Or maybe you mean the first part of the filename needs to be the same? Like, I can't do CUT_ITEM_WEAPON:ITEM_WEAPON_WHIP in the file called backyard_bbq_recipes_by_grandpa.txt? Just asking, because on my first reading I assumed something else, and to that I'd say that my file item_weapon_personal_tweaks.txt does a fine job of successfully cutting and replacing an object. I have a feeling you wouldn't disagree, because you probably have had the same experience. It would mystify me if you hadn't.
Actually, I do mean the "something else".
If we're having different experiences there must be more variables in play ! :O Here's my situation.
Mod contains two files. Item_weapon is an edited copy of the vanilla file item_weapon. Every melee weapon is modified slightly in damage values, and, the items BOW CROSSBOW BLOWGUN are moved to a second file, Item_weapon_ranged. Item_weapon contains CUT for all vanilla melee weapons (before redefining them as new objects with the vanilla names again), and the syntax is correct. Item_weapon_ranged contains CUT for BOW CROSSBOW BLOWGUN (before redefining them as new objects with the vanilla names again), and the syntax is correct. This situation confused the game engine and causes list shift errors*
Deleting item_weapon_ranged and moving both CUT BOW CROSSBOW BLOWGUN and the redefinition of BOW CROSSBOW BLOWGUN back to item_weapon? No more list shift errors.
*An example of a list shift error weapons would be, for example, you're embarking, prepare carefully (same would happen on "play now"), and instead of a pickaxe you are given a 2 handed sword. Then you click digging implements and the list includes crossbows. So you click to add one of those crossbows and it puts a flail in your inventory. Etc.
List shift errors are nasty and are always caused by the game reading duplicate object entries. I've seen list-shift errors for creatures cause an entity to have its creature be "Acorn Flies" or "Pandas." I'm all but certain Kruggsmash ran into a list shift error during his video series playthrough of the mod Primal a couple years ago too.
You should update the wiki with that sneaky tidbit. Sounds valuable to know.
I should update the wiki with multiple bits from this thread. Here's another one that's absolutely blowing my mind.
The plant token [CLUSTERSIZE:#] has been changed internally. Now, a plant's cluster size must be greater than or equal to 1 + the number of instances of [STOCKPILE_PLANT_GROWTH] in its raws, or else a plant WILL NOT be gatherable by citizens.
For example, the item Cabbage has both its default state, and one instance of the tag [STOCKPILE_PLANT_GROWTH], 1+1=2. If CLUSTERSIZE is set to 1, citizens cannot gather cabbage (they will try and fail). If cluster size is set to 2 or high, citizens can gather cabbage.