The problem I've been running into is that if I, say, replace the factions or something (key word: replace) and put that XML in the mods, they don't necessarily get picked up. The way it should work is that anything you put in the mods directory would replace any objects that are in the main directory IF use mods is on.
I consider that a bug.
Whatever the function is that runs on the client_startup event that reads the files from the mod directory into memory needs to either
a ) Be called on all asset creation and save events
b ) Place a button in all the editors called "reload assets" or "reload mod directory"
c ) both
*above here is the reason for the quote I think that would fix your problem and a whole ton of other problems. The rest are the things I would fix next, Note I have not really used particle forge.
Next step should be to add undo functionality with a reasonable buffer with a button in each editor and hotkeyed to the standard ctrl-z, a droper/copy and paste function would be really nice as well. Actually lets just say required since if you are looking at a canned asset, like a goodie hut, and wnat to find a particular object looking it up is a nightmare we need dropper/copy.
1) The wand tool will only select a landmass for stamp save appx 1 time in 15. You right click-deselect left click with the wand for another attempt and you will either get a stamp saveable land mass, all other tiles except the landmass highlighted, a CTD.
2) Rivers above 10-15 tiles in length will start to choose the wrong river segment.
3) Removing a river creates a black tile effect that removes the river but leaves the tile marked as a river tile and trying to rerun the river over those tiles will cause the wrong segment problem, saving the map with the overwritten old river tile causes malformed xml.
4) Starting position, blocked tile, and other tile markers will not show after you have saved a map or opened a new map, nor will it save to the xml (although I believe it will show the tiles status in the tooltip while not displaying the letter marker, like the S for the start position), you basically get one shot when you first open cartographer to use the tool to place these modifiers to see them on the map and have it save the information to the xml correctly.
5) Stamps/maps/tile modifiers and especially goodie huts need some sortability. Right now finding an asset is a process of sorting through extremely long lists with default orders that make no sense.
6) Stamp save options are meaningless. Every canned stamped is saved with the "place on any tile" and the stamp size. As far as I can tell the other 20 or so options are depricated, and totally confusing, esepecially since in the XML this is saved as a "Rules" number and not a named element wiith a value that is human readable.