#DewardianDev's Mods
1 messages · Page 3 of 1
What, are we all supposed to fight over one dedi? 🤣
I was told multiple dedis is not reccomended. I have the hardware for it on my server, thats for sure.
There is only one needed
Whoever hosts now is effectively forcing all to connect to their instance and use a few of your many threads to do it
All will benefit from you getting a dedi
I thought you had to have one dedi per raid? Like if Team 1 is in customs and Team 2 is in Interchange, that would need to be two dedis.
Hmmm
Yeah once the dedi is in use I thought it wasn't available for others
Check lact
Lacy
Because it is a single client. Its a "player" essentially.
Dude go ask in questions chat
I get you, just chatting about it.
Sorry I get like 20 dms a day about my mods, I need to try to route that traffic here and keep this more or less on topic
i believe you were told multiple raids is not recommended. and since having more than one raid going at once is not recommended, multiple dedicated clients is also not recommended since the only use for them is multiple concurrent raids.
spin more than one dedi if you want. you're already risking profile corruption by having more than one raid going at once.
sorry for the off topic, just wanted to clarify.
Sorry for the confusion on this. Id like to clarify just to make sure my info is correct. But I will take that to #❓questions
I keep... missing... the spawn setting pop up.
Aaaa
since i keep getting complaints about the scav camp on interchange being empty, would adding a handful of hotzones to the config fix it
especially if i then repeat the zones i want to be even hotter more than once
so like have oli, goshan and idea be written in once, then have scav camp input twice
somehow on default settings what im being told is that pmcs are plentiful while scavs become rare
meanwhile what ive seen is pmcs die to scavs and eachother and then its just a tiny trickle of scavs (like 6-8 at once on reserve with no or maybe 1 pmc left)
I add two!!!
Lol
A lot of these issues can be fixed by tweaking the quantities it sounds
Where is the second?
You might also try back loading scavs like live
On latest release I added one during loading and one when you get in
With a little quote added for flavour
2.5.7 was mostly a bepinex change
2.6.7
I added it 90% because you mentioned it
10% because I wanted to add quirky quotes
Both gate extracts in labs have PMC's spawn in on the wrong side of the gate preventing them from accessing the map unless the gates are open via the control panels in the offices.
Gotta disable pmc openzones on labs
Did the latest mystery update happen to contain a patch for sniper scav rarity?
No. New things coming soonish though.
2.6.5 I think had a small fix. But I'll be rerolling a lot of these
3.0 will change a lot
I dont know if you can do anything about it, but I had another funny on Ground Zero today.
From the AGS building, I watched a group of 3-4 PMCs spawn underneath the Gagarin roof.
They... then fought each other partially
Also, had a Sniper Scav be spawned as Assault Scav (on Sniper Rock, woods) with a Vector
How does min spawn distance in MOAR config work? Does it apply to players only or scav and pmc's too? And is it for any player or the host only? Does dedicated affect it in any way?
Dedicated shouldnt affect it as it is controlled by the server.
I do not know whether it affects absolutely all entities or not. I know it affects the player for sure.
Hm, I wonder if the dedicated still has a position on the map somewhere
afaik somewhere under the map
because its a player, and ive had audio from it before i had the thought to mute it
Its way under the map
Far enough it shouldnt make any sounds or be aimed at
Like... half a kilometer below
well somehow ive had louder guns come through,which had me confused for some time as to why i was struggling to pinpoint distant shots and double audio
Also i never thought about moars min distance limit and how it applies in this instance. i just assumed it's all players (moar is designed for fika from the start) and never really had a teammate get jumped like that
Thanks for the responses
I was curious because I had a friend in shoreline weather tower see a pmc spawn in a shack at the other end of it while I was further away
I also have seen AI spawn.
It happens
It doesnt (seem?) to check for LoS, just distance
And 50m (as example) is closer than you think
To add to this: Both Sriracha and his guards spawned with random guns instead of actual snipers
The game features a hot sauce?
I know I'm just shitposting 
That's likely just a sniper.. do you use ALP? The default bots have interesting spawn pools
fucking around with the presets, is doing anything with the cult possible
i didn't see a BossPriest in the thing
go in bossConfig and add "sectantPriest" to whatever map you want, with whatever spawn chance you want
i had to do it on night time factory cause i couldnt get them to spawn
Is there a list of 'avaiable' Hotspots somewhere or could there be one added?
Google spt map zones
Thank you kindly
AllTheSeasons seems to not work for me, only log related to it is this: Mod: AllTheSeasons version: 1.2.2 by: DewardianDev loaded, no log messages after raid has ended or anything like that. SVM force season disabled and events disabled.
config is completely original also
Thank you
ok ive basically confirmed that MOAR causes all scavs to spawn as normal difficulty. both apbs and raidreview confirm it. ive tried without other mods just in case
and on different scav difficulty slider setting too. PMCs are varied, except the bell curve seems wider than said. on 1.1 config says youll get only hard-impossible, yet normal ones still spawn
but i know 3.0 is in the works so hopefully that fixes all of this
@primal thicket Found a bit of a bug. Well, we have been having this bug ever since adding MOAR, but when extracting on certain extracts, a scav will spawn in-place of the extracted player. Here are two scavs spawned in in Labs.
as far as I know, that's bsg behavior
'behavior'
Scared the shit out of my squad last night when I extracted and in my place was a hostile that, in turn, shot at them lol
Same, my friends extracted through the corner bunker on customs, I was about 20 seconds behind and found a scav staring at me in the dark
lol
One is a PMC btw, he has an armband
omg lol ok, so scavs with moar respect pre-raid window settings
both difficulty and ai amount in pre-raid window settings applies to scavs. i had set them (for testing purposes) to high amount and impossible difficulty. 13 pmc and 66 scav spawns
and leaving things "as online" instead defaults them to moar spawn amounts and normal difficulty
you just have to edit the config to give you livelike only

ok well to be fair, setting difficulty to random apparently just makes scavs progress in difficulty
except it kinda goes fast?
That's default tarkov
You spend 40 minutes in raid to get head eyes at extract
Sound familiar

i suppose so, new runs on random did produce more random results
though i have a feeling difficulty is per squad because i only saw them in clumped difficulties
How does ALP scaling work when there's multiple players with differing levels in a raid? Is it host, highest/lowest or average?
could i make a feature request for MOAR? it'd be nice to have a keybind that lets you remind yourself which preset has been selected
Hey guys, my friends complain about ai spawning when they are extracting on extract, can anyone provide comments about this
Bsg bug

Only 2 notifications of what preset is selected?!
This is discriminatory against us inattentive folk. We demand 69 notifications minimum
In longer raids it becomes easy to forget
Sometimes other peoples setting selections get set as yours, it’s easy to miss if you aren’t expecting it
Ive not had this happen before?
Personally im not forgetful, just inattentive
I’m both
On a larger server it seems to have those issues
But I’ve had moments where I go “man where the fuck are the pmcs I’ve had nothing but scavs” where I want to double check
I dont have enough friends for that. Only played with 2 clients max
I tried limiting max ammo tier for scavs in ALP but had no success, are they the "assault" in NonPmCconfig?
some people from SPT, me included, formed our own group after some disagreements with other individuals - now we have a dedicated server with ~5 or 6 users either in the same or separate raids
Separate raids?
either in the same or separate raids
I get that but i thought its bad to run 2 raids at once
At least thats what I saw lacyway saying as it risks profile corruption
we've not had any issues with this
@fervent holly sorry for the ping, is this still the case?
Scavs are assault
There's also assaultGroup (I think? On my phone) that can spawn.. why is this a separate thing? Because bsg
i mean i might actually be able to merge request my feature request
Multiple raids at once should work fine. As for why MOAR settings are getting overriden it's because they're server side
Even if you have the client side mod installed the settings are all pulled from server side (client side is just an editor for the server side settings)
Also don't ping Lacy for other mod issues 🤷🏿♀️
this isn't necessarily a mod issue
it's (allegedly) a fika issue
This is a mod thread that's being shit up with random talk about an issue that doesn't exist
I'm in a mood today 😂
we all have those days. i heard the multi-raid fika issue... at least in 3.9, maybe 3.8
is there a section in MOAR/Helpers/Settings.cs that doesn't get overwritten by the server
It did exist. However SPT fixed it apparently without me knowing.
Was an issue with file locking.
so... it doesn't exist... anymore 
Was never "a Fika issue" (I fucking hate that term)
oh i fully see what the server thing is doing
allegedly
sleep well

i also figured out how the server does things
so i see how not to overwrite it
well we got htis
if my logic works... this might be MR worthy
MR?
pull request
Right
... it works
It does
thanks, made ammo for them 0 to 0.2 and still get scavs with BP ammo ;/
is anyone else getting this nullref?
i need to check if i did something or if it's "vanilla" moar behaviour
mm, it might be a me thing
not my fault, it's a "vanilla" thing.
try without unity explorer 😛
shit, and i added a try catch to my MR 😭
It shows up in every log we get from players in the support channel
go for it
I'll likely rewrite it as I do. But would be cool to look at.
just working on other things as of late.
like rewriting the spawn system... 😐

take the code, modify the code
whatever you wanna do with it
don't use it at all if you dont want to
i did.. very little
slid a keypress check into methods, cleaned up unused imports, and the try catch thing
this might be either smugglers or zombies
^ correct
arena fighter is smuggler apparently, maybe it shares type with bloodhound?
L16509 in database/locales/global/en.json
"ScavRole/ArenaFighterEvent": "Smuggler",
So..... not bloodhounds? 0-0
Def used to be bloodhounds in 3.9
Oh right, on Dynamic Maps Bloodhounds appear as PMCs and smugglers as bosses in SPT 3.10
So I assume they are not the same. At least DM thinks so.
~~Maybe I'm mixing things up. ~~
arenaFighterEvent
Highly experimental
https://github.com/Andrewgdewar/MOAR/releases/download/2.6.9/DewardianDev-MOAR-2.6.9.zip
Rewrote the wave builder
ANYONE with time on their hands please experiment with the above build
Using preset more scavs and pmcs on factory the first 10 min or so is all pmcs and the overall ratio the entire raid time ends up being like 4-5 to 1 pmcs to scavs
The waves are much more spaced out which I assume is intended but for factory it feels off especially with the pmc to scav ratio
Swapping to live like yielded similar results on factory but a more even ratio due to lower group numbers or single spawns
The timing seemed the same for spawns with pmcs first and more scavs later but the timing for factory is off as I got scav spawns way later near the end of the raid (5 min mark) when I would expect most people to have killed pmcs, looted, and extracted by the time you saw any significant number of scavs
I didn't change any default settings for those I only swapped the preset but will turn off spawn smoothing and run them again
Did you make any changes to each WaveDistribution?
Those are set to early PMCs, late Scavs by default.
No I did not but the previous version didn't seem so heavy handed with the timing of them
Not even spawning singles anywhere
The raids on factory specifically are drastically different now due to the short raid time so once pmcs spawned and fight there is a long period of dead space until either a single or few pmcs/scavs spawn which is then followed by more dead space
That's why it's highly experimental.
Yeah I'm not complaining just giving my opinions
Me neither, just pointing out that there ways to change those values to your liking, is all.
I'm also seeing pmcs spawn basically on top of each other and immediately killing one another
if you're using sain, its very likely its more because of it than moar
sain bots love to make a meatgrinder
Right but figured it would be easier to test using default settings instead of giving opinions based off of me tinkering with every single setting
Yeah also using sain for these sorry should have mentioned
if i get the chance ill test on interchange and reserve because those maps always were good to me when it comes to bot spawn testing
also raidreview is absolutely stellar for gathering results
Yeah will run one more on factory as thats what I mostly play on but will be testing on customs next
I'm tracking everything through dynamics maps and keeping an eye on the time
I'll just share this here, as I'll be keeping eyes on those points as well.
i let moar bot limit be 25 yesterday but numbers still hung around 20
but that's on last stable, will gladly test today
Interesting I did notice in the last version bots did seem to go over max and I would seldom see sniper spawns
Will keep those in mind thanks for sharing
oh yeah sniper scavs have been gone for me. they were back a few updates ago and now are gone again
Customs on more scavs and pmcs with default settings felt much better
Can confirm all 4 scavs snipers I know did end up spawning by the halfway mark
By the end of the raid I did count 32 active/alive bots and it reached that number around the 10 min mark
I also saw two separate scav group spawns of 6 even though the preset lists max scav spawn group to be 5
Still saw a pmc group spawn in and eventually start shooting at each other after around a min
The pmc to scav ratio was flipped as well with there being twice as many scavs by the end
I mean, the ratio is never going to be the same.
It just changes spawn chances.
Also, I had it so many times that snipers dont spawn :(
Only the closest to you
I see
I was posted up at the very edge near big red and all 4 spawned just fine and the two near fortress were even shot and killed
I've had starting pmcs off this whole time as well but it spawns them as if it was on
Unsure if thats a preset thing or not
Same settings as customs on reserve had similar results but bots never went over 20 probably due to the size of the map so bots are more often fighting each other
Around the 10 min mark had around 16 active/alive bots
Scavs still spawn in big numbers around that time so the pmc to scav ratio gets skewed more towards scavs
The 14 scavs that were spawned under the 10 min mark all spawned in big groups in the underground warehouse
I would assume all the other maps (except streets) will perform similarly at this point but I do think the factory times need to be tightened up so players aren't running around the first half of the raid doing nothing after killing a few pmcs and maybe one scav
I do like how it is performance wise now only having tested customs and reserve as main points
The performance in the stable version fluctuated between perfectly fine and a notable frame reduction on those maps
Hopefully the info helps thanks for the mod c:
I doubt moar itself would have a performance impact, it's a server side mod with a tiny overhead. It's the number of live ai that causes problems.
Ie 20 ai would have the same impact irrespective of the moar version.
Thats true its more so that performance stays relatively the same until near the end with a lot of stuff spawning where as before it might spawn everything at the beginning and I would see way lower performance throughout the whole raid
I did note that the max bot cap had gone over but was also the case for stable so thats prob more to do with what I was mainly seeing before
I suspect it's that bosses don't count into the cap
Maybe but by chance I didn't get bosses at all when I tested earlier and even if I did, it had gone over by around 5 near the end on customs
I would think its gonna be that bot cap over the course of the raid and how the waves are setup which seem to determine the spawn stutters and overall performance
@primal thicket Could you explain your methodology for including PMCs in the max bot cap? Would there be a way to seperate "bots" and PMCs into their own capped category so as to say, only allow 8 PMCs and 10 scavs on Shoreline?
Yo this client or server
tried a couple of quick raids, will do more later tonight. at first glance sniper scavs seemed to spawn much more now, but raids felt much quieter. will look into what happened a bit later
It is now due Soley to snipers and bosses that the maxbots isny honored, so will likely not exceed that much
for MOAR, in a scav raid when joining late do the number of waves get reduced based on the time left in raid or do the waves just get compressed into a shorter period of time? lately our scav raids pretty consistently feel like a throwdown, so I was looking for a way to have at least a chance for them to be more dead
This next phase of the build will be reworking spawns.
All in all, it sounds like the performance mode is working. Maybe not the best in factory
Can you folks try turning smoothing off and see how it feels?
Smoothing will likely be off by default in future builds
I think smoothing makes sense for larger maps.
I may make the smoothing distribution configurable in map settings
Factory sounds like it needs it
The goal of smoothing was to eliminate concurrent async botgen occuring. Creating two generation workloads at the same time
I can likely do this with a lighter hand, only moving those waves that are near to eachother, but this was a good first proof.
I
I was able to maintain 4k at 110fps stable for a customs raid.
Dlss on but still felt good
No to little stuttees
Stutters*
Is performance mode something we need to enable?
I've noticed an error when a bot is spawned recently, could it be related to the ALP mod?
sorry, you got filtered for 'suspected spam' I assume it just didn't liek the wall of text
No worries, just copied into a pastebin instead
Cool, no worries. I think ive only noticed them due to levelling up enough for snipers to spawn with that gun.
@primal thicket Hey man, hope you are having a good weel. Do you know if ALP touches stuff in players bbackpacks?
Having an issue where every player is spawning with a Res. Unit keycard in their bags.
Pmcs no
Shoot, I have Looting Bots but I was uunaware of it forcing an item in players bags...
It isn't looting bots
It's vanilla SPT logic
APBS doesn't do it because it specifically adds that as a blacklisted item. If ALP doesn't do anything with that blacklist then it would still spawn
SPT PMC loot is based on an items value. The lower the value the more likely it is to spawn. The res keycard has no value, so it is constantly spawning.
I had my server up since 4PM yesterday, hadnt changed a thing, and all the sudden its doing it. Was about to try on my non-fika test server. Do you think its not worth chasing down?
I treid ALPs blacklist, but it only blacklists players from "using" that item, like weapons or helmets I assume. So I dont think that works.
Very interesting.
I already know what causes it and why
Same thing used to happen with the AXMC pad in 3.9.
Do you have any reccomendations on changing it?
I fixed it for people who use APBS by including a loot blacklist for bots. If ALP doesn't have that, then you'll have to find a mod that does or find and add it to your PMC config blacklist in the SPT files
It 100% isn't a mod issue. It's a SPT issue because that item has no value 
SPT files might be my way to go, pmc.json in SPT Data/Server/Configs?
Got it! Didnt even know a blacklist was here!
Very cool.
@primal thicket maybe a cool future feature! 😉
@brittle rose Thanks for your help man, have a great night.
Yeah you're not gunna wanna put it in that blacklist if that's the item.json blacklist
Or you'll literally never see it spawn
There's a backpackLoot blacklist
I just put it in the backpackLoot, vestLoot, and pocketLoot ones
This is it. In pmc.json.
hey, using MOAR with Fika and seems really good so far. only two relatively minor issues found, configs have not been changed aside from the wave multiplier and distribution
-factory day, a PMC spawned way underground (under the map) and was trying to shoot up from underneath the whole time
-scav raid on interchange, the group of players spawned in right alongside a pmc group that immediately killed them
I get issues where pmc spawn when I'm trying to extract at the location. Is this normal?
Extract
My buddy will extract then a bot will spawn as well and I have to fight the bot to get to extract
I read somewhere that that is an eft bug
huh, yeah, we just ran into that last night. two friends extracted at old gas in customs, two scavs spawned at the extract immediately
weird
15.5 was notorious for that in testing
Just gonna put this here. Give MOAR with svm boss settings on it's actually good.
Okay, my new MOAR build is almost ready for testing
It introduces cascading spawns,
It dedups spawns in the same vicinity, and ensures that spawns are generally spread out a bit.
It rewrites how marksman are assigned and when
The new smoothing algorithm is quite good, it should help with performance quite a bit.
The cascading spawns bit basically prioritizes spawning bots somewhat closer to the player.
Or rather the "cascade" part is imagine the players spawnpoint was a drop in water.
As the wave generated from the drop expands, those spawns come online .
This means if you spawn on the far left of the map, spawns will radiate outward from your position to the right.
IE the first 5 minutes most spawns would be in front of you
As you progress, the wave continues
It is possible to outrun the wave. But the spawns are pretty well timed at the moment.
I have repurposed every non boss spawn in the game (including other player spawns) to be usable by pmcs/scavs
Also the dedupe alrgorithm generally ensures that there shouldn't be clumps of spawns together
most fights at the start of raids now are between spawned bosses and pmcs
as pmcs/scavs spawn with usually enough of a spread to prevent the instant action.
Oh. one negative.
entry point selector will no longer work with moar
As to utilize all the spawns possible, I randomly choose a spawn for the player, then grab the 30 - 80 remaining player spawns, and set them to be used by scavs/pmcs
This means that players now get expanded unique spawns to the tune of 40 - 80 per map
which are then shuffled back into the bank for usage by bots
Here's the link (HIGHLY EXPERIEMNTAL 2.7.0 RC2): <redacted>
Feedback needed ^^ 🍻
Does the minimum spawn distance still play nice with this then? Waves out in front shouldnt spawn anything within the minmum range you set?
correct
Also took a large bite out of spawns without a set distance of the player
so you shouldn't have anything spawn on top of you.
But.. I need to make sure that I hold out pmcs spawns by 10 seconds
as right now there is a bug where pmcs can spawn near you before you are technically spawned in.
If they spawn before the timer is over
Found a small bug with fika coop, and fixed it, confirming now.
The host would always have extracts and then it was a 50/50 if group members did
Have run 3 raids thus far and no issues
New build here (MOAR 2.7.0 RC3) : https://github.com/Andrewgdewar/MOAR/releases/download/2.7.0/DewardianDev-MOAR-2.7.0.zip
When pmcWaveQuantity is set to 0, I got this stacktrace on the server
TypeError: Cannot set properties of undefined (setting 'BossZone')
TypeError: Cannot set properties of undefined (setting 'BossZone')
at E:\SPT_3105\user\mods\DewardianDev-MOAR\src\Spawning\buildPmcs.ts:123:27
at Array.forEach (<anonymous>)
at buildPmcs (E:\SPT_3105\user\mods\DewardianDev-MOAR\src\Spawning\buildPmcs.ts:121:17)
at buildWaves (E:\SPT_3105\user\mods\DewardianDev-MOAR\src\Spawning\Spawning.ts:146:12)
at Moar.postSptLoad (E:\SPT_3105\user\mods\DewardianDev-MOAR\src\mod.ts:34:17)
at PostSptModLoader.executeModsAsync (C:\snapshot\src\loaders\PostSptModLoader.ts:56:46)
at PostSptModLoader.load (C:\snapshot\src\loaders\PostSptModLoader.ts:28:24)
at ModCallbacks.onLoad (C:\snapshot\src\callbacks\ModCallbacks.ts:29:41)
at App.load (C:\snapshot\src\utils\App.ts:53:26)
TypeError: Cannot set properties of undefined (setting 'BossZone')
TypeError: Cannot set properties of undefined (setting 'BossZone')
at E:\SPT_3105\user\mods\DewardianDev-MOAR\src\Spawning\buildPmcs.ts:123:27
at Array.forEach (<anonymous>)
at buildPmcs (E:\SPT_3105\user\mods\DewardianDev-MOAR\src\Spawning\buildPmcs.ts:121:17)
at buildWaves (E:\SPT_3105\user\mods\DewardianDev-MOAR\src\Spawning\Spawning.ts:146:12)
at Moar.postSptLoad (E:\SPT_3105\user\mods\DewardianDev-MOAR\src\mod.ts:34:17)
at PostSptModLoader.executeModsAsync (C:\snapshot\src\loaders\PostSptModLoader.ts:56:46)
at PostSptModLoader.load (C:\snapshot\src\loaders\PostSptModLoader.ts:28:24)
at ModCallbacks.onLoad (C:\snapshot\src\callbacks\ModCallbacks.ts:29:41)
at App.load (C:\snapshot\src\utils\App.ts:53:26)
I added a if here (in buildPmcs.ts)
I must be doing something wrong then.... no extracts 5 raids in a row.
I've done 2 fresh installs on the server (deleting the old MOAR folder, wiping my cache, reinstalling), I make minor tweaks (adjusting down bot difficulty, lower PMC group to 3, botcap 20, boss chances to 15 and preset percentages).
Using a dedicated client. Both were on streets. Gonna try some other maps now I guess. And I will test I suppose without my small changes to the config, but cant imagine those changes would cause anything like this?
Customs too. I'll try without changing anything to the config at all then
Interesting. Im having a similar issue with PTT and MOAR installed. My transits all work fine but exfils on any map but Customs dont respect the set spawn point. And it “breaks” all exfils from showing up in the O dropdown. But they do still work if you walk over and use them. Dedicated only. Everything works as intended without the dedi.
So far on my 3rd fresh install, testing 5 raids, making a change, testing 5 raids etc.. the issue has not returned. So not sure what was going on, unless I haven’t made the triggering change yet.
About to start the preset changes, all that’s left.
Though I HAVE been blow up within 10 seconds of spawn by PMC grenades twice now during my testing lol. But Dewar said that could happen so that’s expected for now I guess!
why? does MOAR change something about extractions ? (just curious)
Is there a way to specifically set the number of PMC's that will spawn on a map? Even with Live Like, it seems like we are constantly getting PMCS over the entire raid.
Turn on Starting PMCs in the config
this will force ONLY the starting PMCs to spawn
the rest will be scavs, just like on Live
hmm, I thought I'd done that, will confirm, thanks.
So no way to specify the COUNT though, what if Im silly and want 20 at start or something?
that I don't think is specifiable... maybe on MapConfig?
idk
but by default you will get a random preset btw
so you have to adjust the weightings in the config to prefer the LiveLike whihc is equal to the default
yeah I only wanted live like so I just put it at 100 and the rest to 0... I assume that gets me there.
its already rather static, even without starting pmcs
im at 1.2 pmc quantity and i almost always end up with a total of 20 pmc spawns
yep
bear in mind: your PMCs spawning all at once will have a minor adverse effect on initial raid performance
cause you have abuncha pmc brains strolling around murdering scavs and themselves
yeah, Im mostly fine with that, with dedicated Im at like 50-70 fps on most maps pretty solidly. WIthout dedicated... man, that shit nosedives.
in mapconfig there are total pmc and scav waves specified per map
those get multiplied by the quantity slider if you touch it
pmc waves can be seen as total amount of pmcs allowed to ever spawn, because when it spawns a group it takes away more than one pmcwavequantity
scav wave is different because scavs spawning in groups also only takes away 1 from the total
ok let me make sure Im tracking so I dont keep asking dumb shit, sorry... So by default the quantity slider is 1 and on customs the wave count is 12. So... 12 PMC's total, and if I turn on Starting PMC's and force the die roll to Live Like. I SHOULD get 12 PMC bots at raid start?
do me a favor and tell me what the pmc wave was on reserve?
11
well dewar did say that pmc groups take up more of the total
but on reserve default with quantity of 1.2 i always had 20 pmcs
so no multiplier should be like 16-17
but it was always the same number, i don't use starting pmcs
So a group only takes up 1 "slot" for PMC's regardless of size, thats fine I can live with that. Ok, I think I kinda get it.
dewar said its like that for scavs, groups also count as 1
pmc groups counted as however many spawned but apparently maybe not
lemme put it this way: setting up moar is more art than science
hmm ok yeah I havent been able to get more than like 3 PMCs to spawn even with starting PMCs set. I will just try low round numbers and see what happens.
do you have actual numbers of pmcs spawned or just guessing
Im looking at dynamic maps so I have the number
and how are scavs looking
about to find out
so... starting PMCS, force live like, quantity 1, wave count 8, max bots 10. I am expecting 8 PMCS 2 scavs, or 8 PMCS + bosses
Staring pmcs off
pmc distribution 0.8
scav distribution 0.4
pmc quantity 1.2
max bots 20
check fika.core ai limiting options in case something is turned on there
could also set scav group to 3 (iirc defaults to 4)
yeh I just left everything else as is, I just grabbed the new version today so everything else is whatever settings it came with.
so... that spawned 2 PMCS basically directly on top of me despit min distance being 100m and 1 scav
could try turning open zones off
4 PMCS rather, apparently they spawned directly on each other and 2 died instantly lol
kinda cursed
Are asking about distribution, or quantity.
I rewrote all spawns
There is no separation between starting pmcs and regular PMC spawns, only distribution.
Trying to understand how to be able to control PMCs at start and the count. Im getting things that dont seem to make sense with my understanding of how the values work.
Quantity is just that
Correct
Or just set it to live like in the preset in f12
Accurate
No longer accurate, they now follow same logic as pmcs
A big caveat to this conversation is Moar adjusts quantities by raid time
So back to this,
starting PMCS, force live like, quantity 1, wave count 8, max bots 10. I am expecting 8 PMCS 2 scavs, or 8 PMCS + bosses
I ended up with 4 PMCS at start and 1 scav
As some goobers insist on spending 4 hours on a 20 minute map
Define at start? With wave smoothing it will still take a few minutes for them to spawn
Raid launch. So the 5 then some others trckled in but it was all scavs.
What version are you on,
most recent one you put in here
The experimental build?
PTT?
path to tarkov
Ah
the one you posted last night
What are you expecting? That all pmcs spawn at the beginning?
With starting pmcs on you likely need to turn smoothing off
thats what I was trying for, if thatsnot possible its not possible.
Otherwise the game will still spread out the waves over the first 5 or so minutes
The idea of starting pmcs doesn't make sense with the way that the current wave cascade works
I'd likely turn off the cascade setting too
If you want that
I don't really care about starting pmcs. It's a dumb concept for spt
I am maintaining it for others use
But it really doesn't make sense unless you enjoy finding dead pmcs
fair, Im trying to find a balance between that and literally just constant PMC spawning. Cause with PTT, thats basically just free loot and kinda makes a more "hardcore" setup meaningless if every body is a fresh battlefield pickup always.
There isn't constant PMC spawning.
This isn't swag
The amount is defined and set
When is a rolled question
As if 4 pmcs spawn together at the start, keep in mind cascading spawns (meaning those 4 spawned near you), it will be a few minutes before more spawn. As the spacing is by quantity and time
So if it was all singles they may spawn over 1 minute
But a group of 4 would make the next group spawn a minute or two out
The idea is to prevent you from being attacked at all sides
If you turn off smoothing and turn on starting pmcs. You are likely to be surrounded quickly
And murdered
in theory shoulnt the min spawn distance mitigate that to a degree? Im still having guys spawn on top of me and I have it set to 100m on Customs.
Turning off cascading spawns should prevent the murder part
That's a separate issue
Related mostly to spawntime
As the distance from player doesn't seem to work if you are in the raid countdown
I am fixing that today
nice, yeah it was a recurring issue with swag too
Dont mean to jump in, but, man, is anyone else on RC3 having the extract issues? I was good after my last full install, and then suddenly it went 100% failure on Night Factory. I reset the server and its fine again...
My brain is fried today, I'm probably jsut gonna roll back for now, lol. Besides that I might be at a fresh server side reisntall of SPT/FIKA completely but am really trying to avoide that
I am not opposed to I am a doof and messed soemthing up, lol, but it was all good, I tried the RC2, and was OK for a couple raids, didnt really play it long enough I guess till you rolled out RC3, and then yea, its been hit or miss with the extracts.
I am also curious, reading above, as I am one of the wierdos that likes Starting PMCs
... (sorry!)
Is the idea that you would use cascade, NOT starting PMCs, and the say 10 PMCs for the map are jsut now spread out in those cascading waves, am I understanding the idea correctly?
Cause that would be OK. My like of Starting PMC is I dont like constant PMCs spawning thorugh out the raid, like Swagnuts was before the STarting PMC setting.
Ideally I like starting PMCs to all load in at the start, all over the map, and not respawn. I dont want them all droppign in on my head obiously, lol
I have changed a few things that should help with the dropbear spawning issue
{ BossName: 'pmcBEAR', Time: 11 },
{ BossName: 'pmcUSEC', Time: 17 },
{ BossName: 'pmcBEAR', Time: 30 },
{ BossName: 'pmcUSEC', Time: 49 },
{ BossName: 'pmcUSEC', Time: 74 },
{ BossName: 'pmcBEAR', Time: 105 },
{ BossName: 'pmcUSEC', Time: 143 },
{ BossName: 'pmcBEAR', Time: 187 }
fuckin dropbears man... they get you every time
3 minutes, with spawn smoothing on and starting pmcs
that's labs
woods is longer (longer map)
{ BossName: 'pmcUSEC', Time: 450 },
last spawn at 7.5 minutes
Thank you for all your hard work Dewar, truly. Besides the extract thing, I am really enjoying the new builds. I dont mind a PMC or 2 spawning near at the start, I mean that can happen in live too. I think the smoothing and all that is working awesome
Set min starting time for spawns,
set players spawns to type pmc (might help with no extract 🤷♂️ )
shuffle all spawns before sorting/culling/creating new ones
raider
ahh ok that makes sense and arena fighters are Bloodhounds?
What spawns the smugglers in then?
"ScavRole/ArenaFighterEvent": "Smuggler",
locale implies arenaFighter is smuggler
apparently arenafighter and arenafighterevent both exist
so arenafighter might be bloodhound and ..event is smuggler
🤷♂️
if only bsg would name things sanely 
you mean like South Fence Passage actually being on the North side of Shoreline? And then also it is now the exfil for Old Bunker.
@primal thicket do Bosses come out of the Scav count or.... elsewhere?
There is a total count. Of all bots
Scavs/pmcs will not exceed this number
In practice it's a bit more nuanced
If say the limit is 19
And there are 18 bots
The next "wave" to will spawn
Which could have 1 bot or 4
Also bosses/marksman are unrestricted by this number
And are only affected by their spawn chance
So bosses straight up dont care about the Max Bot cap then?
At least the above is true for 2.6.5^
Correct
awesome thanks much, I assumed that was probably the case but wanted to confirm
also, the bossBoarSniper, I get that those are Kabans sniper guys, but if I put them on say customs, do they slotin as marksmen, or just wander about?
No idea! Likely wander about..
lol ok cool, I shall find out. more long range idiots is always fun. 😄
I know Zrirachy is really only made to be on Lighthouse, in his spot but... if you could make his spawn on other maps take over a marksman slot, that could be pretty slick too.
dodge, duck , dip dive and dodge. If you can dodge a wrench, you can dodge a bullet!!! or.. something.
You just gotta make sure they count for the tarkov shooter 4 quest if you wanna do that (or 5 i forget) cause one requires you to specifically murk sniper scavs :)
Idk if they count as snipers, I remember seeing Assault back when i did bot debugging
also, do zombies also disrespect the max bot cap like bosses?
min spawn distance seems to still not be working. I have it set to 125 on shoreline and I was at the boat area and guys were spawning on top of me on raid start. My spawn there is on the dock by the boat and on raid load there were scavs all over the office area there.
Yes?
Unsure
Which version
RC4 the one you posted yesterday afternoon
I think so, let me double check I messed with some stuff based on our convo yesterday
If you set the spawn distance to high it will be ignored
whats "too high" ?
Let's say 2x plus higher than default
hmm
Bots need to spawn somewhere. If the current subset of spawns don't allow them to spawn normally they'll skip to one ebentually
Like I have said though with rc4, don't turn on starting pmcs, and if you do. Don't complain here about them surrounding you at the beginning lol.
it wasnt pmcs, it was 5 scavs
Oh, scavs not smugglers?
yep
scavs per kill screen
I spawned in and I could see one walking across the area by the food shack on the pier
I was out on the dock cause thats where my spawn is
so, basically instantly he was there
I killed him and his buddies were just holding angles on me, I was like wait what, no go away no fair. Scared the shit out of me lol
Likely a timing issue
Haha, this is the new spawn cascade working correctly.
I'll setup timings a bit later
I think scavs can spawn within 3 seconds of player start currently
The idea of the new system is fewer initial spawns but place them in front of the players path
And trickle them out like a wave resonating from he player
hmm, ok, I guess Im just thinking of the spawns differently
The timing is a bug
But yeah the idea is to spawn into a living world
That sounds like bad luck to be fair
Yeah, it may be compounded with the PTT spawns, being deeper in the map, we definitely need to be able to push the min spawn distances out more
like customs for example, my warehouse 17 spawn is at the blue dumpsters right there near crackhouse. Crachouse is like 55m, Fortress is just over 100m from there.
So there are guys right on top of you unless I have a 125-150m min distance set there. Took me forever to find the sweet spot in swagnuts too.
I would absolutely not put the min distance to that
In general bots cant spawn in LOS
But yeah I'll play a bit with timing to help with this
If you set Scav/PMC spawns to distribution of 1.1 that may do the trick
For now
Maybe even 1.05
Sorry if this has already been answered but does MOAR need to be on dedicated?
AFAIK, MOAR does not require the Client component to be installed, just the server one
I do not know whether the latest builds have changed that.
oh so like the opposite of any other dedi mod
Well it's a server mod, the Client component is only for on-the-fly configuration
No
This
The client is a remote control
(Which doesnt do much with Fika I think)
I see
so this would be wrong then because server stuff doesnt run on dedicated
yeah server goes on server
nice, good to know
is there a way to make goons spawn on every map using moar
that looks like my Customs config... 😄
You folks must have softcore on. I like surviving sometimes
For those using MOAR rc4 please let me know if you see any issues extracting, particularly with a dedicated installed
looks at murderous SAIN settings I just avoid firefights tbh unless I have to take them, but Im playing a VASTLY different setup than most folks and I recognize that.
So... you set your AI to 'Deathbot Terminator' and ... then avoid them?
not exactly, Im using Shibdibs live like presets with a few tweaks. If I get into fights, I have to actually treat it more like a real gunfight. Theres not a lot of standing in the street, plinking at bots that are complete potatos.
@primal thicket Is there a consequence of the latest release with the cascade implementation lead to a lower overall not spawning. I.e. my raids dont push up any highier than 12 bots
What is your maxbots set to?
On default you should definitely see more than that
Unless on factory
25
I have many other mods so could be a conflict. Just curious if you had anything on that. I'll investigate
Using Trap's PTT. I have a feeling its related to their mod....
Im using PTT and I have the exact opposite, Im getting full bot spawn, but also none of the despawning is working from anythign so I just bleed frames as the raid goes on
hmm must be a different mod then...
I mean, it still could be, there have been weird interactions with MOAR and PTT in the past couple days.
most recent for both also
Ill share my modlist here later today. Are you on a dedicated? I am, a windows VM.
I only played 3 raids on RC4, 1st one was fine, 2nd and 3rd had no extracts. All 3 streets raids, and yes I was using a dedicated client.
I have since gone back to 2.6.7 for now so I could finish up some quests. Though I am giving NO 'starting pmcs' a try now in preparation for the new 2.7.X builds!
I'm starting to think the issue with extracts may be related to data being removed...
I may have a fix for this
Trying to understand tarkovs spawn system is a headache
Is it possible to make a config that only effects pmc and scav so people can use svm for boss settings?
@primal thicket For MOAR, I am still having issues if extremely frequent scavs respawns. Instead of every 5 minutes or so, scavs are respawning ever minute or two. Can I tun that down?
turn down your scav spawn amount
Can only do waves, not frequency of waves. (That is what I am asking for).
(if I'm understanding how it works correctly, which I think I do)
Got it.
which is why it gets really screwy with long raid timers
and why the distribution is a setting that exists
Been having a HUGE issue with PMCs and PMC groups spawning right next to me, like within 20m. Do you knwo what I could do to fix that?
Not sure on that one. Not played in a bit and didn't have that issue when I was using it
This just happened to me as well
I also had no extracts? Not sure what’s going on.
Are you playing experimental rc4?
Or the one on the hub
As RC4 still has a few bugs to be chased down
Which map, do you use the dedicated client?
rc4
Dedi on customs
Okay yeah. I have rc5 that is attempting to fix that out soon.
I haven't had the issue yet confirmed without the dedicated client..
Oh - so if I understand correctly it happens with the dedi on rc4?
Yes
Haven't confirmed seeing it without the dedi yet
Oh well that explains that then - thank you for letting me know!
Looking forward to rc5 in that case!
Also, I removed MOAR and then QB gave me a server error preventing me from starting a raid. After adding MOAR back, no more QB error.
Hmmm interesting
To avoid the issue I'm having with rc4, should I try to use rc3 in the meantime since removing MOAR causes that conflict with QB?
Dang - rc3 isn't available on github, is it?
how do i fix the issue of enemies spawning outside the map on labs with MOAR
Disable pmc openzones
huh, did i miss it or is a QB RC version available?
oh nvm 0.9.0 is available, time to get my hands on

@primal thicket are the PMC and Scav group chance values exposed anywhere in the config, or are they only in the F12 menu?
only on experiemntal
Im on RC4
There is literally a variable called PMC/Scav group chance bruv
It doesnt generate in the config until after you save in the f12 menu. Thats why I was asking. I was looking at the bepinex config and going… why isnt this in the other config.
Changing the bepinex, does not change the json file. If that is what you are alluding to.
the json config is a "default" config.
And the bepinex changes are stored in a bepinex config.
RC6 is up
MOAR RC6
Alright, RC6 should solve integration issues with Questing bots, hopefully it will also completely solve the missing extracts for dedicated client users
Also pushed scav initial spawns out a tiny bit
2.7.0 implements the new cascading waves feature (waves flow out and away from the player, less bots, but more action).
Latest fixes a number of timing issues for spawns (action happening too early), as well as should solve for the rare missing extracts bug. 🤞
I'm looking at adding custom spawnpoints again.. I have little hope it will work from a server-side mod like MOAR, but who knows.
Just added all of the extra spawn points from Donuts to moar
And they are working thus far
moar+bagels mod
PLEASE PLEASE
ping me if they working I will switch instantly
currently, these are the total amount of custom spawns:
bigmap 97
factory4_day 0
factory4_night 0
interchange 86
laboratory 35
lighthouse 37
rezervbase 72
shoreline 82
tarkovstreets 128
woods 77
sandbox 43
sandbox_high 44
I'm not even going to try with factories rework
Okay,
No warranty given!
HIGHLY EXPERIMENTAL, EXPECT IT TO BREAK ALL OVER THE PLACE!!!!!
shoreline is broken
or some of the spawns anyway
Going to turn shoreline off for now.
alright, above download is updated to remove shoreline
redownload if you did download before
great, thank you workaholic
do clients need to disable MOAR like they did with DONUTS?
working on moar + bagels today
Sounds like I'll need my own spawnpoint adding system
what I'm currently working on
I know oyu working on 3.0.0 now, but FYI Running the latest RC6, just had a PMC spawn up with a Sniper Scav on Streeets
Pretty entertaining to watch them blast it out
On RC6 is it possible that playerspawns are always the same and not randomized? We did several GZ runs and spawned everytime in the garage 🙂
yeah, I need to look at sniper spawns 😐
RC6 has swags spawnpoints
Actually let me check
...
maybe not
Could be a bug to fix
Is RC6 and 3.00 based on the same? Upgraded to the experimental, spawning on same spot each raid 😛
Which map specifically? GZ?
Also what are your settings? Starting pmcs or anything?
AH!
I found it
Killing with fire
@fringe valley that was actually causing a bunch of issues, thanks for identifying!
🍻
3.0.0 has a few fixes and allows the user to place playerSpawns
The botSpawns storing is also working via keybind
but non Player bot spawning isn't working in all locations so it's off for now.
Fixed
MOAR now supports customs Player and bot spawnpoints
And its just a keypress to add either one.
😄
Working spawns: MOAR 3.0.0 RC1
Just missing extra spawns for lighthouse, streets, and labs
Will continue testing.
If not dockerized and playing fika, this version fully supports spawn-point creation
For all clients
Takes a server restart to use the new points though
can't wait to read up more on how the extra spawns work
now that QB is out, custom pmc spawn zones seems less necessary
then again, avoiding pmcs fighting at spawn is still nice to be avoided
im still on 2.6 and pmcs spawning so far forward leads to way too many dead ones before i get there and pmc kill quests are a chore
love your work
using the current one on spt mods, not the RC
can i request that "live like" is renamed to custom or "default"?
i was trying to get it so that it would never load of the modifiers, and assumed putting 0 on all weights would kill any randomization. turns out that doing that breaks fika completely
didn't realize that "livelike" was just the "use the config" settings until i read deeper
for what it's worth, setting 0 on all weights actually breaks fika to the point that the plugin stops loading in bepinex lmao
or saved config
It can be server only. Yup
But I'd recommend someone has the bepi if you want to change settings
With 3.0 you can likely reduce spawns a bit
I'll do a right up on release but cascading spawn system means more action.
With less spawns
https://github.com/Andrewgdewar/MOAR/releases/tag/2.7.0 this one? @primal thicket
installing
Hi there!
I've been busy these last few weeks and I'm finally to the point where I need some feedback from the community.
(Preferably in the SPT discord)
https://github.com/Andrewgdewar/MOAR/releases/download/3.0.0/DewardianDev-MOAR-3.0.0.zip
Requires: Waypoints
Do not download if you do not want to help me find bugs!
What does this version of moar bring?
Cascading spawn system: Spawns now radiate out and away from the player like a drop in a pond
Spawn-point culling: this reduces the number of eft spawnpoints that are on top of eachother or similar to help space out bots a lot more uniformly.
Custom Spawn points!!!! The above version ships with over 300 custom spawn points. D2, Southside customs, and the empty areas south of sunken on woods are now dangerous again!
Easily add your own spawnpoints! There are now two key binds to add both player spawnpoints (where you start) and bot spawn points (PMC/Scav spawns) in the advanced section of the bepinex for Moar. Now one can simply tap the keybind in raid to have that point permanently stored for your enjoyment. (Server restart required to use added points).
Many many bugs have been fixed.
Spawning was largely rewritten.
This will stay in Pre-Release until I am confident nothing is horribly broken.
That's all for now!
From the hub^^ pasting here for reference
thank you for your hard work, king. will test it later with QB, unless you want some testing done without
i also gotta make sure the difficulty sliders work properly now too

Unrelated
love the idea of new custom spawn points
always wanted cultists to spawn in new places, like dorms on customs lol
it's nice so far! constant action, especially on the "More X" presets
Welcome back SWAGNUTS, we have missed you /s
Just call it Tasty
Lol
d'aww, just had a group of PMCs spawn directly on top of me out of nowhere
I'm not sure if this helps, but it's happened in the bottom floor of Fortress in Customs next to the truck/ural in the building, as well as just now in the D2 bunker just outside the bathroom that's outside of the offices
It happens here and there when the game thinks you cant see it
probably obscured by all the spaghetti BSG code
That sounds really nice. I have question about the new spawn poinst you can place yourself. Will the culling system work on them too? Because say, I tell everyone one my server to add spawn points to cool places. and they do, but then say we get a ton in one place. WIll they cull so we dont get too many spawn points in one spot?
Yes
I'd recommend adding fewer player spawns though.
If your server is dockerized it won't store the points correctly btw.
If it's not using docker should work fine with everyone
Dude. You're such a fucking 
I had a group of pmcs and scavs spawn on top of eachother
and they keep spawning there on top of others
leading to a ton of corpses
3.0.0RC
Also, how does ripple spawn work with mutliple players?
Tried on Customs on default settings, spawns seemed a tad too sluggish for my liking.
Dropped wave spread to 0.4 and 0.6, tried on Shoreline and it was nicer
PMC difficulty aligns more with what the tip says. Scav difficulty im not so sure, I think it follows the as-online setting of starting off normal and later spawning hard only
yeah, apart from enemies spawning on the same point and instantly killing eachother, this is fantastic
havent had that, actually
Rogues and Scavs are friendly with eachother
yeah?
Weird.
Yeah certain maps work better than others
I think I may need to adjust the vector checks to be vertical as well as horizontal
This happens when a bot can't access a local spawn and jumps to a different one instead
Be default in 3.10 I think they warn.
If they get too close they'll blast them
For player scavs at least
Nothing I've done
Hmm. They were like right next to eachother, but got it.
It just targets the spawn not the player
Yeah, but it uses a player as the origin of the ripple? or have i completely missunderstood?
the origin of the ripple is the player(s) spawn point, right
Correct
since everyone spawns together in fika, at least by default
I think more spawn points in the area will actually fix this
More spawn points 🤤
But yeah I might delete the d2 spawns as I haven't been looking at the mesh
im gonna try non cascading spawns tomorrow because i dont insist on focusing all the action around me
I also need to look into adding the y value into the ripple algorithm
The idea will be eventually to reduce the spawns by about 30% and have it enabled by default
yeah thats fair for performance reasons
Like the result will be more fights and less lag is the hope
Let me know how that looks
lol the scavs at map edges be funny
can you add spawn points for other enemy types? snipers, cultists(please), rogues, raiders etc
customs i spawned on the left, shoreline on the right
Hmm I guess I could.
its actually quite visible on customs how near my spawn (left) had a lot of action and i only got to fortress in about 10 minutes. right side is, as intended, empty
shoreline could honestly be mistaken for non-cascading spawns
imagining a cultist behind a closed door or in the bathrooms in dorms waiting to ambush you
It's such a large map that it's hard to tell
As the wave goes forward faster than you move
Or waisting cpu every raid you fail to enter that bahroom lol
so true
bots waiting in specific spots sounds more like a QB thing than a moar thing
you could probably make bots camp windows (for !fun!) using QB functionality
as long as its not a default thing i guess. i count them as bosses and knowing roughly where they are seems like a good way to avoid frustration
on the other hand, meeting a cultist at random in the woods sounds like a funny as hell way to shit your pants
you’d need to use fika’s freecam + teleport to properly add spawns for snipers but at least that’s worthwhile
oh, i was just asking if they could include the ability to mark spawn points for those types of enemies
ah my bad
if dewar makes a way for us to share spawnpoints we've added for other people to use (or for them to be added to base moar) we'd get some really devious spawns very quick
most cursed sniper scav spawn speedrun any%
taking a second look at my shoreline run, cascading runs fine on it. distances are just so large its hard to tell
This is on my list as well. This was why I had originally stopped using Swagnuts, I hated the constant action and never getting to breath. With startingpmcs and minimum spawn distances it got bearable.
My preference is bots spawn where they spawn, and let looting bots and QB get them moving around the map. I dont mind the occasional "quiet" raid from time to time, dont need a constant elevated heart rate 
yeah having a mix of quiet and combat raids is good, especially if you play on very high difficulty and have limits on making cash
i still have to deal with the odd bot sitting near map edge (scavs mostly) but thats not a moar issue so i aint talking about it here
like these 3 idiots that spent the entire raid there
He's a construction worker, mkay?
Lol
I could also make a cascade preset that spawns from the center of the map
So the player will walk through it so to speak.
Random can feel bad, as sometimes only half the map will get populated... True random can be a problem
i think hotzones are a great idea, because they make sense
dunno how cascading works with those
i might have to add a lot more hotzones myself to see what happens
Go for it, each one is an additional bot spawn though so keep that in mind
Oh and the points are really easy to share
my idea is to have a different hotzones be hot each raid so you dont get the same experience
and hope QB and LB do the inbetween walks
Thats effectively default behaviour. As the spawns are randomized
my recent woes have been on shoreline where the resort would be a meatgrinder the first 10 minutes because of pmc open zones
and more than half my total pmcs for the raid would be dead before i get there
gotta see how 3.0 handles this, because otherwise ill have to start tinkering with hotzones
this is with reduced bot hearing too
Dewar, what do you think about having the gunsmith killcount based off of weapon type instead of the # in the series? As much as I don't care to assemble a weapon for the 9999th time, I feel like killing 30 enemies or whatever with a pistol is a bit much
I could whip up a PR for it as a proof of concept if I could find the repo for QDT 
(Especially 30 SAIN enemies)
I'd also like to offer to write some documentation for MOAR since not all the values seem intuitive
Wait for the release but that would be amazing!!!
I f***ING hate documentation
Many thanks will be given
There is a bug in QDT at the moment. But I can make the value configurable. I personally go and change it so it's more like 5 per quest
valid. what’s the bug? :0 i’m currently running the mod
Restarting the server seems to reset progress
On whatever gunsmith quest you are on
It's the "Tarkov difficulty" way. Didn't really bother me lmao
this is part of why i dropped it from my quest tweaks mod. you'd need to hardcode or generate deterministic mongoids instead of just a new random one
a new random one can potentially inflate a profile's size (TaskConditionCounters), not sure if nonexistent ones are automatically cleaned or if they exist but aren't incremented
Start Collector Early has a SeededRandom class to generate them instead of hardcoding
That makes sense! I've used seeded random before never thought of using it for the counter I'd but it makes sense
not sure if known, but two raiders spawned for us on Labs, underneath the basement elevator hallway and were trying to shoot up at us
using 3.0.0, i believe the version before the version an hour ago?
Dewar:
Just wanted to say thanks for your help with the dedi client priority thing
It seems to be working now
(even if I had to put it from High to Realtime priority)
I would much more recommend just saving IDs as you generate them.
This is how I do it. Its a fairly compact, and allows you to access IDs with strings instead
the saving/loading is dependent on another library I have, but its just saving/loading a file
alternatively, go with the "It's a feature not a bug" and change the quest text to "Kill in ONE RAID"

Weird as F.
Do you have waypoints?
yeah
😕
I haven't added spawns anywhere near there
and are those raiders/
I don't mess with boss spawns at all... yet
just scavs no glukhar
I use APBS so their kits are dynamic
I will install waypoints again and let you know if it happens again
Waypoints is mandatory for Moar now . Well from 3.0
Oh no, more pressure 
Lol.
wdym?
I won't post if not needed. Just something I wanted to report incase it is needed or similar issues appear with others. "Bug Report"
More mods depending on waypoints = more pressure 
when making a must-have library/core mod is a suboptimal move
Oh I get it now 😂
How do I enable zombies? Ticking on "ZombiesEnabled" doesn't seem to do anything. Are there more steps? If I understand correctly, I don't need to enable Halloween event, right?
I haven't tested that in a while but it should work
In configuring moar settings does it have to be using bepinex save and send to server button or could manually edit config file in bepinex dedi client prior to starting the dedi?
you would be best served editing the config of the server mod itself, the client mod and bepinex config are just ways to edit that file basically
For MOAR am I right in my understanding that settings like "randomRaiderGroup" / "randomRogueGroup" / "bossInvasion" in the server config.json apply globally so whatever preset is loaded would have a chance of also having these settings implemented (if enabled)?
Its the base that presets change over
So anything you change there, a preset can overwrite
Or it stays the same if it isnt touched by the preset
ah nice, that makes sense
Died on Lighthouse to a PMC group spawning litteraly under me. Spent ~30mins clearing out Treatment Plant. All rogues, and 2 4-man PMC groups. Every building top and bottom clear.
Finally get on top of building 1, group spawns below me without my knowledge and when I came down off the building, I got ran through by the freshly-spawned 4 man.
yah that’s why i have the wave distribution to spawn mostly all in the beginning
How did you tweak that to your liking?
I would like to do the same ideally.
having a slider or something to cut off all spawns after a certain % of the raid would be interesting tbh
Agreed.
This
That's what distribution does.
oh? i thought it was more of adjusting the curve, that spawns happen more in the beginning and less later on, but still possible to spawn later
well, nvm then
SAME
gah bad caps
Im having an issue where the bot cap is not being respected. I have it set to 25 and its going WAY over to that, to the point that my fps is 25.... 😦
I'd love to hear how your hotspot research goes. Ive been playing with them and... its weird. I THINK they may ignore the botcap, but also I cant get bots to stop spawning full stop, or be despawned so, its ahrd to tell for me right now. Making Fortress a hotspot for scavs and PMCS was pretty hilsrious though.
honestly havent done much after i saw how 3.0 handles spawns. very likely will happen as i start to do quests that require kills in specific areas
they do stack, but once you start adding 2-3 hotzones per map it starts looking random again, even if it probably works as intended
whether if they ignore bot caps, i doubt it but you can always ask dewar?
Something broke bot caps for me in general, I need to figure that out before noodling specifically with the hotspots I think. Just for process of elimination sanity sake.
bosses and guards ignore bot caps
yeah that makes sense but... This wasnt just bosses and guards. It spawned one PMC the whole raid and then just fuckassloads of scavvy boys.
So somehow I've lost caps as well as bot despawning. Probably neither of which are due to MOAR. I think...
have you tried limiting via fika.core as well as moar?
yep
only other mod that does spawns is QB, but that doesnt cause this for me
both limits are set to 25
I need to look at the QB settings, I thought I turned off its spawning stuff, I feel like it started after I dropped that in.
mine is still on, because the mod apparently auto-disables if it detects moar
so maybe having it OFF is the issue?
doubtful but i work by trying everything 
indeed, SCIENCE!!
as far as i understand the current dev build does not currently respect maxbotcap regardless of what you set it to, possibly due to the way that pmcs/scavs are being spawned
really now
Interesting. I 100% had it working like a week ago. Im still on RC5 I think, not the most current.
still weird because mine are being followed
oh hmm, that is strange
im on an earlier rc though
yeh, turning the QB flag back to true didnt fix it, hmmm
I thought maybe it was visceral combat since it has a new fikacore.dll but I stripped that out too
What's the best way to debug it or find what's wrong in a log? Maybe some other mod is messing with the spawn logic or something
Zombies have worked fine for me as well at least spawning. They spawn in later usually. Just spin up a raid and use dynamic maps and you should see em show up eventually.
Behavior wise its janky as hell they are all slidey and buggy
No, they just don't spawn for me, at all. I've hade countless raids with zombies enabled, not a single one has spawned, even towards very end of of the raid
By Dynamic Maps you mean like the mod? How would it help?
You can turn on all the bots on the map and see what is spawning where. Not sure why they arent spawning at all for you though.
Or raid review is also another option
Ah, yeah. I usually just use questing bots or fly around the map after death for debugging. I am confident they do not spawn
At least… I assume raid review would show them. Havent actually tried.
Oh! Do you have them turned on in your fika config?
I think they are off by default
If this is the experimental build yeah this is a known bug I'm looking into
Wait, is there a setting for that in FIKA? I... Don't think I did, then. I'll double check RN
This
Yeh in the server config I believe. Not f12
Well, that sucks. Does SAIN helps at all? Or is it purely on Fika devs to fix?
I think its spt
Nothing in the server config
Yes EFT
Ah, I see
The zombies are half baked
Ill find it when I get home
I'll be working on another release this weekend.




