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October 15th, 2025, 00:47 #1651High Templar
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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.
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October 15th, 2025, 16:52 #1652
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.
Screenshot from 2025-10-15 11-30-37.png
Drones are made like player characters with drag and drop method
Mechs will need their parts added like player vehicles.Dominic Morta
Ruleset Developer
Smiteworks
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October 15th, 2025, 21:46 #1653High Templar
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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.
Screenshot 2025-10-15 132210 custom veh movement.jpg
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>
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October 16th, 2025, 00:44 #1654
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.
Dominic Morta
Ruleset Developer
Smiteworks
How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it
How to provide an Unity Connection issue?-Connection Issues and What to Provide
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October 16th, 2025, 01:06 #1655
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.
Dominic Morta
Ruleset Developer
Smiteworks
How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it
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November 11th, 2025, 04:46 #1656High Templar
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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.
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November 11th, 2025, 05:20 #1657High Templar
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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)
Screenshot 2025-11-10 205134.png
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.
Screenshot 2025-11-10 211712.png
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.
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November 11th, 2025, 10:30 #1658
Pushed a fix for this report.
Dominic Morta
Ruleset Developer
Smiteworks
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November 17th, 2025, 22:24 #1659High Templar
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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.
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November 18th, 2025, 05:32 #1660High Templar
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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)
Screenshot 2025-11-17 212402.png
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