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Those kind of gizmos do not come from configurations, they are hard coded and do not provide an identifier so its not possible to reliably affect them even when patching code.
I'll take a look at adding biomes as an editable category. For world generation you could use mods like World Edit and Realistic Planets.
I leave assets like sounds and textures aside. They do not identify their purpose and a list of e.g. all possible image files is not practical for a user.
Editing the labels of buildings should change the labels in the architect menu. The designators are code based. In my case you could change the translations, also not sure if a mod exists for editing translations in game.
I'll see if I can think of any icons.
Creating new stuff is the domain of modding not something I pursue for editing. Architect buttons for buildings or existing designators can be "created" since those are based on configuration. But its not possible to create a designator that does something for which nobody has written the code.
By default the traits are commented and the "<!--" and "-->" would need to be removed for them to show up in game.
Can't test it myself but it should work.
Taking -60 for removing a burning passion on 1 skill and spending 60 to get it on another is a bit much to be a freebie move.
(swapping traits/passions/etc. is very nice, but needs to be less "free" IMO)
If points that were added to the pool from changes were reduced (say, configured to 10% loss)?
"Paying" 6 points to move a burning passion or a couple points to get a different good/bad trait would be something I'd like to be able to control.
However for passions it wouldn't work due to the UI cycling through the possible options and cost being calculated incrementally. If you clicked a passion less skill through all the passions back to neutral it would pick up overhead costs on each cycle and at 80% loss per switch you would end up having to pay 20 points for nothing.
However it doesn't translate directly into xml modifications.
Some things that can be changed with the mod do not exist in xml(most recipes are generated implicit and can at most access a subset of properties).
The "path" used to store settings is not required to match the xml path. Properties that are grouped under a property might be editable on the root item, since going into a submenu for a single property is unwieldy.
More to the point however is that the property changes have no context that would describe their purpose. Take a scenario like this. A mod changes standing lamp to provide sunlight and increases power consumption. You adjust the power consumption. Now exporting the change to xml would always change the power consumption of the standing lamp even if the mod is not installed - which isn't the intention of the change.
Transforming edits into xml would require a completely different style of editing/editor.