ChaosEternal said: Would it be possible to sort item by stat effect? For example, displaying all items that increase magic damage? When running a lot of mods it's nearly impossible to keep track of all of your options. Click to expand...

Possible? Probably."Increases magic damage" isn't an innate part of the items - what the game does is go "okay, it's time to update the player. Let's go through their accessories. If this accessory's .type field == ItemID.MageEmblem, magic damage + whatever. If this accessory's .type field == ItemID.AvengerEmblem, magic damage + whatever and melee damage + whatever and..". So going that route to check them is out, since the fact that it increases damage isn't stored directly on the item anywhere.The other route, then, would be to check the tooltips of all the items in the game when it first initializes for each of the various filters. Not sure if the loading iterates through modded items or not (I only do that to connect Item graphics to Tiles for the station info, but modded tiles don't get connected properly), but base items, you can grab the tooltip through Lang.cs -> toolTip(type) and toolTip2(type) (maybe item.toolTip/item.toolTip2 is the same exact thing, not sure). Any items containing "magic damage" in one of the tooltips would get shoved into a magicItems array/list, any items containing "melee damage" would get shoved into a meleeItems array/list, etc. You will also have to catch items that simply say "increased damage" since that covers everything.Then there'd be a "filter" variable that just stores which filter is currently being used (magic/melee/whatever). In UpdateRecipes() you would just do something like "if (filter == "magic") { recipefinder = recipefinder.Where(recipe => magicItems.Contains(recipe.createItem)); } (pseudo-code, I don't have VS fired up for intellisense). You could probably even just do recipefinder.Where(recipe => recipe.createItem.toolTip.Contains("magic damage") || recipe.createItem.toolTip.Contains("increased damage") || recipe.createItem.toolTip2.Contains("magic damage") || recipe.createItem.toolTip2.Contains("increased damage")) after the initial search, but that could be a little heavier on the search time.If you don't want to screw around with UI, you could look into reading the chat (so "/eci magic" -> filter = "magic", "/eci none" -> remove filter) instead of adding buttons...and all of that assumes that the modded item properly set up their tooltipsLike the OP says, I was originally gonna add filters, but then I got lazy ('coz I'd probably add a lot). If you want to mod it using tModReader and VS, go ahead, the source code's included. You'll have to play around yourself to figure out how to take the mod apart and compile your own mod, I'm not gonna tutorial everything