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@felinista-ux
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Since PoB has support for the Foulborn uniques but don't have them in the import, i have generated a dropdown menu on the "Uniques" and "Rare Templates" menu, now it has a third option being the foulborn uniques.

image

Everything was added manually on a new source for the uniques, being in the folder Data/Uniques/Foulborn/...
It has 99% of the uniques sorted out in all their variations of foulborn, i haven't used the "Variant" type and created another item for sorting capabilities.
The only unique i didn't add was Skin of the Lords as i couldn't generate it without overwriting the original one.

image

Has every single variant possible as per the image, used the upgrade format at the top to generate the text showing what mod it remove and add.

Comment on lines +205 to +210
if self.saveNewModCache then
local saved = self.defaultItemAffixQuality
self.defaultItemAffixQuality = 0.5
loadItemDBs()
self:SaveModCache()
self.defaultItemAffixQuality = saved
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Hi, I think this block is indented one level too deep.

@Blitz54
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Blitz54 commented Jan 28, 2026

Oh boy this will be fun to review haha. One thing I noticed is the foulborn mods need to have (mutated) at the end of them, so that they are the correct purple color in the tooltip.

Also not sure about the naming. All foulborns in game lead with Foulborn in the title. With a custom name, the flavour text does not appear. We could just have them all the same name, but not necessarily that important. Or change how we get the flavour text by stripping the number from the title as well. Something to consider.

@LocalIdentity LocalIdentity added the enhancement New feature, calculation, or mod label Jan 28, 2026
@Nightblade
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Please only use English comments and variable names.

Also, variable names that are made by joining multiple words together should ideally use capital letters. This is consistent with the existing code-base, and easier to read and spellcheck. For example: fouluniques should be foulUniques.

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4 participants