I have implemented this for v5.0. Neutral contacts no longer cause interrupts.
In my current game, with five player races, there was a huge number of neutral contacts in Sol so eventually I turned off the display of new neutral contacts and neutral contact updates. This worked well until a new neutral alien race turned up and attacked one of my scout ships
. The first thing I saw was the ship blowing up. To make hiding neutral contact updates a more viable option, I have added new events for New Alien Race, New Alien Class and New Alien Ship. These are in addition to the contact report and do cause an interrupt. In this way, you can ignore existing neutral contacts or known ships moving about in your territory but the game will interrupt if something new shows up, even if it is neutral, friendly or allied.
Steve