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mattekure
March 15th, 2018, 15:37
Now available on the Fantasy Grounds Forge: https://forge.fantasygrounds.com/shop/items/65/view

Some time ago, I found the excellent Fantasy Plant Compendium posted on reddit by user /u/NeurotoxicNihilist. https://www.reddit.com/r/DnD/comments/7rb6rj/i_have_put_countless_hours_into_a_roughly_175/ This adaptation is from the latest posted version 2.0.

I decided I wanted to try my hand had making it into a module, initially for my own use. After making it, I thought others might like to use it, so I reached out to the author and he graciously granted permission for me to post my FG conversion. I hope someone else will find this a useful resource.

This module is now marked as Any ruleset, however, it was created specifically for 5e, so some NPC's and Item entries may not work properly. As of version 0.4 item entries should work in 5e, 4e, coreRPG, fate Core, Nemenera and may work in savage worlds.

Contents:
Over 600 fantastical plants detailed
2 NPC entries
Each plant has both Story and Item/NPC entries, including the Locations found, rarity, and any description/effects.
All Item entries now have an "Unidentified" name of "Plant".
3 Scavenging tables for each location type of increasing difficulty. Details of the difficulty levels are in the story description.
Scavenging tables output item/NPC entries so they may be added to parcels/characters.
Major Compatibility update, now tested and story/item entries work with 5e, 4e, coreRPG, fate Core, Nemenera. May work with savage worlds, but I dont own it to test. NPC entries are specific to 5e, so may not work.

Three of Swords
March 15th, 2018, 16:29
Good job w/ the conversion!

I had seen his work before, and it's amazing. But bringing it into Fantasy Grounds via a module makes it even better!

LordEntrails
March 16th, 2018, 17:08
Nice. Thanks for getting permission for sharing and posting it.

mattekure
March 16th, 2018, 17:15
I found it so useful for campaigns with druids, a nature theme, or who spend lots of time in the various wilderness climates. Plus, I love all the stuff others have contributed and thought it would be good to give back, even a little.

Claneidosyan
March 17th, 2018, 10:59
Good work! I was doing something similar, but this is so much better! I'll use it for sure!
Can I ask you why you decided to make it using story entries instead of items? How do you keep track of what your players collect in your games?

mattekure
March 17th, 2018, 12:10
I did it as story entries because, in my mind at least, these are describing story elements within the world. Essentially for each entry there is only a location and a description/effect. I suppose they could also be items. That would allow them to be in parcels to hand out. I'll take a look at this next week.

Szabtom
March 19th, 2018, 08:45
Nice, thank you for sharing!

mattekure
March 19th, 2018, 13:05
Thank you all for your kind words. I'm looking for some feedback. I like the idea of having Item entries for the plants. Should I replace the story entries and only have Items or should there be both? I wont be adding additional detail to items that isnt in the original source such as cost and weight. I am also trying to figure out what would best go in the Type and Subtype fields, such as Type = Plant, Subtype = locations found.

what do you think?

Claneidosyan
March 19th, 2018, 13:23
I personally don't think that keeping the story entries would be useful, since the same thing can be done using the item records, with the added bonus of being able to put them in inventories and parcels (but that's obviously based on the way I use FG).
Plus this way the descriptions can be found directly in the items and you could use the identified tag to show/hide name and effects of the plants.

For the type and subtype technically I think they should be classified as "Adventuring Gear", since most of the non-equippable, non-magic items are in that category.
Or you could also create a new type like "plant" or "alchemy" or something similar (you could also use this as a subtype). Personally I'd make them as Type: Alchemy, subtype: plant. That way I could mark them easily as alchemy reagents, and they could be expanded later with other types of reagents (like minerals or organic).

I don't think you should put the location in the subtype section. Just put it in the description, formatted like it is now in the story entries.

And, again, thank you for sharing!

Szabtom
March 19th, 2018, 13:25
You already put work into the story entries, I think you should keep them.
I was wondering, if it would make sense to create tables per Location so you could roll for 1 or a set of random plants. When a herbalist or witch character goes out to gather ingredients.
E.g. Roll a random plant in Swamp. Or roll 1d6 plants in Mountains (with repeated results of the same plant accepted).

This is coming from someone who never created a table or a FG mod, just throwing ideas out there.

mattekure
March 19th, 2018, 13:43
Well, your in luck. I've already created the tables to roll. If you open the Tables, they are all listed by location and by difficulty of roll. the entries all look like "Location Roll - Difficulty", so like "Arctic Roll - Medium". The source document gives 3 different rolling tables that can be used, which I labeled as easy, medium and hard. basically the harder the roll type, the more rare the rare, very rare, and legendary stuff becomes. The details of the roll breakdown is in the story entry "04 d100 Tables for Scavenging Plants". Also, links to all of the tables can be found in the story entry "04 Tables by Location"

mattekure
March 19th, 2018, 13:46
Great suggestions. I think the type as "Adventuring Gear" and subtype as "Plant" should work.

mattekure
March 19th, 2018, 14:59
There are 2 that I will not be switching over to a Item entry, the Marsh Maw and Hangman Tree which are really NPC plants. I have included them as NPCs.

Szabtom
March 19th, 2018, 20:33
Cool, I did not notice earlier! Great mod!

JohnD
March 19th, 2018, 20:35
Keep the story entries; you've already made them and many will use them.

Adding items for each plant is a solid idea and suggestion. This will increase the utility the module will have for harried DMs everywhere.

Also, change the ruleset to "All" so more people can use it.

mattekure
March 19th, 2018, 20:42
I am working on adding items for each entry. I will keep the story entries. I'm not sure about changing the ruleset, mainly because there are NPCs that are 5e specific and all of the defined effects are 5e specific. I am willing to be convinced however. I could just include the npc stat block text rather than making npc entries.


Keep the story entries; you've already made them and many will use them.

Adding items for each plant is a solid idea and suggestion. This will increase the utility the module will have for harried DMs everywhere.

Also, change the ruleset to "All" so more people can use it.

LordEntrails
March 19th, 2018, 21:28
Or just add a disclaimer that the module includes NPCs that only work fully with 5E.

mattekure
March 19th, 2018, 21:32
Yeah, that's easy. I thought if it had stuff specific to a different ruleset it wouldn't load. I'll do that. When I finish these edits should I post here in the 5e post or make a new one in the corerpg section or both?


Or just add a disclaimer that the module includes NPCs that only work fully with 5E.

LordEntrails
March 19th, 2018, 23:01
IT will load in another ruleset, but when someone tries to access the NPC they will probably get console errors, and the NPC record will be incomplete.

mattekure
March 22nd, 2018, 13:12
Just uploaded a new version, link in OP.

Summary of changes
Item entries created for all plants. Standard Type: Adventuring Gear Subtype: Plant
Scavenging tables all output item/npc entries
Ruleset marked "Any" but since its designed for 5e, some things may not work right.
All story entries updated to include Rarity.
Numerous minor fixes to tables

Claneidosyan
March 22nd, 2018, 13:30
It looks great, good work! I'll be using this tonight!

Talyn
March 22nd, 2018, 14:02
Nice work!

If you're interested in trying to get it to work in the other CoreRPG rulesets, I'm fairly certain-ish I commented which item tags went to which ruleset in my version of the Dungeon Trinkets (https://www.fantasygrounds.com/forums/showthread.php?41221-Dungeon-Trinkets-Module&p=368882&viewfull=1#post368882) community module.

mattekure
March 22nd, 2018, 14:17
Thanks, I'll take a look at that. May take me some time to figure out a way to convert the XML


Nice work!

If you're interested in trying to get it to work in the other CoreRPG rulesets, I'm fairly certain-ish I commented which item tags went to which ruleset in my version of the Dungeon Trinkets (https://www.fantasygrounds.com/forums/showthread.php?41221-Dungeon-Trinkets-Module&p=368882&viewfull=1#post368882) community module.

Claneidosyan
March 23rd, 2018, 21:58
I found some problems with the module:
When using this with the item identification option, every plant item added to a player inventory is added as an "unidentified item". You could change the unidentified name to "plant" or put them as already identified?

mattekure
March 25th, 2018, 02:24
Thanks, I'll put in an unidentified name of Plant. I didn't change any of the options when I was making it, and didn't even think about the identified/unidentified status.


I found some problems with the module:
When using this with the item identification option, every plant item added to a player inventory is added as an "unidentified item". You could change the unidentified name to "plant" or put them as already identified?

mattekure
March 27th, 2018, 03:10
Just updated to version 0.3 in OP. Each item entry now has an unidentified name of "Plant" so they may be added unidentified to characters inventories.

mattekure
March 27th, 2018, 12:37
Thanks to the excellent suggestion and work by Talyn, I have finally completed a compatibility update to v0.4. All item, story and table entries should work in 5e, 4e, CoreRPG, Fate Core, Numenera and Savage Worlds. File in OP.


Nice work!

If you're interested in trying to get it to work in the other CoreRPG rulesets, I'm fairly certain-ish I commented which item tags went to which ruleset in my version of the Dungeon Trinkets (https://www.fantasygrounds.com/forums/showthread.php?41221-Dungeon-Trinkets-Module&p=368882&viewfull=1#post368882) community module.

Nylanfs
March 27th, 2018, 20:33
Hey Matt, did the sources also pull from Alchemy & Herbalists by Bastion Press? They did quite a bit of research into real world myths and old uses for plants.

mattekure
March 28th, 2018, 01:31
Hey Matt, did the sources also pull from Alchemy & Herbalists by Bastion Press? They did quite a bit of research into real world myths and old uses for plants.

I don't believe so a it's not listed as a source in the acknowledgements.

mattekure
April 4th, 2018, 16:18
Just uploaded an update, mostly a clean up of the lists, fixed several entries in the wrong place and made sure that alternate names showed up properly.

Question, should this thread be moved to the Armory section as that seems the place most of the mods are supposed to go?

JohnD
April 4th, 2018, 18:42
I thought this was going to be a discussion about my neighbour's back yard.

Gadreun
April 17th, 2018, 01:49
Whole lot of thanks from me as GM, and my Druid player, Nim is going to love this addition. I had been adding the odd herb find to some of my game parcels. But this will blow her mind! The group are currently on an exotic Island where I have hinted already at rare plant life. Now I have in-game tables to roll on! I have added to your Rep!

mattekure
April 17th, 2018, 02:43
Whole lot of thanks from me as GM, and my Druid player, Nim is going to love this addition. I had been adding the odd herb find to some of my game parcels. But this will blow her mind! The group are currently on an exotic Island where I have hinted already at rare plant life. Now I have in-game tables to roll on! I have added to your Rep!

Thanks, I hope your players enjoy it. I found it incredibly useful for my own game. I originally had a druid who was building an herbology book, similar to a wizards spellbook, but with all kinds of fantastical plants that he could harvest, use and sell.

JohnD
April 17th, 2018, 04:27
It would be nice if this were not just a 5e resource. I could use this in at least one of my C&C games for example.

Trenloe
April 17th, 2018, 05:41
It would be nice if this were not just a 5e resource. I could use this in at least one of my C&C games for example.

From post #1: "This module is now marked as Any ruleset, however, it was created specifically for 5e, so some NPC's and Item entries may not work properly. As of version 0.4 item entries should work in 5e, 4e, coreRPG, fate Core, Nemenera and may work in savage worlds."

The bottom line is that it is impossible to create a generic module that contains NPCs and items with all of the relevant fields populated - because fields are different between rulesets for these records. Give it a go in C&C and see what you can use. And, maybe if you really want to use it, you can make the mods necessary for C&C!

mattekure
April 17th, 2018, 12:09
At this time I dont own C&C, so I have no way of testing it, and no knowledge of how the XML may be different. As Trenloe says, try it out and see what works. If the XML structure isnt too different, I might be able to modify it to work, but I'd need someone to help me with samples of the XML and to test it.

JohnD
April 17th, 2018, 15:04
I'll take a look. Not sure how I missed that, probably sleep deprivation.

paladiusdarkhelm
November 27th, 2018, 15:09
Is there any way to filter this story module's results so that you get a return by plant location? Like if the party were in a swamp and the druid asks to go forage resulting in them finding something, you could do this to filter down the results. Or is there a way to easily map this info into random tables by location, where more common plants would have a higher chance to roll up??

mattekure
November 27th, 2018, 15:18
Is there any way to filter this story module's results so that you get a return by plant location? Like if the party were in a swamp and the druid asks to go forage resulting in them finding something, you could do this to filter down the results. Or is there a way to easily map this info into random tables by location, where more common plants would have a higher chance to roll up??

All of that is already built in. In the story entries, there is a d100 table for Scavenging plants that gives 3 different roll distributions. Easy, Medium, and Hard. Each one progressively makes getting rare and very rare things much more difficult. As the DM, you determine which difficulty level is appropriate for your campaign. There is a rollable random table for each location type marked Easy, Medium and Hard. Using this table will give you the results of your foraging. For example, if your PC's are in a Coastal area and you choose to use the Medium distribution table, look for the table "Coastal Roll - Medium". When you roll it it will output an appropriate plant from that location type.

paladiusdarkhelm
November 27th, 2018, 15:34
Oh, that's super. I didn't see them in my Tables section. Rechecking now.

Update: They are there. Thank you for the great extension and the quick help!

Granamere
July 19th, 2020, 21:44
Thank you for making this! The mod is great. Is this the latest version?

mattekure
July 19th, 2020, 21:45
Thank you for making this! The mod is great. Is this the latest version?

Yes, the mod on the first post is the latest version.

BlueTressym
December 1st, 2020, 00:02
I'm new to FG and have Unity. Will this work with it?

mattekure
December 1st, 2020, 00:04
It should. If you find an issue let me know

BlueTressym
December 1st, 2020, 01:39
I will, thank you.

StylinLP38
February 11th, 2021, 06:53
Hi, I'm looking for herbal objects to create parcels in my Castles & Crusades game in FGU. Can I install then copy the herbs and then export the objects to be used in my campaigns?

mattekure
February 11th, 2021, 11:55
Hi, I'm looking for herbal objects to create parcels in my Castles & Crusades game in FGU. Can I install then copy the herbs and then export the objects to be used in my campaigns?

For your personal campaigns, sure.

StylinLP38
February 11th, 2021, 16:29
For your personal campaigns, sure.

For some reason this Fantasy Plant Compendium 0.6.mod does not work. I launched my Castles & Crusades campaign, opened library, there is no Fantasy Plant Compendium module to Load. Its not showing. I have this mod saved in the same folder as all my other mods are saved.
C:\Users\StylinLP38\AppData\Roaming\SmiteWorks\Fan tasy Grounds\modules

mattekure
February 11th, 2021, 16:45
For some reason this Fantasy Plant Compendium 0.6.mod does not work. I launched my Castles & Crusades campaign, opened library, there is no Fantasy Plant Compendium module to Load. Its not showing. I have this mod saved in the same folder as all my other mods are saved.
C:\Users\StylinLP38\AppData\Roaming\SmiteWorks\Fan tasy Grounds\modules

This module was designed specifically for 5E. So it doesnt show up as available in other rulesets. You can try using the Universal Module Extension https://www.fantasygrounds.com/forums/showthread.php?41034-Universal-Module-Extension&p=363887 to load it, but I cant guarantee it will work. Most of the data is ruleset neutral, but there are a few NPC entries that have 5e specific fields.

StylinLP38
February 11th, 2021, 17:23
This module was designed specifically for 5E. So it doesnt show up as available in other rulesets. You can try using the Universal Module Extension https://www.fantasygrounds.com/forums/showthread.php?41034-Universal-Module-Extension&p=363887 to load it, but I cant guarantee it will work. Most of the data is ruleset neutral, but there are a few NPC entries that have 5e specific fields.

Thank you for referring me to the Universal Ext. That worked!
umm, I am looking at these Herbal items and see there is no weight or price/cost. Well, you saved me half the work. Now I got to add the rest.

mattekure
February 11th, 2021, 17:26
Yeah, the original module that I converted did not have that data and I didnt want to include data not in the original.

charmov
February 16th, 2021, 19:38
Wicked thanks!

ShadowedHand
September 14th, 2022, 01:28
So, I just "purchased" this extension in Forge, updated FGU and then went to activate it in my 5e campaign, but it its not showing up as an available extension.

Forge does not seem to be pushing it out to the updater. Even went and deactivated/reactivated it in my Forge inventory, but no change.

Any known issues since Feb 2021?

LordEntrails
September 14th, 2022, 03:14
So, I just added this extension in Forge, updated FGU and then went to activate it in my 5e campaign, but it its not showing up as an available extension.

Forge does not seem to be pushing it out to the updater. Even went and deactivated/reactivated it in my Forge inventory, but no change.

Any known issues since Feb 2021?
I believe the Forge submissions go through a review and approval cycle before they are available for download. I think if you check the item in the crafter portal/windo it will tell you. But since I'm not a crafter, not sure.

ShadowedHand
September 14th, 2022, 03:22
I believe the Forge submissions go through a review and approval cycle before they are available for download. I think if you check the item in the crafter portal/windo it will tell you. But since I'm not a crafter, not sure.

[Deleted]

Edit:
NM, I see the confusion, I have edited my original post to clarify.

LordEntrails
September 14th, 2022, 03:57
I just subscribed to the module, ran an update and was able to activate it in a 5E campaign no problems.

If you did those steps, it might have gotten corrupted during download. Check your FG Data/modules folder for a file called Fantasy Plant Compendium.mod. It should be 396KB in size. If not, delete it and then go into your FG Data/Vault folder and delete the file called 03a650ca-dff5-11eb-8c52-0050562be458.dat and run a new update, restart FG and try to activate the module in a campaign.

ShadowedHand
September 14th, 2022, 04:16
I just subscribed to the module, ran an update and was able to activate it in a 5E campaign no problems.

If you did those steps, it might have gotten corrupted during download. Check your FG Data/modules folder for a file called Fantasy Plant Compendium.mod. It should be 396KB in size. If not, delete it and then go into your FG Data/Vault folder and delete the file called 03a650ca-dff5-11eb-8c52-0050562be458.dat and run a new update, restart FG and try to activate the module in a campaign.

Ok, good instructions. Checked those two locations and both files were present and the correct size.

Deleted the Vault file, updated and it successful download but the extension does not show when I go to activate it.

Went back and deleted both the Module and Vault file, updated again, successful download, but still nothing showing for it in extensions for it.

Created a new campaign from scratch and looked for the extension under every rule-set....nothing.

(sigh) Any other files associated perhaps?

Went in, made copies of both the Vault and Module folders, then deleted the contents. Re-downloaded everything....still not showing as available for any campaign, new or old.

The files are there, in the folders....FGU simply does not see\load them.

Only thing I can think of is its some kind of odd conflict?? :confused:

Fixed It....
Inexperience kicking me in the pants....I didn't realize it was Module to be activated in the game and not an Extension to be enabled in the campaign screen.

The concept literally just dawned on me.

Been playing with Extensions so much lately...I blame confirmation bias.

*Facepalm* :o

LordEntrails
September 14th, 2022, 04:50
*lol* Glad you figured it out. I was reading your post and was like; "Does he really mean extension? He knows it's a module right?"

Happy Gaming!

mattekure
September 14th, 2022, 16:49
*lol* Glad you figured it out. I was reading your post and was like; "Does he really mean extension? He knows it's a module right?"

Happy Gaming!

Thanks for the assist. I just saw this thread.

LordEntrails
September 14th, 2022, 21:16
Thanks for the assist. I just saw this thread.
Anytime :)