bug report / starfinder 1e vehicles and drones / Tech Revolution
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.
1 Attachment(s)
bug: unable to add vehicle movement(s)
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.
Attachment 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.
Code:
<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>
2 Attachment(s)
sf1e creature companion issue
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)
Attachment 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.
Attachment 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.
1 Attachment(s)
companion race, size, type, subtype (all read only)
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)
Attachment 65825