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Ensure the order of importance for superseding restrictions works as described above. Basically Faction restrictions are superseded by mod id restrictions are superseded by spawngroup restrictions are superseded by NoSpawnZone:true
Check if the ZoneRadius change actions work or not - also in the context of persistent zones - and ensure it's not a matter of a need to regenerate said zones.
Additions
Expand UseLimitedFactions & Factions into UseAllowedFactions & AllowedFactions as well as UseRestrictedFactions & RestrictedFactions
Event Actions for Turning UseAllowed(x) and UseRestricted(x) on / off, as well as adding to the lists / removing from the lists
Actions for the same thing
Investigate
Feasibility of multiple coordinate origins & associated distances per zone.
How are zones "targeted" by changes from actions / event actions? Is there any targeting at all right now? If not, could it be done by supplying the subtypeId? What about dynamic zones?
What is actually happening with persistent zones and the need to reset them? Would an action / event action to reset them make sense? Does that resolve the issue or does it always have to be accompanied by a save and reload?
Ensure the order of importance for superseding restrictions works as described above. Basically Faction restrictions are superseded by mod id restrictions are superseded by spawngroup restrictions are superseded by NoSpawnZone:true