I have idea:
When we are going in the trade lane pirates always will stop you no matter your affiliation is hostile , neutral or even friendly to them. Thats annoying especially when you re trading or smuggling. Many times pirates which i m neutral with disrupt lane and i must go farther on cruise or wait for regeneration. I see no RP and balance sense in this. Is it changeable? Or it needs source code ?:mellow:
As far as I'm aware, we can remove lane disruptions... but it's all or nothing on any given lane. Without the source code we can't make LR NPCs not drop lanes on LR players, for instance- but we can just remove all of the lane disruptions. It's part of the lane traffic NPCs, as far as I recall- remove the particular type of NPC spawn from that and the lane doesn't get disrupted.
At least, I think that's the way it works. It'd make sense, and explain why non-vanilla systems- and considering that FL dumped its guts out into the ini files I'd think they wouldn't code individual events into the thing by hand in some random source file.