Foundry modules at the table
Foundry modules at the table: where they show, their errors, settings and interface.
If your campaign comes from Foundry and brings active modules (action bars, clocks, compendia, map tools), the table loads them and lets them live alongside its own controls. This guide explains where they show, how to review their errors and what can be hidden or changed. Importing Foundry content is covered in Foundry.
Where to find it
In the table header the Modules button appears only on tables that have active modules; if any fails, it changes to "Modules: with errors". It can also be found with the general search (Foundry modules). In the table directory, the compendia section brings those of the system and of the modules (see Directory).
Requirements and permissions
A table with no active modules shows none of this: This table has no active modules. Everybody sees what the modules draw; the settings and activation of modules belong to the person running the game.
The modules window
The Foundry modules window gathers:
- Active modules: each module with its version and its state (Loaded, With errors, Loading or one from another system, which is not loaded). The summary says whether all are loaded or how many fail.
- Each module's errors, with the phase where they happened, and separately System and table errors (They cannot be traced to a single module.).
- Module settings: Changing a setting or turning a module on restarts the table's modules; the map and the chat stay where they are.
- Module tools: What modules add to the map controls. Those marked "on the map" keep the mouse until you release them (Esc).
- Module notices: Dialogs a module opened on its own at startup. They stay here until you open them.
Hiding their interface
Show the modules' interface turns on or off what the modules paint over the table: The action bars, clocks and panels that modules draw over the table. They are only hidden for you. The modules' combat trackers (Combat Carousel and similar) are hidden by default, because Roliando already has its own initiative strip; the Show modules' combat trackers switch shows them.
What the system adds
Even without modules, the system itself can add compendia, map tools, buttons and a card of its own to the table. The panel summarises What the system adds.
Common problems
"A module gives errors." Open the modules window: the module with errors appears marked and lists its errors and phase. Changing a setting or activating a module restarts the table's modules; the map and the chat stay where they are.
"I see two initiative strips." It is a module's tracker: it is hidden by default; if you turned it on, switch off Show modules' combat trackers.