Interesting idea... I don't know how this might work... I don't know if you can trap the errors to the lua console in AS so there might be errors popping up in the lua console in AS.... I've never tried it so you're on your own there.Idea: The lua console can at least access relative paths when printing lua errors. If I could figure out how to access these, like make each cause an error and somehow return those paths to an index Razz , then I could automatically find all of the script names in the 'Tools' folder.

No, the lua console has a text limit. It can only display a certain number of lines when using the "print()" function. When it goes past that amount those first lines printed get erased. It is working properly.Works good so far, but if I uncomment the io.lines bit at the end, I lose the 'path' and first two lines of the 'read all'. I'm guessing that this is running into the automatic garbage collection of lua. But I may be missing something else.
On a side note... you will have the same problem I had with line enders. I'm getting unrecognized characters printing at the end of the lines. You may have to "reprocess" tha the _tool_list.txt file to a string for the script to work crossplatform. I had this annoying problem with my save animation scripts.
Best bet would be to extract the paths and names of the tools from each line and build a table then the the line enders won't be an issue until you need to write the file back.
-vern