st, 2026, 21:49
anyone else have script errors when healing tmp HP or SP?
67550
I just tested with a completely blank game (no ext) same errors. Both games won't add temp HP with an heal button on the actions or spell tabs. SP heal works, but with the error message.
On farther testing, no heals apply is effect is set to self. Setting effect to target, then targeting self works as above.
Sorry for so many edits. I have now realized the heal temp is working (with error message) but won't stack. Normally this correct, but Nanocyte reactive repair in on going temp HP? does this also not stack?

thanks for your help.

I can confirm seeing console errors while testing HEAL spells ... they seemed to still work (target or self), despite the console errors.

I then set one of the HEALs to [self] and [temporary] and tried it (d4 temp). First, it rolled and applied (3) temp HP. Then I rolled a (2) and nothing happened and temp remained at (3). I kept rolling until I hit a (4) and then the temp changed to (4). so its like its asking, is it higher than current value, if so change it otherwise leave the current value up to max. I changed the self heal temporary HP to a d8 and confirmed. rolling a 3 did nothing, rolling 5 increases the temporary value to 5. adding 3 temp had no effect. then rolled an 8 and it increased the value to 8. so yeah, its not "adding" temporary HP at all. Its saying is it greater than current value, if so, update it - otherwise, its basically. ignored. Is that expected behavior though, idk?

67551

Moon Wizard
May 21st, 2026, 22:40
Just pushed an update that I believe should address these errors. Please run a new Check for Updates.

Regards,
JPG

Zionmatrix
June 5th, 2026, 01:59
June 4th update has cause a short to apply as a long rest. Resetting all spell slots, RP, and SP.
I'm currently in game, I'll re-test tomorrow.

Moon Wizard
June 5th, 2026, 03:18
Just pushed a hot fix to address. Please run a new Check for Updates on the GM machine.

Regards,
JPG