Originally Posted by Echo123
Okay, what's the difference between

ARM_CraftedClothTorso_01,0,0,0,0,0,1,1 requires Crafting 1
ARM_CraftedClothTorso_02,0,0,0,0,0,1,1 requires Crafting 2
ARM_CraftedClothTorso_03,0,0,0,0,0,1,1 requires Crafting 3
ARM_CraftedClothTorso_04,0,0,0,0,0,1,1 requires Crafting 4

??

Does that mean that there are 4 variants of cloth armor, or its simply named as different numbers so that at different crafting level, their attribute will change?

Edit- I think I also figured out why the mod worked for some people and didn't work for some. I noticed that some recipes had autoValue at the end of the line(so the people who tried to craft these recipes, it worked for them), and some recipes didn't have the autoValue at the end of the line(so the people who tried to craft these recipes, it didn't work for them)eg- the dyes

Yes that's probably the reason.

The 4 armors crafted are 4 different ones, they might even look differently and might have better stats, but usually that is not the case especially for armor. At crafting level 5, the best version is usually crafted AND at the same time, some buff is applied to it. That's why there are 4 recipes that look almost the same. ... and a fifth one I assume for the fifth cloth armor, using a different transform code and having an additional buff name in the output parameters, but using the same ingredients and requiring Crafting 5.

In this special case, the stats entries are:

new entry "ARM_CraftedClothTorso_01"
type "Armor"
using "_ClothArmor"
data "Act part" "1"
data "Armor Defense Value" "2"
data "Value" "2.7"
data "ComboCategory" "ClothArmor"

new entry "ARM_CraftedClothTorso_02"
type "Armor"
using "_ClothArmor"
data "Act part" "1"
data "Armor Defense Value" "2"
data "Value" "3.8"
data "ComboCategory" "ClothArmor"

new entry "ARM_CraftedClothTorso_03"
type "Armor"
using "_ClothArmor"
data "Act part" "1"
data "Armor Defense Value" "2"
data "Value" "3.9"
data "ComboCategory" "ClothArmor"

new entry "ARM_CraftedClothTorso_04"
type "Armor"
using "_ClothArmor"
data "Act part" "1"
data "Armor Defense Value" "3"
data "Value" "3.9"
data "ComboCategory" "ClothArmor"

new entry "ARM_CraftedClothTorso_05"
type "Armor"
using "_ClothArmor"
data "Act part" "1"
data "Armor Defense Value" "3"
data "Value" "4"
data "ComboCategory" "ClothArmor"

The armor values of the first three armors is 2, that of the other two is 3, so you actually craft a version with more armor the higher crafting you have. (Those are internal values the game uses to calculate the actual armor value at a certain item level.)
The armors also have a different "Value", which means you get more gold for them if you sell them.

Most people use crafting mainly as an income source and don't care about actually using the items, except for weapons because the crafted swords and axes do much higher damage than the ones found, although they can never have as many additional buffs as dropped ones (+Strength or +Constitution et cetera).
If you learn more about the crafting system, you will find that the author created tons of recipes though to add the buffs that can normally appear on dropped gear only via crafting. (or blacksmithing of course)
Without any adjusments, crafted gear sells for more money than drops of the same level as far as I remember. And ARM_CraftedClothTorso_02 from the above example sells for more than ARM_CraftedClothTorso_01, but except for the sell value, the are identical, stat-wise. They might also look different.
All 5 craftable cloth armor pieces are in the "ClothArmor" combo category and can be used with buff recipes for that category. (and can probably be cut into cloth scraps with a knife or dagger, because this recipe most likely exists in the crafting extension as well)

Crafted items have the advantage, that you can have them at your level, because with 'autoLevel 1' they get the same item level as the level of the character that crafted them. With dropped items, you have to be lucky enough to find the 'right' items for your level before you completely outlevel your current gear.