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I've been print screening personally so I could move it onto something non-internet based. I was just wondering if there was a more elegant solution. I'm having great fun making a slowly growing folder of different starships.
If you just want the block and not the rest of the screen, you could:
Also, sharing is caring. You got a link to that folder full of ships? I love to see the stuff people build with them.

Thaago |
This is absolutely fantastic, thank you! Making starships is much, much easier and statblock is very attractive.
One small bug I noticed: If you take an Array weapon it does correctly take two slots, but on the "Statblock" page it lists an extra, empty mount. I can just delete it manually, but it was a bit confusing at first.

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It prevents me from selecting a second power core, even though the ship is of a frame that can automatically take another (Huge 2, Gargantuan 3, Colossal 4).
You've gotta select the power core housing below FIRST, then come back. It's a bit confusing. I'll try to come up with a better way to do it. I'm considering moving that choice down below or next to the expansion bay section. We'll see.
Keep 'em comin'. Haven't had the time to devote to this with some stuff that blew up at work, but I'll try to fit in some spreadsheet for fun time this weekend. If you've got a build that's breaking something, please send me the details; either post it here, make a comment on the sheet, or send me a PM. Give me the build you're using and I'll try to suss out the problem.
I've added primary, secondary, tertiary, aviary, and quaternary power cores to my to do list. I'll add extra slots for them in the next update.

usgrandprix |
Hey Nickela this is wonderful. Comment and a question.
I don't think you can add a turret to a ship that does not have one. You can spend 5 BP to add a mount to a turret but I'm not sure that means you can spend 5 BP just to get a turret. Won't be the first or last time if I'm wrong. Rule says: "By spending 5 BP, the crew can fit a new light weapon mount on a turret that has enough free space." I don't see the cost for adding a turret in the rules so I assumed you had to have one already.
Where did you get the BP costs for computer countermeasures? Can't find them anywhere.
Thanks for sharing your great work.

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I don't think you can add a turret to a ship that does not have one. You can spend 5 BP to add a mount to a turret but I'm not sure that means you can spend 5 BP just to get a turret. Won't be the first or last time if I'm wrong. Rule says: "By spending 5 BP, the crew can fit a new light weapon mount on a turret that has enough free space." I don't see the cost for adding a turret in the rules so I assumed you had to have one already.
Hmmm...the rules do seem a little unclear on this. They don't explicitly say that you can or cannot add a turret. They do say that tiny and small frames have a max of two mounts per arc (or turret) and there are no tiny ships that START with a turret, so I assumed that you could add a mount. I'm going to leave it on until an FAQ expressly forbids it and you can just not add one if you think it's not allowed. ;)
Where did you get the BP costs for computer countermeasures? Can't find them anywhere.
Computer Countermeasure costs can be found on CRB p. 300. I use an on-sheet calculation to determine computer tier based on starship tier.
When a foe attempts to hack a starship’s computers and fails, a set of countermeasures can punish the would-be hacker. The crew can install one of the countermeasures listed on page 216, following the normal rules for countermeasures. Each countermeasure costs a number of Build Points equal to the starship’s computer’s tier (half the starship’s tier; see page 297).

usgrandprix |
Thanks Nickela for the Computer Countermeasure BP costs. I knew they had to be somewhere.
I think I wasn't clear about the turrets. I saw the part about tiny and small and figured it was future compatible, 'cause Paizo. Wording seems clear to me otherwise but meh, what do I know? I can say I do not know what DOOOOOOOOOOT~! means!

Tacticslion |

Tacticslion wrote:DOOOOOOOOOOT~!TIL what dot means. Thanks.
It's a method of marking a thread due to interest.
It's done for two reasons, that I'm aware of:
a) a little literal dot actually appears next to any thread you've posted in (hence the name; this is in addition to "x newest" that appears in said threads as well as those you've just read) so it's more noticeable;
b) you can find the topic your post history.
:)

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Hey Nickela,
FWIW there's a shuttle in the AP that does have an added turret so I think they mean for us to be able to add them and that wording is just a little misleading.
HA! Awesome. So I'll take that as working as intended and not feel bad about leaving it in. Thanks for the bonus research.
Hello Nickela, any chance you could do something similar with Pathfinder to Starfinder conversions?
Like a sheet where you put in stats for PF monsters and stuff and it spits out a stat block for SF? Maybe? Haven't read up on the rules for that.
I'm doing some work this weekend on the sheet; been busy with family and work and stuff. Also water heater died, so been mopping out the basement. Also bought a new playground for the kid, so was installing that. LIFE!
Gonna see if I can't add in an earlier suggestion for turning systems on and off for ships that go over on PCUs. Also going to incorporate extra cores and move the bonus core choice down to the expansion bay area.

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By the way, does your sheet allow linking tracking weapons? I know the rules only specify direct fire, but the SFS player guide has a ship class with a turret with linked missiles.
Any weapon can be linked on the sheet. Did not even occur to me to prohibit tracking weapons from linking. How would that be handled with the tracking? You fire to missiles and when one fails, they both fail? Maybe that's the risk you take with linking...?
EDIT: By the way, weekend work is finished, we're on v1.5 now.Format work on Ship Sheet.
Created PCU sheet. Made a simple calculator that lets you turn systems on and off and see the PCU total.
Format work on Build Sheet; moved secondary core to below expansion bays.
Added Tertiary, Quaternary, and Quinary Cores. Narrowed choices so you can only pick power core housing as many times as is legal (1 for M, L; 2 for H, 3 for G, 4 for C).

John Napier 698 |
james014Aura wrote:By the way, does your sheet allow linking tracking weapons? I know the rules only specify direct fire, but the SFS player guide has a ship class with a turret with linked missiles.Any weapon can be linked on the sheet. Did not even occur to me to prohibit tracking weapons from linking. How would that be handled with the tracking? You fire to missiles and when one fails, they both fail? Maybe that's the risk you take with linking...?
EDIT: By the way, weekend work is finished, we're on v1.5 now.
Format work on Ship Sheet.
Created PCU sheet. Made a simple calculator that lets you turn systems on and off and see the PCU total.
Format work on Build Sheet; moved secondary core to below expansion bays.
Added Tertiary, Quaternary, and Quinary Cores. Narrowed choices so you can only pick power core housing as many times as is legal (1 for M, L; 2 for H, 3 for G, 4 for C).
If it were me, I'd say that linked tracking weapons get the same targeting data, then proceed independently towards the target. Sort of like those missiles fired from that Star Destroyer in The Force Awakens.

Jimbles the Mediocre |

Now that alien archive is out there's a new frame the Oma (pg 89) and a new upgrade slime patch system (of 101) to add to the calculator.
Is there a way to easily add these or other custom options?
I would also like to know this, as my spreadsheet-fu is not strong enough to reverse engineer it. I'm able to modify at least some fields of existing ship frames, but when I attempt to add a new frame it doesn't show up in the build sheet drop-down menus.
(I don't know what is and isn't possible in Google Sheets, but a great tool to have would be a checkbox menu either on the build sheet or another sheet where the user can select the source books they wish to build a ship from.)

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Fixed the reset button.
I've been away for a bit. Work and family stuff. Only have enough attention to do ONE thing at a time and last month was a big one for Vidya and the wife authorized three purchases (AC: Origins, Mario Galaxy, and Destiny 2). I'm working on adding in new items from Alien Archives to this and my other sheet.
Adding new items is pretty simple, but I'll add notation to the reference sheets as well as the instruction sheet so that others can add homebrew, etc.
I will look into NPC skill bonuses as well. No promises there.

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Sheet updated to v1.6
See changelog for details.
On tap for 1.61:
add in slime patch
look at adding NPCs to statblock somehow
fix problems that undoubtably come up from adding in new functionality
Please try to break it. Let me know what needs fixing.
IT IS BEDTIME. Why do I do this to myself? I have school in the morning!

Pathdigger |

On the ship frames sheet there’s a formula that looks like =iserror(index(Namedrange,match(range, framechoice))) or close to it I’m working off memory here. Make it (and the other 19 copies in the top row the same but put a -1 after the match function the first range starts at row 1 but the second starts at row 2 so the whole th gets offset by one. Should get something that looks like =iserror(index(namedrange,match(range,framechoice)-1)) there are a couple other options like changing the namedrange to start at row 2 instead of row 1 but didn’t know what else that might break so sticking the -1 in those formula on the top row seemed the more targeted solution

Pathdigger |

ok yep, working from memory wasn't too accurate so here's a second go. I have the sheet to look at now.
on the Ship Frames tab (this is hidden so you'll need to find it under View --> Hidden Sheets --> Ship Frames) there is a table for all the frame details.
Cell N1 has this formula
=iferror(index(N2:N,match(Frame,FrameChoice,0)))
Change it to
=iferror(index(N2:N,match(Frame,FrameChoice,0)-1))
and then make a similar change to the cells in O1, P1, Q1, S1, T1, etc..
I just copy pasted after the first cell the N2:N should be relative and change for each new column. just don't copy into cells like R1 that read Weapons(Location) those need to stay the same.
This worked for what I was trying to do and I don't think it breaks anything else in the sheet, though Nikela is the man who would know for sure.
Once again thanks to Nikela for the great work on this thing and I learned a couple new tricks for Sheets trying to reverse engineer and find the problem so thanks for that as well :)

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ok yep, working from memory wasn't too accurate so here's a second go. I have the sheet to look at now.
on the Ship Frames tab (this is hidden so you'll need to find it under View --> Hidden Sheets --> Ship Frames) there is a table for all the frame details.Cell N1 has this formula
=iferror(index(N2:N,match(Frame,FrameChoice,0)))
Change it to
=iferror(index(N2:N,match(Frame,FrameChoice,0)-1))
and then make a similar change to the cells in O1, P1, Q1, S1, T1, etc..
I just copy pasted after the first cell the N2:N should be relative and change for each new column. just don't copy into cells like R1 that read Weapons(Location) those need to stay the same.
This worked for what I was trying to do and I don't think it breaks anything else in the sheet, though Nikela is the man who would know for sure.Once again thanks to Nikela for the great work on this thing and I learned a couple new tricks for Sheets trying to reverse engineer and find the problem so thanks for that as well :)
Looking into this now. Will update when I've got a fix.
EDIT: SO yeah. When I updated the sheet with fields for homebrew stuff, I changed the named ranges to be the ENTIRE column instead of row 2 to whererever. This slightly broke the lookup. I applied Aarak's fix and it worked perfectly. You are the best beta tester since you found the problem and basically fixed it for me.
Keep 'em coming!

Ardvan Milos |

So, having a beat laptop without a working wireless card that I use while gaming, I tried saving the Google sheet as a .xlsx spreadsheet on my buddy's computer and copying via a thumb drive. When I open the .xlsx sheet I get a warning:
We found a problem with some content in 'Nickela's Starfinder Ship Calculator.xlsx'. Do you want us to try to recover as much as we can?
If I try to fix it, I get notices that multiple xmls are deleted. I tried this several times, all the same result.
Google docs won't let me save it as a open office doc, either.
I know you previously said you use not Excel formulas.
Any chance you can create an .xlsx version, please?

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Finished adding in Slime Patch systems and fixed a couple more things I broke with homebrew.
RE: excel version. Short answer, no. I use Google specific formulas and to change it to work in excel, I'd have to rework the entire sheet. If you'd like to run it off line, I suggest using chrome and following the directions at the link below.

Victor Lujan |
@Nickela I sincerely like your Google spreadsheet, however, I couldn't help but notice that there is an numerical error in the thrusters section. More specifically, S6, S8, S10, and S12 thrusters reflect PCU cost as if it was T6, T8, T10, and T12.
The actual PCU as it should be:
S6 thrusters consume 30 (PCU);
S8 thrusters consume 40 (PCU);
S10 thrusters consume 50 (PCU); and
S12 thrusters consume 60 (PCU).
I did not thoroughly check to see if it was a problem across the board with all thruster sizes. You might want to double check the data to see if the numerical values are indeed correct.
Source: Starfinder Core Rulebook Pg.296 under Thrusters table.

NicodemusReborn |

Very cool spreadsheet. Elegant design and very useful.
As a suggestion:
On the Ship Sheet and Statblock tabs, when you list weapons you should also include their range increments (such as S-5, M-10, or L-20) in addition to the damage. It would save the user from having to look up which weapons have Short (5), Medium (10), or Long (20) ranges.

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Very cool spreadsheet. Elegant design and very useful.
As a suggestion:
On the Ship Sheet and Statblock tabs, when you list weapons you should also include their range increments (such as S-5, M-10, or L-20) in addition to the damage. It would save the user from having to look up which weapons have Short (5), Medium (10), or Long (20) ranges.
So I'm one of those players/GMs that spends hundreds of hours of prep work, table creation, spreadsheet coding and character creation and sometimes never even running or playing a system.
This is not one of those times. I just recently started a tabletop club at the school I teach at and we've been running SFRPG. Did our first ship combat yesterday and the kids requested to do a skirmish style free for all. I printed out some statblocks for BMC Maulers and set them loose on each other. Long story long, I noticed that default stat block DO NOT GIVE RANGES! Which is stupid. So I'm adding them to my stat blocks.
IN ADDITION, already fixed the Thruster Issue (table mismatch AGAIN, I keep rebreaking it) and am working on the fractional tier calculations. I've got dig into the weeds and find all the formulas that reference the tier field and put an IF it's a fraction, then replace it with a number instead of that stupid fraction character thing. Or do that in one field and call that field the tier field. But a lot of things reference tier, so...might take a bit.