Looks great!
CodaBool
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Thanks for the detailed feedback. It’s my first module and I’d like to make a few more. So, this is really helpful.
Thanks for the heads up, I’ll remove the PSG rules from the app until I get approval. Yeah the app is human made too. I do web dev in my free time. I can add a human made label on there too.
You’ve hit the other high priority task I have lol.
When I released the module campaign codex hadn’t come out with their new update. I need to rewrite my integration with them now. I’m not surprised that it is incompatible with it at the moment.
Oh yeah weird, one of my imports is broken. I’ll fix that right now but the CC integration will take a couple days.
EDIT: fix is out with version 0.0.5
Ok, understood. There currently isn’t support for that kind of nesting. The two workarounds which come to mind are
- Secure Shell. Which will connect to another Terminal.
- if the nested material is just text. You can use either a Foundry native UUID link. Or there is html you can use for folding sections (use foundry’s journal source editor). Here is an example (click on one of the sections to expand):
click to open
any html can go in here
relevant html code
<details>
<summary>click to open</summary>
<p>any html can go in here</p>
</details>
There is a visual for when the state of a door changes.
Assuming you are talking about journal permissions. There is not currently support for stopping permission changes for that. As well as support for reverting.
I have looked into a permission revert feature but ultimately did not like the solution I came up with. I might revisit it at a later time.
You might have to explain more of what you mean for your second question. There is support for adding multiple doors to unlock. You can also rename the button to “Airlock One” for example.
Do you mean the player would have to unlock door 1 before they could do door 2? If you want more control over the door actions. I’d recommend looking at adding “Locking or Unlocking Doors” as a skill check (found in Auth tab under Terminal tile config). That way you’ll get a dialog and can control when those actions are allowed.
Let me know if that helps.
a new module has released which again allows you to chat with your players. Check out the free module Alien MU/TH/UR
Yes! Foundry is smart enough that when you search for the module the latest compatible version will be shown for your specific Foundry version.
At the risk of over-explaining. There is one rare limitation where if I release a hotfix for a previous Foundry version. Annoyingly this will require you to uninstall and reinstall the module to get the hotfix version installed. See Foundry dev image below

Purchasing will provide you with a key. Use the provided key on this page of foundry.com (must be logged in). Foundry has a guide for this here.
Alternatively there is a newly released official Foundry storefront where you don’t have to mess with keys at all. Has the same effect of permanently adding the module to your Foundry account.
I think this might be related to you having a version of the module higher than you should be able to. It’s something I fixed now, but there was a window where you could install the Foundry v13 version of Terminal in Foundry v12.
If I’m right on this then you will need to just uninstall and reinstall the module. This is completely safe to do.
When you reinstall it should download 3.2.6 for you. Let me know if that fixes the issue for you.
What foundryVTT version are you running and does it still happen if you disable all other modules?
Lastly could you open your browser’s dev console (F12 > console tab) and reproduce the bug. Then screenshot any error logs that show up.
Definitely can try and get that fixed for you. I unfortunately was not able to replicate that on my end. I tested in V12.
I’m guessing our setup is different.
Go ahead and use “Report a Bug” button. It’s fine to leave the content blank. This will email me more information for your system (e.g. Foundry version, modules, browser).



