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CodaBool

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A member registered Aug 10, 2023 · View creator page →

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this is really fun!

There isn’t support for a home page like what you described.

It is possible. From the home page scroll down for a custom map. I think either space or earth work. Then go to settings, you can add a background image there.

created as part of a 3 week contest 2026 TripTech3 mothership jam.

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Thanks!

It is intentional. It’s inspired from the miscasts of Cloud Empress where some of the miscasts are beneficial. But I agree it feels off here.

EDIT: holy crap you have your own Egyptian pamphlet with Apep & Ammit! So cool.

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.

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😂 I’ll take a look Edit: fixed, thank you

huge

killer art. I adore the isometric building maps.

Got a basic hotfix out which should have allow latest campaign-codex and stargazer to work together now. It does need more work still but it shouldn’t be hitting any breaking errors anymore.

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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

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Fixed now, you can set “Bounds” in the settings to blank.

No boundary is also now the default for Earth maps.

The current solution is to change the bounds in the settings. For Earth maps, this is coordinates you enter. But I have a high priority patch so that you can set it to no bounds. Should be able to get that out in the next few days.

HUGE

this changes everything

dope

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I’d need to put together an update. Occupied on my new module for a couple weeks and I can get back to updating this.

just what I needed, these are awesome!

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Ok, understood. There currently isn’t support for that kind of nesting. The two workarounds which come to mind are

  1. Secure Shell. Which will connect to another Terminal.
  2. 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.

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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.

Awesome 😎

Nice MoSh is awesome.

There is a macro included which will help you.

it does assume MATT is installed.

You can find the macro in the compendium tab. They require either a tile uuid or a tile uuid and a user uuid.

A full guide can be read here

♥️ awesome, love me some Lancer

neat

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a new module has released which again allows you to chat with your players. Check out the free module Alien MU/TH/UR

Oh yeah, been working on it for nearly 2 years now. So there are versions for V10 even.

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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

incredible work

Of course, go ahead. Feel free to DM on discord if you’d like. It’s “codabool”

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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.

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Oh that explains it. I have a fix for this in v3.1.4 but that requires a minimum Foundry of v12.

I’ll put out a fix that you can download for this later today

EDIT: it’s released under 2.6.8 should fix your issue.

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).

An option to allow a macro to be ran by triggering player is in latest version.

However, I’m bundling it with some other things which I’m only planning on supporting Foundry v13+ with. So, it might be awhile but the feature will be waiting for you for when you upgrade to v13

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I haven’t found any free sci-fi modules. Most Foundry games are fantasy games and the module community reflects that. There is a map module I created, which is free, found here. I wrote up what I use for my modules:

A good piece of advice is to not download any of these but first see what you are needing. Definitely don’t install a module I put in the “hard to setup” category without knowing that you need something like that first. Your time is precious as a GM, and creating sessions is time consuming.

Essential

  • Dice so nice! = essential!
  • Zoom/Pan Options = Gives touchpad users a nicer way to pan (they have to select touchpad in the settings)
  • Monk’s player settings = better manage settings, can set player module settings for them by using the “all players” dropdown

Easy and low risk

  • carousel combat tracker = adds a portraits for each combatant
  • Quick Insert = my previous search tool, I now use “Spotlight Omnisearch” (seen in next section). This one works great. I’d also recommend turning on Journal indexing. The only reason I switched to Omnisearch is because it can index headers in journal pages.
  • Tile Scroll = create incredible parallax effects, moving background effects.
  • Sweet Nothings = adds a UI and a shortcut (alt+w) for players to whisper and reply to each other in secret
  • Popout! = allows windows to be popped out, useful to add the PDF of the rules. Then pop that window out
  • Monk’s Active Tile Triggers = best scripting module
  • minimal UI = gets rid of Foundry logo and changes things for a cleaner look.
  • Mass Edit = adds a shortcut (shift + e) to edit multiple items at once on the scene

Either hard to setup or have a risk of unintended behavior

  • Spotlight Omnisearch = An alternative to “Quick Insert” I really like this one but the defaults are not great. I change the shortcut to ctrl + shift + space. I change click to dismiss on. I toggle on Full Compendium Journal Index. I don’t recommend this one unless you also install “Monk’s player settings”. Because players will join without click to dismiss on, and have trouble getting rid of the popup. Using that setting module you can ensure nothing annoying happens with this one. Once through all that I transcribe the important rules of the system into journal pages. This takes hours but is amazing during games. For example, if I don’t remember what “stunned” does, as long as you write it as header in a observable journal page. Anyone can search and can jump to it with tab + enter. My players use it all the time in a complicated game system like Lancer. Which is ideal really to have your players empowered to be able to answer questions themselves.
  • Splatter = blood effects, can sometimes need you to set how it reads the actor’s health. For example in Alien Game System I needed to use “header.health.value”
  • Moulinette Core = dependency to tiles
  • Moulinette Tiles = allows me to drop images down as tiles easily. The setup process is a real pain. But now that it’s setup I use it all the time
  • Token Action HUD Core = I only recommend this one if you can find the complimentary “Token Action HUD for $GAME_SYSTEM”. Adds quick access buttons the common actions
  • Shared Vision = I generally want allies to see what other allies see, this module adds that ability (I set it so tokens that are friendly have shared vision)
  • limits = I don’t like the default way that lights can be seen from any distance, I use limits to limit this
  • item piles = can put lootable items on the scene
  • chat reactions = players can use emojis and custom reactions to things in chat
  • automated animations = if an item’s name matches something here, and the user has a token targeted, the animation is used

Settings

  • carousel combat tracker = set size to x-large (this is not a global setting, needs to be done per machine or use “Monk’s player settings”)
  • Core Foundry Setting > Permission Configuration = disable GM mouse cursor (just needs to be done by GM)
  • Shared Vision = TOKEN.FRIENDLY = Vision (just needs to be done by GM)

These are more optional but I like these changes too: change action hud size. popout to only show icon. Minimal UI to auto hide player list, start navigation as visible, set control sub-menu to auto-hide plus

shortcuts

  • 1-5 = run the macro on the hotbar
  • alt + 1-5 = switch macro page
  • ctrl + drag = measure (need to be on token controls)
  • alt + drop = places hidden token
  • shift + c = focus chat

Useful sites

  • token maker
  • free ai images (they rate limit you to about ~20 few days)
  • find the Discord for your game system. There is usually a resource hub. Where you can find more useful resources

Patreon

While there are no sci-fi modules I know of. There are several sci-fi patreon battlemap creators.

Tips

I usually have a journal with rules, tips, and other helpful things for my players. Here is what those look like. You can toggle the source mode for a journal and put the html code in to copy these

  1. messaging html code | preview
  2. rolls html code | preview
  3. tips html code | preview

Something in the works

I do have another module I’ll probably release this year. Related to Sci-Fi map generation (map as in travel map, not battle map). So, give me a follow on Itch for future updates on that.

That sounds cool. I do think there is another module (it’s free) which does something like what you’re describing. Have you seen console? Let me know if that works for you.

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Gotcha. I think it’s about time I add a checkbox to allow my core macro feature to be optionally ran user/client side.

You can track progress here. Probably going to be a month before I get this change out.

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I think the issue you might be getting is because Terminal uses a GM proxy for macros. If I’m understanding right, I think you would be able to do what you want if the macro was simply ran on the user’s machine.

If that’s the case, there is currently one way to run macros from Terminal without a GM proxy. This requires Foundry V12+ as it uses Regions.

  1. Create a Region, make sure its in a location no users can access, so as to avoid this going off when you don’t want it.
  2. setup the region as shown in the picture (left & top right windows)
  3. Then open the “Trigger Regions” button on Terminal. Link your Region to the Terminal (bottom right). Simulate the same event found in the behavior you created.
  4. Make sure the chosen macro is given observer for everyone.
  5. You’re done, a new button will show in Terminal which can run macros on the User’s side.

from there you can get the user’s id with game.user.id

Again, not totally sure if I’m on the mark here. So, let me know more details if this isn’t what you had in mind.

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There’s two issues. Once is single entry variables are significantly simpler code wise to manage. Usually once you start using lists of entries, it takes doubles the lines of code.

Second, I’d have to write a migrator script. Which would check for if any Terminal’s have the deprecated solution. Then migrate the data if they are. These make me a little nervous because it’s easy to accidentally code a bug for scripts like this (I wrote a similar one for v3.0,0 when Foundry V12 came out).

That being said, I will look more into this feature.