
Fabricate
A system-agnostic crafting and gathering module for Foundry Virtual Tabletop.
Fabricate lets GMs define crafting systems with recipes, ingredients, tools, essences, gathering environments, tasks, and events. Crafting recipes can currently be authored and executed through the public API. An early GM recipe editor in the Crafting Admin panel can edit a recipe’s identity and link a recipe item, with full recipe authoring still in progress. The player-facing Crafting and Alchemy tabs in the unified Fabricate window are planned UI surfaces.
What can Fabricate do?
| Feature | Description |
|---|---|
| Crafting Systems | Define independent systems with their own item libraries, essences, and rules |
| Resolution Modes | Simple, routed, progressive, and alchemy crafting with optional skill checks through the recipe and crafting APIs |
| Multi-Step Recipes | Chain steps that must be completed in sequence, with optional time gates |
| Tools | Required-but-reusable, breakable prerequisites shared across crafting, gathering, and salvage |
| Gathering Environments | GM-authored places where actors can gather configured component results |
| Canvas Interactables | Place Tools and Gathering Tasks as Scene Regions players activate by walking a token in |
| Essences | Abstract properties on items for flexible ingredient matching |
| Visibility & Knowledge | Control which recipes players can see, learn, or unlock through the visibility service |
| Teaser Mode | Track discovery progress and return teaser visibility state through the API |
| Shopping List | Planned player-facing UI. Aggregation support exists as internal utility code |
| Effect Transfer | Transfer active effects from ingredients to crafted items |
| Macro Integration | Customise crafting checks, property generation, and success/failure hooks |
| Alchemy Mode | Hide recipe names and let players discover formulas by experimentation |
| Recipe Graph | Planned. Visualise recipe dependencies as an interactive graph in the GM admin panel |
| How-To Guides | Quick answers to common crafting tasks |
Use the search bar in the sidebar to quickly find settings, configuration options, and examples across the documentation.
Quickstart
Head to Quickstart for installation and your first Gathering Environment.
Tools
Recipes, gathering tasks, and salvage all require reusable, optionally breakable equipment through shared Tools. Tools can be both things you would carry, like a hammer, knife, or satchel or things you would find in specific locations in the world, like a campfire, magical leyline, or forge.
Gathering
GMs can define material gathering locations in Gathering Environments when a crafting system enables the “Gathering” feature. Gathering can also be location-aware! GMs can describe campaign geography as realms, group actors into Fabricate-managed parties, and gate environments by the party’s current realm. See Gathering Realms & Travel.
Canvas Interactables
GMs can place Tools and Gathering Tasks directly on the scene as Scene Region interactables (with an optional on-canvas marker). Players activate them by walking a token into the region. A non-blocking prompt appears, and clicking Interact opens the Fabricate UI. See Canvas Interactables.
Having trouble?
Check the Troubleshooting guide for solutions to common issues.
How-to guides
Need a quick answer? The How-To Guides cover common tasks like recipe discovery, degrading tools, and effect transfer.