Let me know if it better if I reply on reddit or GitHub! I'm the fellow who was really inspired and impressed by your F# script published on GitHub, and ended up making
https://steamcommunity.com/sharedfiles/ ... 3211623683. Anywho, time to return the favor with stuff i've learned:
Add this in god.xml so faction can have all stations in 2 sectors:
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<!-- Increase limits so we can get all stations in 2 sectors -->
<replace sel="/god/stations/defaults/modules/@production">25</replace>
<replace sel="/god/stations/defaults/quota/@zone">7</replace>
<replace sel="/god/stations/defaults/quota/@sector">60</replace>
Free Families never expand, so they should ideally have old sectors as-is.
I had to do manual entries for spl_hullparts_landmark and shipyard_split_warforge_01 stations.
I didn't adjust quotas to keep original station numbers, so i've ended up brute forcing removal of economy, security, and ware requirement for stations in god.xml, for example
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<remove sel="//god/products/product[@id='arg_dlc_split_energycells']/location/region[@ware]" />
and sunlight was required to be 0.3 minimum (make sure that each faction has at least one decent sunlight start sector otherwise they stagnate, decent being 100% or more)
For boron expansion, i used this for setup_boron_dlc.xml - haven't tested yet
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<diff>
<replace sel="//mdscript/cues/cue[@name='BoronFaction_States']/actions/set_space_faction_logic_allowed[@space='$WatchfulGazeSector']/@allow">true</replace>
<replace sel="//mdscript/cues/cue[@name='BoronFaction_States']/actions/set_space_faction_logic_allowed[@space='$SoDSector']/@allow">true</replace>
</diff>
I also used shuffle jobs mod & enable faction logic mods.
In my case, xenon only start in emperor's pride, so no idea what to do there yet.