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Allow changing the base of crafted items - #10358

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AdamZ-8113 wants to merge 2 commits into
PathOfBuildingCommunity:devfrom
AdamZ-8113:feature/change-crafted-item-base
Closed

AdamZ-8113 wants to merge 2 commits into
PathOfBuildingCommunity:devfrom
AdamZ-8113:feature/change-crafted-item-base

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@AdamZ-8113

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Fixes #10260

Description of the problem being solved:

Crafted items can't currently change their base without recreating the item and manually rebuilding its modifiers.

This adds a "Change Item Base" popup that shows the available types, bases, and implicits. Compatible modifiers, sockets, rolls, and item identity are preserved. The popup reports modifiers or influences that aren't compatible with the selected base before applying the change, and handles bases with special prefix, suffix, or influence rules (i.e. Simplex, Astrolabe Amulet, etc.)

Note: We favor keeping Eater/Exarch implicits over base item implicits, but this revealed a bug/behavioral issue in PoB where you can have an item like Two-Toned Boots with Eater/Exarch influence, apply those implicits to the boots, and the base implicit is retained, making it a 3-implicit item. I'll open a separate issue for this.

A few UX notes: The search box is highlighted when the modal opens, item diff tooltip appears on hover without clicking so that search doesn't lose focus, scroll without focus works, and the modal is sized to accommodate the majority of modifiers without being so large that it forces the item diff tooltip to jump around. Changing base types re-triggers the search against bases for the new type. The modal grows down only as descriptions are added, to keep it well positioned.

This modal could easily be adapted to replace the "Craft Item" workflow as well, if desired.

Steps taken to verify a working solution:

  • Full test suite
  • Lots of manual testing with many different items and permutations of modifiers

Link to a build that showcases this PR:

https://pob.codes/b/1AN2oaXLaWC

  • Use Rare Item DB panel to find many more items to change around

Before screenshot:

After screenshot:

image image image image

@AdamZ-8113

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Removed the Other: field unless it has a meaningful message to display.

@Nerotox

Nerotox commented Oct 29, 2026

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Actually worked on something similar a while ago and just saw this PR. I went with a more in-line approach that's IMO a bit less complicated and lets you see the changes directly with the already known PoB Item UI when you hover over a new base type. Few example screenshots using the items from your test pob:

image image image image

I have the changes on https://github.com/Nerotox/PathOfBuilding/tree/feature/item-base-hotswap if you wanna take a look

@AdamZ-8113

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@Nerotox I do appreciate that this is a bit simpler but I don't like that it throws out all of the mods when switching types, even if the mods are eligible. That kind of defeats the purpose of it in some ways. Maybe some of the code from this PR -- or at least the idea -- could be adapted to your implementation. Wish I had seen yours first and not gone so heavy into the modal approach.

I also have done work (not merged) #10360 to try and make the UI just a little bit tidier. Adding another row that becomes a permanent fixture on this page keeps pushing the item down further and further. No idea 10360 will ever get merged but if it does, consolidating these drop downs to the right of the "add modifier" could at least save an extra row.

@Nerotox

Nerotox commented Oct 30, 2026

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It only throws out the mods that can't roll on the new base, tells you in the tooltip at the bottom, in that regard our implementation is the same i think

@AdamZ-8113

AdamZ-8113 commented Oct 30, 2026 •

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Weird, I must have confused some mod eligibility in my head when I tested the first time. Agreed in that case, your inline solution looks better. You should submit it as a PR.

@AdamZ-8113 AdamZ-8113 closed this Oct 30, 2026
@Nerotox

Nerotox commented Oct 30, 2026

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I'll clean it up a bit and open a PR in the next few days then with my implementation.

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Changing an item base mid-customization

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