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Beware that using that editor can easily cause bugs and issues. Some of which may require a reinstall to fix. Whatever you do, don't click "save mod" if you don't have to.
And as Hatsune said, that limit is there for a reason. Breaking it can cause problems. So precede at your own risk.
So the issue is that using shift + F12 to create buildings assigns said buildings to the faction in control of said settlement. If you use it in a player settlement, the items belong to your faction. No problem. But if you use it in The Hub, your corpse grinder or wheatstraw farm or whatever won't belong to you, it'll belong to the Holy Nation Outlaws. Even if you use this to spawn items in ruined settlements, like the Shek Ruins or Old Frontlines, despite the fact that these are ruins and nobody uses them, anything you spawn in belongs to the Shek Kingdom. This extends to anything near enough a town that you can't build buy it. If it's within an area you can't build in, REGARDLESS of how far said structure is to the settlement in question, anything spawned with Shift + F12 does not belong to your faction. So if you get a mod that allows you to buy ruined buildings in abandoned settlements because you want to RP something like, say, building your own empire to conquer others and taking over husks or previous settlements to further your own conquest, there's only so much you can do. You can't mine or gather materials anywhere conveniently close to ANY settlement, which becomes strange and problematic. There are...what, three buildings intact in The Hub? So you can essentially take that town over, and it wouldn't be a bad choice to set up shop there...except that you can't take advantage of the resources that are RIGHT THERE. You can't process the iron, or copper, or mine stone, or gather water, without building a separate outpost -- and you HAVE to build it so far out that it is constantly at risk (to the point of almost becoming a liability).
I would argue that the benefit of buying a building in a town is that, if you're just starting out, you can start to research and largely establish yourself in the early stages of base building (for whatever purpose) behind sturdy walls and with plenty of high-stat guards to fend off any problems. You also don't have to deal with taxes, raids, or really anything that could get in your way. Now, to reiterate, I WOULD argue that -- but I don't because of the aforementioned problem I raised above. On the one hand, you'll be safer and more secure in a town than building your own settlement; but when you look at the other hand and see a severe lack of resources and cats to acquire said resources, you are ultimately right. I quote you not to refute your point, call you wrong, etc., but to try to illustrate that you're right, but it really doesn't have to be that way.
Shift + F12 isn't a particularly reliable way to spawn items into towns, and it sure as hell isn't a substitute if you're not owning what you bring into the world.
So if anything is built that close to a pre-existing town, it's for sure going to cause the game to break? Even so, the chance to create a mod to circumvent this limit can't be made available to modders? The independent coders of the world are intrepid, and may well be able to make it work -- and if it DOESN'T work, how is that on the development team in any way? For everything modders have been able to do (and HAVE done), I really don't see why it HAS to be this way.
Because, again (for the tl;dr people of the world), Shift + F12 doesn't really work. Not the way you'd want it to.
aka becoming the NPC town itself.
then only way to fix it is to import without player buildings.