Spawn Begone
*Works in 7.0 but does not cover SCA Anarchy jobs and I might just leave it that way since the new anarchy tag has them immediately engage the first non-SCA target they see which would give them trouble ever leaving a wharf/shipyard
*Updated Khaak spawn "points", since removing the player bias, I have barely seen any khaak and they were effectively "off" with the vanilla points and no player bias, so I have adjusted the total points collected from any source of mining by about 50% which should bring the Khaak back to life at least a little bit.
Spawned Jobs now must be built instead of endlessly spawning
Changes all Vanilla Jobs from Spawn to build (Effects SCA and HAT)
BUC and Khaak are the only jobs that spawn as of right now
BUC would need a complete redesign to get them to work before the story missions are completed and is out of scope for this mod
Other factions may help them build ships such as Teladi with SCA but I have also given them their own Shipyards/Wharfs to ensure they build everything they need to build, other factions will supply their wharf/shipyards so they have no need for an economy
Also Licences and faction data have been updated, ie: giving SCA Phoenix and Phoenix main battery Blueprints
Wharf/Shipyard for HAT is in Hatikvah’s Choice
Wharf/Shipyard for SCA is in The Cove
Increased spawn timers by an additional 24 hours
No player bias when mining, they will judge mining equally between player/NPC (used to be a 2x modifier for player)
NPC kills on Khaak installations will trigger the long "player" cooldown instead of the short one
Khaak bases will spawn closer
Can be added mid save, Wharfs/Shipyards should be built over time, can be removed mid save but you will need to destroy the wharfs/shipyards yourself
Compatible with most mods
I love modding this game, mods will always be free and I will always be trying to push more content but if you want to show some appreciation then consider buying me a coffee to help keep me awake on some of this coding
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