Looks like that cleared it up, all good now. Thanks so much for your help, and bein' super quick!
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Looks like that cleared it up, all good now. Thanks so much for your help, and bein' super quick!
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.
Thanks for letting me know. I will have a look, and get it fixed.
Madman..
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.
I put in a bug report for the Aasimar image error.
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..
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.
Thanks, I will take a look and get it sorted.[FIXED]
Madman..
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.
Attachment 65567
*shrug* idk what happened but at I think this confirms its not an "issue between keyboard and monitor".
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.
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.
Attachment 65637
Drones are made like player characters with drag and drop method
Mechs will need their parts added like player vehicles.
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>
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.
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.
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.
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.
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
You would drag and drop a companion race to the record to assign those values
In any case I'll look it over once I have a free moment
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.
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
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
Attachment 65846
screenshot of the vehicle recordCode:[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)
Attachment 65847
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
:)
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.
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.
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.
pushed a fix to address your report.
Attachment 66110
Here you go.
I addressed this issue, please attempt an update and test again to see if it is still having issues.
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.
Attachment 66133
However, the anchoring of sections is now a bit off ... see what happens if you try to resize;
Attachment 66134
Again, neither are game breaking ... just a bit of a distraction for players.
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.
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
anyone else have script errors when healing tmp HP or SP?
Attachment 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?
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