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Other mods will also add unique ID's to the table (otherwise a modded faction can't craft items).
If you install other crafting mods, there will be a chance that items will get mixed up or won't show up to craft if they happen to use the same ID's from this mod.
If you change an existing item then that change will partially or fully edit the same item in these mod's depending on what the mod author did.
(which means i can't safely add it).
I do know that the pirate town of sartossa does get a trade goods building.
https://www.patreon.com/TobiasEnts
You can try to load this mod first but i can't say that will fix all issues.
Infamous Pirate Crafting (Pirate Coast Forge) with infamy and Morrslieb Altar (vampire forge) updated conflict to each other, and when i enable the Infamous Pirate Crafting (Pirate Coast Forge) with infamy, i still have access to forge mechanism when playing as Vampire Counts, which I believe is the source of conflict.
Sorry if this comment confused you, lol, I just like thanking commenters who don't try and demand mod authors update. So, thank you
This way you can arrange the items the way you like.
Do keep in mind that "white items" will always be displayed first, after that the green items and so on.
To edit this you need to go and look in the "ancillaries_tables" DB file, and change the uniqueness_ score. (White = 0 -> i don't have any self made white items i guess it needs to be under 40, green = 40, blue = 80 and purple = 200.
I hope this answer helps a bit :)
I've made some personal adjustments, as I felt the items were a bit too strong relative to the other items in the game.
But the passive abilities and the bound abilities are great! I really appreciate the fact that you didn't go the lazy way of just putting ward saves and passive bonuses on the items and instead made them interesting.
But there is a high chance that some items are the same name in the mod files, which will result in some items not be craftable with both mods active.