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Hexmaker

An Obsidian plugin for tabletop RPG hex-map world-building. Each hex on the map corresponds to a Markdown note in your vault, letting you attach terrain, locations, and prose directly to the geography of your world.


Manual Installation

  1. Download main.js, manifest.json, and styles.css from the latest release.
  2. In your vault, create the folder .obsidian/plugins/hexmaker-plugin/.
  3. Copy the three downloaded files into that folder.
  4. In Obsidian, open Settings → Community plugins, find Hexmaker in the list, and enable it.

Getting started

After enabling the plugin, do this once before you start mapping:

1. Set your world folder

Open Settings → Hexmaker and enter a root folder name in World folder (e.g. RPG/world). This is the base for all other folders.

2. Generate folders

Click Generate folders. This fills in the hex, towns, dungeons, tables, and other folder settings with sensible defaults under your world folder and creates them in your vault. Any field you've already filled in is left untouched.

3. Open the Hex Map

Click the map icon in the left ribbon (or use the command palette: Open Hexmaker hex map). You'll be prompted to create your first region — give it a name, choose its size, and pick a terrain palette.

4. Generate terrain tables

Once your folders are set, go back to Settings → Hexmaker and click Generate terrain tables & hex links. This creates a description and encounters table file for every terrain type and links them into any existing hex notes. It's safe to run again at any time.

You're ready to start mapping.


Features

Hex Map view

An interactive hex grid rendered as an Obsidian panel.

  • Left-click a hex to open (or create) its note.
  • Right-click a hex to open the hex editor.
  • Pan by clicking and dragging with the left or middle mouse button.
  • Zoom with the scroll wheel.
  • Expand the grid with the +/ buttons in the toolbar.
  • Go to hex ( button) — enter coordinates to centre the view on a specific hex.

Regions

The map is divided into named regions, each stored as a subfolder under your hex folder. Switch, create, rename, and delete regions from the region button in the toolbar.

Each region is assigned a terrain palette at creation time (see below).

Hex editor (right-click menu)

A side-panel modal for editing a hex note without leaving the map.

  • Terrain picker — select the terrain type for the hex from the region's palette.
  • Icon override — override the default terrain icon with any icon in your icons folder.
  • Towns / Dungeons — link existing notes from their configured folders, or create a new note by name. Linked items are clickable and open in a new tab. Each entry has a remove button.
  • Features — free-form wiki-link list for anything else.
  • Encounters Table — link random table files to a hex. Clicking a linked table opens the Random Tables view with that table pre-selected.
  • Notes sections — Description, Landmark, Hidden, Secret, Encounters, Weather, Hooks & Rumors — inline text areas with a 🎲 roll button to append a result from any random table.
  • Open note link next to the hex coordinates opens the full note in a new tab.

Random Tables view

Open via Command palette → "Open Hexmaker random tables" or the 🎲 toolbar button on the hex map.

A two-panel view for managing and rolling on random tables.

  • Left panel — lists all .md files in the configured Tables folder. Click a table to load it. + New creates a file from the default template.
  • Right panel — shows the table's entries with odds (percentage or die range). Roll button highlights the winning row and shows the result. The result is editable before use. Roll history shows the last 5 results.
  • Change die dropdown — updates the dice: frontmatter and recalculates die ranges.

Workflows view

Open via the Workflows tab in the Random Tables panel.

Chain multiple table rolls together into a filled template note.

  • Create a workflow — define steps (each step rolls a table N times), a template with $placeholder variables, and a results folder.
  • Roll a workflow — each step shows a dropdown and a Roll button. The template fills in live as you roll. Save the result as a new vault note.

Terrain tables & hex linking

Each terrain type has two auto-generated table files: {terrain} - description.md and {terrain} - encounters.md, stored under {tablesFolder}/terrain/.

⚠️ Configure all folder settings before clicking Generate. The Generate button (Settings → Hexmaker → Generate world data) creates the terrain table files and links each hex note's terrain encounters table into its Encounters Table section. It is safe to run multiple times.

Drawing tools (toolbar)

Toggle tools from the toolbar above the map. Right-click off a hex to exit any tool.

Tool Left-click Right-click (on hex)
Terrain Paint terrain on a hex (drag to paint multiple)
Icon Paint an icon override on a hex
Path Add hex to the active path chain Remove hex from chain

Terrain painter extras:

  • Clicking the Terrain button always reopens the palette so you can switch colours mid-session.
  • Pick (eyedropper) — samples the terrain from the next hex you click and sets it as the active brush.
  • Clear — paints the "no terrain" state.
  • Brush size — paint 1×, 3×, or 7× hex radius at once.

Path tool: Click the Path button to open the path type picker. Select a type to start drawing, or switch to edit mode to create, rename, recolour, or delete path types. Each path type has a name, colour, line width, line style (solid / dashed / dotted), and routing mode:

  • Through — smooth Bezier curve through hex centres.
  • Meander — gentle curve through the midpoints between hex centres (good for rivers).
  • Edge — traces strictly along the hex polygon boundary lines between hexes.

Hex table view

Open via Command palette → "Open Hexmaker hex table".

A scrollable reference table of every hex note, with one row per hex and columns for all sections.

  • Coordinates column — click to open the hex note.
  • Terrain column — click to open the terrain picker.
  • Town / Dungeon columns — click an empty cell to add a link (pick existing or create new); click a populated cell to open the note (or a navigation list for multiple links).
  • Text section columns (Description, Landmark, etc.) — click any cell (including empty ones) to open an inline editor. Saves directly to the section in the hex note, creating the note and section if they don't exist yet.
  • Resize columns by dragging the border between column headers.
  • Refresh button reloads all data from disk.

Settings

Open Settings → Hexmaker to configure:

Setting Description
World folder Root folder for world notes (used by the Features file picker).
Hex folder Folder where hex notes are stored, e.g. RPG/world/hexes.
Towns folder Scopes the Towns dropdown to a specific folder.
Dungeons folder Scopes the Dungeons dropdown to a specific folder.
Tables folder Folder for random table files. Terrain tables are created in a terrain/ subfolder here.
Default die Die size used when creating new table files (d4d100).
Icons folder Folder containing .png icon files available as custom terrain/hex icons.
Template path Path to a custom hex note template. Supports {{x}}, {{y}}, {{title}} placeholders. Leave blank to use the built-in template.
Hex gap Gap between hexes in pixels.
Grid size Number of columns and rows in the map grid.
Hex orientation pointy (default) or flat top hex style.
Path types Named path types used by the Path drawing tool. Each type has a name, colour, width, line style, and routing mode. Manage them from the Path button on the hex map toolbar.
Terrain palettes Named palettes of terrain types. Each palette has a name and a list of terrain entries (name, colour, optional icon). Palettes are assigned to regions at creation time and cannot be changed after. Edit palette contents from the terrain tool on the hex map.
Generate ⚠️ Configure all folders first. Creates missing terrain table files and links each hex's terrain encounters table into the hex note.

Hex notes

Each hex note lives at {hexFolder}/{region}/{x}_{y}.md (e.g. RPG/world/hexes/Overworld/3_7.md).

Frontmatter:

---
terrain: Forest
---

Sections (used by the editor and table view):

Heading Type Purpose
### description Text What the party sees and feels
### landmark Text The standout visible feature
### Towns Links Settlement links
### Dungeons Links Dungeon/site links
### Features Links Other points of interest
### Encounters Table Links Random table links (linked to terrain by Generate)
### hidden Text Discoverable with effort
### secret Text Revealed only through investigation
### encounters Text Encounter table notes
### weather Text Weather notes
### hooks & rumors Text Adventure seeds

You can use your own template (configured in Settings). Any ### Heading that matches a section name will be picked up automatically.


Development

npm install        # install dependencies
npm run dev        # watch mode — rebuilds main.js on every save
npm run build      # production build (type-check + bundle)
npm run version    # bump version (updates manifest.json and versions.json)
npm test           # run the test suite

The built output is main.js in the repo root. Obsidian loads this file directly from the plugin folder.

Reload the plugin after a build:

// Paste in Obsidian developer console (Ctrl+Shift+I)
app.plugins.disablePlugin('hexmaker-plugin');
app.plugins.enablePlugin('hexmaker-plugin');

Source layout

main.ts                          ← re-exports DuckmagePlugin
src/
  DuckmagePlugin.ts              ← plugin entry point
  DuckmageSettingTab.ts          ← settings UI
  DuckmageModal.ts               ← base modal class (all modals extend this)
  types.ts                       ← interfaces and type constants
  constants.ts                   ← runtime constants and defaults
  frontmatter.ts                 ← terrain/icon YAML read/write
  sections.ts                    ← markdown section read/write helpers
  utils.ts                       ← shared utilities
  bundledIcons.ts                ← built-in PNG icons embedded as data URLs
  defaultHexTemplate.md          ← built-in hex note template
  hex-map/
    HexMapView.ts                ← interactive hex grid (ItemView)
    HexEditorModal.ts            ← right-click hex editor (Modal)
    TerrainPickerModal.ts        ← terrain palette picker
    TerrainEntryEditorModal.ts   ← edit a single terrain entry
    IconPickerModal.ts           ← icon override picker
    RegionModal.ts               ← region management
  hex-table/
    HexTableView.ts              ← hex reference table (ItemView)
    HexTerrainPickerModal.ts     ← terrain picker in table view
  random-tables/
    RandomTableView.ts           ← random tables + workflows panel (ItemView)
    RandomTableModal.ts          ← inline roll modal
    RandomTableEditorModal.ts    ← edit table entries
    WorkflowEditorModal.ts       ← edit workflow definition
    WorkflowWizardModal.ts       ← execute a workflow
    randomTable.ts               ← parse/roll/odds utilities
    workflow.ts                  ← workflow parse/serialize utilities

Troubleshooting

  • "Failed to load plugin"main.js is missing. Run npm run build.
  • Viewing logs — Press Ctrl+Shift+I (Windows/Linux) or Cmd+Option+I (Mac) to open the developer console.

Third-party libraries

This plugin bundles MiniSearch (© Luca Ongaro, MIT License) for in-memory full-text search.