Here's the latest from Area 51. Still having a problem that looks like list shift errors (still don't know if that's what it is). I had one item file that added a couple of things, and also cut shoes to redefine them with a couple of additional tags (it doesn't work to simply select the item name and add the BARRED tag; I had to cut the whole thing and redefine it). In the game, everything was fine, so I saved it after they made some bone shoes. But after reloading the save, all the shoes showed up without an icon, and though the material stayed the same, they were all now "jagged" high boots. That tells me the game is pulling
divine equipment adjectives and applying them to bone shoes, but it's also shifting shoes to high boots.
So, I changed the setup. I copied item_shoes.txt and pared the innards out to just the shoes I was editing and a CUT_ order. I made item_personal.txt go barefoot (no shoes in there now) and went in to test again with a new world. Same thing happened.
Time to test with a brand new mod. I'm going to see if this tictac can manipulate gravity. Maybe my mod is too complicated, and something somewhere else is causing the problem. New mod makes trousers craftable with bone. The item_pants.txt file selects pants and adds the BARRED tag (which says "this can be made of bone"). New world. Embark screen has no bone trou. Craftsdwarf workshop has no reaction for bone trou. Exit out, back to edit. Now the mod's item_pants.txt file cuts pants and adds them again, with the tag. No bone trou in embark, but in the craftsdwarf workshop, in the bone menu, I have the option to make bone trousers. Butcher the yak, make some pants (leather too, for comparison). Save to title menu, reload the save. Now the leather and the bone pants are jagged leather/bone greaves instead of mundane trousers. Glad it's consistent, but I wish I knew what I was doing wrong. At least I know it's not the same filename problem kiiranaux was having.
Create new world, this time with generation of divine materials turned off. Now bone trousers cannot be made, and on reload the fresh leather trousers did not change. So, contrary to how modding used to work and how I understood it to work, adding a tag to an item borks it.
"I have improved my skill, this might be bliss."Change to the test mod: it now adds a new item and doesn't touch existing trousers. PANTS2 is a paste of the trousers entry, but with the BARRED tag replacing LEATHER. New entity file makes PANTS2 common for dwarves. The trousers2 legwear is available in embark, but only in cloth (because it still has the SOFT token). Some dwarves are wearing a pair, in cloth. "Make bone trousers2" shows up in the bone category in crafts 'shop (without needing to make a custom reaction for it, mind you), and it takes 3 bones to make a pair. Made leather trou too, for comparison, but trousers2 aren't craftable in the leatherworker 'shop. Save to title screen, load the save, and the bone trousers2 have not been changed to a divine product.
Conclusions: You cannot add a tag to a clothing item by doing a SELECT_ITEM_X followed by NEW_TAG. You can CUT_ a clothing item and remake it with an additional tag, but on loading, the game gets very confused and thinks it is That Which Should Not Be, making all copies of the item you cut and redefine into a divine model, without any visuals attached. So, don't make a new clothing item with the same name as an item in the vanilla raws, even after you cut out that item.
Guesses: The game sees an item, and then it sees what materials can be used to make it, then fits it in to the standard crafting menus and makes the icon for the item match the material's color. But, if the game has to do this a second time when loading the game, and your version of the item doesn't match vanilla raw information for that item, then it treats your version of the item as though an angel made it.