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Canvas Harvest

An Add-on Module for Foundry Virtual Tabletop

Author: Mestre Digital Project: Source Foundry Versions 14+ (Verified 14) Last Updated 7 hours, 49 minutes ago

Canvas Harvest

The party finds an iron vein in the mine wall. A player walks a token up to it and clicks the button that appears over the vein. The pick swings three times, sparks fly, and the ore drops onto the floor beside the vein as items anyone at the table can see and pick up.

Canvas Harvest lets the GM turn places on the map into things to mine, chop, gather or carve: an ore vein, a tree, a herb bush, a deer brought down on the road. The GM describes each resource once (what it gives, which tool it needs, how many strikes it holds) and drags it onto the map. What the players harvest lands as Canvas Loot items. Loot becomes something the players go and get on the map, instead of a dice roll whose result someone drags onto a character sheet.

A token walks onto an Iron Vein and mines it; the ore drops on the floor around the token

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What a resource is

A resource is an entry in the GM's Resource Book. It has:

Each strike gives one of those items, picked by its chance, in an amount between its min and max.

The animation only changes how a strike looks and sounds. Canvas Harvest doesn't need to know whether a resource is a tree, a vein or a carcass, so any of them can use any animation, and the module works in any system Canvas Loot works in.

A module or system can bring resources of its own. They are listed in the book under its name, and you can change them like your own. The spots already on the map follow your change, and Restore brings back the version the module provides.

The book lists resources by where they come from, and within that by animation: Mine, Chop, Gather and Carve. The tag button at the bottom gives a resource a category of your own instead, such as "Swamp" or "Deep Mines". Pick it again to put the resource back under its animation.

The Resource Book with the Gem Vein open

Setting up spots

  1. Fill the Tool Sets once: open Tool Sets from the module's settings, or with the toolbox button in the Resource Book, and drop the pickaxes, axes, sickles and knives of your world into the tabs. Each tab takes as many items as you like.

    The Tool Sets window on the Carve tab

  2. Open the Items directory and click Resources. The Resource Book also opens from the module's settings.

  3. Click New Resource. Switch on the Tool Sets it takes (a set with no items can't be switched on). Drop any tools of its own and the items it gives from the Items directory, a compendium or a character sheet onto the slots, set the sliders, and click Save. An item from a sheet is replaced by the world or compendium item it came from; one made on the sheet itself is refused.

  4. Drag the resource from the book's list onto the map. A spot appears there: a Region with the Harvest Spot behavior, full.

  5. To make a carcass, drag the resource onto the creature's token instead. The spot is attached to the token and moves with it, and deleting the token deletes the spot.

Any Region can become a spot by hand, too: add the Harvest Spot behavior and pick the resource.

A spot keeps its own count of strikes. When it runs dry it stays on the map, grey, with a cracked ring. Click it to refill it. Shift-click a spot that is not dry yet to fill it up again.

Forgot what a spot is? Right-click it to open its resource in the Resource Book.

Harvesting

  1. Select your token and walk it into the spot. When it arrives, the button with the resource's picture appears over the spot.
  2. Click the button. The GM's client checks that the token is yours, stands in the spot, carries one of the tools and that the spot has strikes left, then spends one strike.
  3. The strike plays on every screen: the button swings, your token leans in, and on each of the three blows sparks, splinters, leaves or scraps fly, with a sound for each blow.
  4. The items pop out of the spot and land on free spaces around your token, never on another item or token. Pick them up with Canvas Loot. With no free space around you, the strike is refused and not spent: make room and strike again. A strike whose items could not be put on the map at all is not spent either.

A player who clicks without a tool is told which tools would do, and the GM whispers them a card with every one of them, the items of each Tool Set included.

A token mining an Iron Vein: the Mine button over the vein, the stones on the floor around the token, and the chat card

A card in the chat says who harvested what and how many strikes are left. Players only see the button of the spot their token stands in. The GM sees every spot on the scene, dimmed until one of their tokens stands in it, and a red warning on a spot whose resource was deleted.

Settings

The theme setting picks Wilds (moss, bark and amber light) or Forge (soot, iron and embers). It changes the windows, the chat card and the buttons on the map, for the whole table.

The Resource Book in the Forge theme, with the Bear open

The GM sets the volume of the harvest sounds and the file each one plays in the Harvest Sounds window, opened from the module's settings. The sounds play on the Environment channel, so each player's own Environment volume applies. A resource can have a sound of its own, chosen with the speaker button beside its animations in the Resource Book.

To keep the tools a secret, turn off Whisper the Tools Needed: the player then gets only the short warning.

Under Foundry's photosensitive mode the shaking and the token's lunge are left out, and there are fewer particles.

For developers

Modules and systems can register their own resources, and macros can place, refill and strike spots. A system can add its own rules around a strike: refuse it for a reason of its own (a vein that can only be mined by day), or follow it with a consequence (a chat card asking for a save). It can also react when a spot is made, runs dry or is refilled, to play a sound or post a message.

To know which resources its rules apply to, a system gives them tags. Tags are set through the API, and they stay on a resource the GM edits or duplicates in the Resource Book. The API, the hooks, the tags and the resource format are in docs/API.md.

Categories

Available Versions

  1. Version 0.0.3

    7 hours, 49 minutes ago
    Foundry Version 14+ (Verified 14) Manifest URL Read Notes
  2. Version 0.0.2

    22 hours, 22 minutes ago
    Foundry Version 14+ (Verified 14) Manifest URL Read Notes
  3. Version 0.0.1

    2 days, 5 hours ago
    Foundry Version 14+ (Verified 14) Manifest URL Read Notes