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Both will likely change (Along with potentially a few others) as the update I'm working on overwrites 00_eng_tech, 00_phys_tech, and 00_soc_tech. AlphaMod changes 00_soc_tech to change New Frontiers to a starting tech (Which I am also doing), along with changing the various tile blocker draw rates. Ethics and Government changes a lot of 00_soc_tech and a handful of 00_eng_tech for their new government types.
I think both should work with the issues presented, but I'm not sure which will override the other. If E&G or Alphamod override STL, it will make good portions of the new STL update broken.
I can't think of anything off-hand that would cause this to not work with Food Imports/Exports, so I'll have to dig a little deeper to see what's going on.
Basic testing (Using a bit of console commands to make it easier and quicker) showed it worked, until it didn't. The "Export" edict was being turned off frequently, and while I seem to remember the freighters should go out monthly, they'd only show up once, make their trip out and back (I was using two planets in the same system), and then they wouldn't show up for a while. The edict would turn itself off, and I'd turn it back on just to have the process repeat.
I'm not entirely sure what's going on. I'll have to test more when I have more time.
It seems that I had to use the import policy instead of edicts to get the system to work. Once I had my export planet set up, freighters went out, arrived, and are now off again.
Hilariously enough, the whole thing is broken in a fun way. Because it seems like the export planets sent out freighters at regular intervals, they start piling up on the edge of space in transit. The energy cost is now over 20 energy a month for the freighter fleet and climbing, but that is fine with me.
I'll follow the freighters and see what they do. The edict turning itself shouldn't be an issue because the edict itself just creates a modifier to the planet, unless the modifier is also going away, which sounds like a bug with the export mod, not yours.
Also, they should reach a tipping point once they start arriving at the other systems. Problem is, that's a significant amount of time. And it'll probably be a lot of freighters piling up before then.
It might be as simple as reducing the amount each freighter increases or decreases the freighter count increment from 1 to .2, but this unfortunately does not seem to work retroactively. From there, increasing the # of potential ships from 400 to whatever.
One other thing: There appears to be a stray caret character on line 207 of the edited events/game_start.txt file from this mod, causing a few vanilla events to break.