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Filbones’ Noob Guides to the Foundry:

Part One: Introduction and Resources

Part Two: Video Tutorials

Part Three: Map Transitions and Social Objectives

See also: Wiki Database of Tutorials and Walkthroughs

Hi All,

Your faithful friend Filbones here. I’d like to thank you, for all the support I’ve gotten recently for these Noob Guides, as well as the reviews I’ve been doing for you all. Hope they haven’t been too critical and help you make constructive changes to your mission. I as always start out my Guide with this.

“I only know what I know and that changes every second of my life. I do not call myself a Vet or Professional towards the Foundry tools. I only share what I think I know and hope that you may find something I know that you can use.”

For those of you just visiting or only hearing of me for the first time, feel free to check out my StarbaseUGC posts here or have a look at Noob Guide One and Two by clicking on the numbers. If you’re interested in my reviews you can check out the STO Forum Thread here.

So this week we will be covering Map Transitions and Social Map Objectives. A big shout out to LordOfPit [LOP] for Helping me use this post and by playing and talking about his mission Project Revava.

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Noob Guide to Foundry Part 2 Video Tutorials

So this week I’ll be covering video tutorials, not necessary because I want to make all the links and info available to you, but because I also want to go back and watch them all to revise stuff to use within my own missions. Please let me know if any of the content within is not as the author had intended. The rating system is based on how informative the tutorial is and how important its contents are to a Beginner Author. Some may be good video’s but as  the foundry has changed I have had to lower the rating for some tutorials with obsolete design techniques.

If this blog isn’t to your pace check out. For the Official Walkthough.

OR For the a comprehensive database of tutorials.

I will be revising all the Guides after I publish Number Three. 3 will be all you need to know about Map Transitions. Including social zone transition and Social zone objectives.

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Noob Guide to Foundry Part 1

If you’re still asking the question what’s Foundry, Foundry is user generated content (UGC): The ability for players to create there own Star Trek Online (STO) missions. Check the official website for more information.

Or if this blog isn’t to your pace check out: for the Official Walkthough.

OR for the most comprehensive database currently.

OR for the most up to date beginners tutorial by NemesisChiken

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It’s exciting to have new authors come to our site to learn about the toolset.  So, welcome and good luck.

We have a ton of resources, especially video tutorials.  And, we have many helpful authors in the chat room that will answer your questions, review your mission-in-progress, and share tips.

This page will link to every tutorial made by the Foundry community.  You can browse them at your leisure.  There is not a set order to watch them in.  However, you should keep a few things in mind.

Like any piece of software, the Foundry has changed over time.  Many of the tips and tricks done in the early tutorials are either unnecessary now due to improved features (especially npc options and branching dialogue) or will no longer work.  Cryptic has also changed the values of stuff like dimensions and the default size of markers, so you may have to experiment.

Here is the list, with notes made in retrospect:

Written Walkthroughs:


Video Walkthroughs:



More specific tutorials:

KF’s Tutorials:

  • How to Add a Dancing Orion Slave Girl – Notes:  This was one of the first tutorials made.  At the time, we could use a single targ from the npc groups and we didn’t have the same animation options for npc contacts as we had for npc groups.  So, most of this is outdated and unnecessary.  You can now animate an npc contact in the behavior tab.
  • How to Make a Zombie Attack – Notes: Some of the stuff in this video still works, but there are some things that do not.  We can no longer, as far as I know, move npcs into the black.  This will result in publishing errors.  Otherwise, skin animals as humans, dress them in slightly borgified costumes, and there you go.
  • How to Make Mobs of Killer Spiders
  • Chat Bubbles, Idle Animations, and Default NPC Text – Notes: NPCs now have animations.  Otherwise, much of what is explained here still works.  There are now additional options like Wander and Triggers in the Foundry.  You can learn about those in other tutorials.
  • Multiple and Overlapping Mission Objectives – Notes: This is simple, but it wasn’t immediately intuitive for me, so I made this tutorial.
  • How to Attack a Space Station – Notes: As far as I know, this trick still works OK.
  • Multiple Dialogues (the Cheat) – Notes: This was LOP’s trick, and it inspired many tutorials.  It’s outdated now, but the principles involved are still useful to understand.  It is outdated, because Cryptic added Branching Dialogue to the Foundry, which is covered in other tutorials.
  • Interacting with NPCs – Notes: A bit outdated, but some of the principles are still useful.  We now have animations for NPC contacts, and the Volcanic Flower is no longer a good choice.  There are invisible objects or you can put a martini glass -1.0 Y under the floor.
  • Klingon Sneak Attack – Notes: Explains a few simple things about using markers to decloak Klingons.
  • Seduce an Orion Slave Girl – Notes: This is very outdated.  NPCs now have animations, but it’s still useful to know how to dance with them using invisible objects or hidden objects.
  • Building Corridors from Scratch and Fun with the Holodeck – Notes: Make sure to watch Triggers, part 2 for a sequel to this trick.
  • Thinking Inside the Box – Notes:  After this was made, we discovered that you could disguise parts of the minimap by putting platforms in the ceiling of interiors.  You might consider doing this.
  • How to Spawn a Friendly NPC -Notes:  This video is very outdated, and it was made prior to having Triggers.  Triggers now allow us to beam NPCs into the map.  However, the pushpin trick turns out to be relevant for other things.  See, for example, the Triggers tutorial on timers.
  • Item Placement and X, Y, and Z Coordinates – Notes: This video is still very useful if you’re confused about X, Y, and Z.  It also shows you some tricks that make building your maps easier.  However, Cryptic has changed the values scale quite a few times, so the X, Y, and Z values may still not match the listed dimensions of objects.
  • Triggers, parts 1, 2, 3, 4, 5, 6, 7, 8 – Notes: The trick in part 5 may no longer work.  Also, part 8 was done by Galactrix, who was experimenting with the Dialog Prompt Triggers.  In some ways, the DPT makes the tricks in parts 4, 5, and 6 much simpler to pull off.  Still, it’s good to know the earlier workarounds.
  • Branching Dialogue, parts 1, 2, and 3
  • The Wonders and Blunders of Wander -Notes: The properties of Jobs work similarly.
  • Fun with Costumes
  • Turn a Friendly NPC into an Enemy
  • Do the Math (Math Tricks)


PrimetimeUGC’s Foundry Essentials:

Havraha’s Video Tutorials:

Drogyn1701’s Tutorials:

Bazag’s Tutorials:

Nagorak’s Tutorials:

Misc. Tutorials:


Reference Guides:



A Brave New Era!

What a great start to foundry on Holodeck. I’ve had the pleasure of meeting and collaborating with so many amazing people and great missions. I have not come across one that has not shown a lot of potential. This latest log is more of a parting of words. I am of for two weeks. Unfortunately work has kept me away from Foundry and STO more than I had hoped when Foundry hit Holodeck, but never fear I will be coming back bigger than ever. The Noob Guide needs a revamp, I have some amazing authors lined up for the Captain’s Table and so many amazing missions to share with all of you. I also have some extra juicy new Feature Article ideas that are worth the wait.

For now though. I would like to share my definition of grind and exploit missions, reveal my dialogue system design which every one seems to rave about and start my first two StarbaseUGC Foundry competitions.

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SUPPLEMENTAL: Am I becoming a Foundry Author Publicist?

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Mission Title : You Don’t Know When It’s Real

Author : @Chipertuesday

Faction : Federation

Level Requirements : 31+

Requirements : Shuttle Based Mission


After a tough mission in which you cooperated with the Enterprise-F, you and your crew go back to earth for a shore leave. Since you have no specific plan for the holiday, when your bridge officers invite you to join a hologram small craft racing game, you accept their offer. It was all enjoyable at first, but then it goes wrong and you suddenly realize that you are now in something more than a simulation…

This review has spoilers; if you do not want spoilers then do not continue to read this review.

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Greetings, Captains!

Ever wonder what a particular editor field does?  (such as “Map Mission”)  Look no further, here I will attempt to show the Editor dialog followed by definitions followed by the result for ease of viewing and use.

This Page is still under construction.


Library of “Story Points”

These are the basic things that move the story along.  Each will create a ‘Story Point’ box that will allow you to define the event you wish the player to experience.  Below are examples of the use of each of these points.

NOTE: You will need to place one of these after the Grant Mission Dialogin order to create the Leaving Sector Space dialog.  I recommend using Reach Marker as the first objective after the Grant Mission Dialog.

NOTE: You will usually want to build your first map and place objects and NPCs before you complete the Story editor, although there is nothing wrong with building the story first you will have to come back here to adjust things.

Grant Mission Dialog

Grant Mission Dialog

This is the dialog players will read after they find your mission but before they accept it. I like to think of this as a Popup Dialog that you must have and the editor creates for you.

Costume: This is the NPC that gives the player the mission.
Style: This gives the NPC an emotional expression.
Text: This is where you can give the player a mission brief and they choose whether to accept it.

Leaving Sector Space (or whatever map leads to your mission’s first map)

Leaving Sector Space dialog options

This is what your bridge officer will say at the Sector-to-Mission-map transision.

Leave from […]: Click the […] button and pick the system where the first map will take place.
Costume: Choose which type of bridge officer will say the dialog.
Style: The bridge officer’s emotional state.
Text: This is what this bridge officer will “say”.  See the result below.
Button: This is the player’s response, treat it like a Continue button.
Spawn at […]: Click the […] button and choose the spawn point on your first map.  Note that you need to create your map and place the spawn point before you can finish this.
Map Mission: The mission tracker will update with this message and all objectives on this map will go under this heading.


A pre-dialog box interaction as you get close enough to the system.

As you approach the system, the "Button" we defined that was intended as a response to the bridge officer also appear here.

Leaving Sector Space Dialog Box with Bridge Officer

Notice that "Take us in." ends up appearing twice, I wonder if they will let us change that.


Reach Marker in the Story editor

Reach Marker

This is one of 4 basic tasks you can give the player, which is essentially simply "go to this place".

Mission Text: This is what the player’s mission tracker will say.
Waypoints: None or Automatic (not sure what this does)
Marker […]: Click the […] button and select the object placed on your map (or go to Map view and place it).
Reached Text: System message yellow chat text appears in chat log when you arrive at the marker.


Notice the Rank wildcard leads to Ensign since this was my test character, and apparently I capitalized the T in They right after it. See the mission tracker's text on the right?

Multiple Objectives Example

Talk to Contact, Interact with Object, and Popup Dialog

These were separate objectives that I placed in order, first the Talk to Contact on the left, then I placed the Interact with Object (seen on the right) directly on top of the first, which puts them side-by-side or in parallel (instead of in series). Both objectives must be completed before moving on.

Mission Text: What the player’s mission tracker will read.
Waypoints: Marks the place on the map where the player will need to talk to them.
Actor […]: Click the […] button and select the NPC who will do the talking from the Map.
Style: Emotional state of NPC doing the talking.
Text: What the NPC says.
Button: Player’s response.


This is the result of the Talk to Contact editor box shown above.

Mission Text: What the player’s mission tracker will read.
Object […]: Click the […] button and select the object involved on the Map. Click Add Object to add additional objects to be interacted with (such as “scan 5 things”).
Interact Text: The button that the player must click to complete the objective.
Animation: What the player’s character or ship will /emote as it interacts with the object in question (such as holding a tricorder, having the main deflector emit a flash of purple, etc).
Duration: Duration of interact action, Short, Medium or Long.


This is what the player would see if they get close enough to interact, but haven't interacted yet. Note: My object is a beacon that happens to be located right on top of the alien ship, apparently you cannot treat an 'Actor' as an 'Object' to be interacted with, so the beacon is the object the player actually 'click's in this example mission.

Costume: Select the NPC on your map.
Style: The emotional state of the NPC.
Text: What the NPC will say.
Button: The player’s response.
My Notes: This screen behaves strangely when preceding or following a Talk to Contact objective, because the tracker needs to update for Talk to Contact but not for Popup Dialog.


This is a Popup Dialog, be wary that the dialog boxes act strangly (you will see what I mean) when you put them between objectives.

Kill Enemies objective

Kill Enemies Story view

Mission Text: What the player’s mission tracker will read.
Waypoints: Marks the location on the player’s map.
Encounter […]: Click the […] button and specify the encounter in the Map view (or place it if you have not already done that).

Setting up a Transition

First place your objective (Kill, Click, Talk or Move) that points to something on the new map. Then a new dialog box will appear between the last objective of the first map and the first objective of the next map.  This dialog box will not appear in the story tab until you have placed a new objective that takes place on a different map.

Leaving Rashana Space is an auto-generated box created between two objectives on different maps. I put Confirmation Text because at the time I had no idea what the Mission Text is for (if is for the mission tracker text).

Leave from […]: (not sure if you need to worry about this, normally you don’t need to make the player move anywhere after they complete the preceding objective and do the map transfer, so leave it at Whole Map unless someone gives you a good reason not to.)
Costume: The Bridge Officer who will speak a short dialog about transferring maps, this will appear before the Pick Away Team window appears.
Style: Their emotional state.
Text: What they say.
Button: the player captain’s response.
Spawn at […]: Click the […] button and select the spawn point on the map you are trying to transfer to.
Map Mission: This will be the gold name of the current mission in the player’s mission tracker.


This will appear right before the Pick Away Team window.


There are finishing touches to make in the Map Editor, in addition to picking and placing an Object, Marker, Contact or Enemy Group.  Objects and markers are relatively straightforward but will be explored in a future update.

TalktoContact Map view

Name: Editor’s name for the contact (not what you see in game).
Contact: Gold text name for the Contact visible in the dialog boxes involving them.
Ship: The ship (for space maps).
Costume: The Captain of that ship.
Default Text: (Not sure what this does in space, but on the ground creates a dialog that is used if you talk ot the contact outside of an objective.  This is not unlike talking to Admiral Quinn when he doesn’t have any missions or anything to really say to you.)


TalktoContact name shown

Notice the gold text in the upper left, that's what the 'Contact' field fills in in the Map Editor.

Kill Enemies objective

Kill Enemies Map view

This is super complicated and buggy at the moment, but the idea is that you can determine their ‘wandering’ behavior instead of them just standing still waiting for you to kill them.  I will update this upon further research and investigation, as you can see it is quite complicated.

Additional Reference Tips:

You can use the following brackets in dialogues and pop-ups:

[NickName] : Prints the character’s nickname.
[LastName] : Prints the formal last name of the character.
[FirstName] : Prints the formal first name of the character.
[Rank] : Prints the player’s current Starfleet or Klingon Rank. (Vice Admiral)
[ShipName] : Prints the informal name of the player’s ship. (Enterprise)
[ShipFullName] : Prints the formal name of the player’s ship. (U.S.S. Enterprise)
[ShipRegistry] : Prints the full registry number of the player’s ship (N.C.C. 1701)
[ShipType] : Prints the type of the player’s ship. (Galaxy Class Cruiser)