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I'm not good at programming, otherwise I think I could do this. I've tried overloading, but it didn't work too, maybe I did something wrong with it.
First off make sure that whatever world you are using has your mod enabled. I think this is an easy thing to overlook. New mods are not enabled by default for existing worlds.
The next thing that I noticed is that it will still create the content entity for the overloaded content. Such as if I have core:lumber as well as mymod:lumber both will show up in the crafting UI. I have come up with a solution for this which will be in the next update.
As for equippable accessories, if you're looking to have them be rendered on the player then I'm afraid that is a bit tricky at the moment (if even possible). If I get enough requests then I'll look into making this possible.
I believe I looked into it at some point and while possible, it would require for the modder to create a completely new body type, new animations for the body type, and a new system for the new acessory type. Long story short, its about as intensive as adding in new UI.
Ideally it would be such that you can chose an animation spot on a player and "pin" the acessory there, but that might prove tricky to implement well.