#DewardianDev's Mods

1 messages · Page 4 of 1

primal thicket
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Been busy irl

brisk breach
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neither, it's BSG

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all of the files for the zombies on the client are in a "wip" folder for a reason lol

unborn niche
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the moment i saw the zombies my initial thought was "dayz standalone early zombies"

primal thicket
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They need colliders

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I won't touch them again until then

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Right now they are third wall breaking

primal thicket
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Jamiroquai

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Love that guy

primal thicket
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Fixed max bots issue

paper grove
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oohh

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grabbyhands

primal thicket
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lol

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There are a lot of changes pending but that was a major bug

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Fixed an issue with max bots, fixed an issue with spawn spacing and spawns near the player.. rebuilding this spawn system is freaking painful

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Still tweaking many things but this is likely the most stable version thus far

paper grove
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still going well over hardcap

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mine is set to 25, had 34 peak bots last raid

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which may be ok with bosses and hotspots tbh, Im still unclear how all that works

primal thicket
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bosses yes, hotspots no

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bosses/marksman

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and say for example you set 25, on 24 a 4 man can trchnically spawn

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I'm setting it to 20 for maxbot to start

junior agate
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Alright thank you both. I was trying to disable random presets but I figured I could've done that from the presetweightings.json

cosmic palm
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@primal thicket Do you know what I can do to make any scavs spawn in the bottom half of the map? Bot cap is set to 30, so plenty of headroom. Been like this all 3.10.

primal thicket
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nope, wait for release

paper grove
primal thicket
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they are likely considered bosses so no

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I could make it so they do

paper grove
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Imo that would be ideal. Like… Bosses plus followers plus raiders rogues cultists. Even if that is working “correctly” youre gonna get a ton of questions about bot cap being broken.

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Honestly the only thing Id personally want to ignore the cap is marksmen.

primal thicket
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It's much better

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GZ, customs, woods, lighthouse, have had their passes now

primal thicket
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new algo is making all spawns spread from the player, on larger maps with maxbots enabled this creates a halo effect that doesn't continue

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I have added a rough shuffle to the algo to make it so every second or so spawn will be randomized

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It's working well

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running on maxbots of 20 feels pretty good for most maps

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Also made it so that streets doesn't have 13 snipers 😐

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That was killing framerate for no reason

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Alright

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Relatively polished

junior agate
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we need the player clients to have the moar.dll to track players so spawns spread around them? or only on the dedi

primal thicket
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The moar.dll is still a remote control, I have managed to avoid thst

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Ie

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The .dll isn't needed... I think

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You do need expanded NAV mesh

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Also added a button to press to check preset

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And the quiet raids preset

junior agate
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Got it! Thank you

paper grove
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Are you doing any despawning or should we be relying on Fika for that?

primal thicket
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Fika if you want that. You shouldn't need too much of it though

paper grove
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Cool. Ill test with and without. Im just trying to claw back frames wherever I can.

fleet kraken
# paper grove Cool. Ill test with and without. Im just trying to claw back frames wherever I c...

When I was optimising my mod list last wipe on an older rig I spent a lot of time figuring out how to get a pretty much locked max bot cap between swagnuts and Fika with it dynamically adjusting for boss spawns. I believe Fika's maxbot cap takes into account all bots but only affects the number of scavs and PMCs, so if you have boss spawns it would naturally reduce the amount of regular bots spawning. Perhaps this is a useful bit of information if not already known.

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There was some other fuckery I did with swagnuts to do with reduced donut counts and hotspots boosts to fill out boss less raids but I can't really remember now

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Seems like you wouldn't need to do the equivalent in MOAR with how it works

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Should just be able to use Fika to stop further scavs and PMCs spawning after all bots hit the Fika cap

paper grove
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I did the same. Honestly controlling the hardcap was way easier with swagnuts. For me at least. That said. As long as wbatever is doing the spawning is respecting the cap for… whayever set of bots. I can account for the rest with moving the cap around.

primal thicket
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I can easily turn the cap on for bosses and marksman.

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But that doesn't seem like a good idea

paper grove
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I get why it goes over, but it feels like there is a disconnect between the cap we set in... potentially multiple places and whats actually happening. It was a swagnuts problem too because BSG spawning. Thats where I get hung up, its probably a me problem. Or even make it part of the config and let people turn them each on/off under cap and see what happens. That way its our fault if we fuck something up.

alpine swift
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Already had too few Snipers around

paper grove
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Right which was why it was nice in Swagnuts to just have a hard % applied to them. I just put them at like 85% on every map.

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maybe add marksmen to bossconfig? Is that possible?

primal thicket
paper grove
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I had the RC just before the Alpha

paper grove
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where?

primal thicket
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Not via config. But map config

paper grove
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ah yeah that would work

primal thicket
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As certain maps (streets) have like 13 potential spawns

paper grove
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I miss the GZ snipers

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yeah

primal thicket
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I'm not sure why

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Low I see them

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Hidden behind their sheets...

paper grove
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I think GZ still has some fucky spawn and navmesh stuff going on still. It has never felt fully cooked from the BSG side.

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Also real quick in the new map config, I see some maps have a maxbotcapoverride and some done, can I just put that in any map in there and it will work?

primal thicket
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Yes

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The override just supersedes the configs override

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So if there are maps you want less bots or whatev you can do that

paper grove
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got it ok so I probably done NEED to do it map by map, just for the ones that need to be unfucked (GZ)

primal thicket
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Do you think that GZ doesn't have enough spawns?

paper grove
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GZ has too many for the size of the map, with a 20 bot cap its a fucking horror whow

primal thicket
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Yeah latest I set 12

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Try the alpha

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I need feedback

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Also fixes a lot of small things

paper grove
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yeah dropping it in for my guys on my server before I head out for the day, will try to get useful feedback from them

primal thicket
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Lighthouse is a bit a mess at the moment.

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That and labs will be my focus today

paper grove
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I think where I cause problems for myself with my setup is I have lots of bosses possible on basically any map, but their spawn chance is super low, sub 5% but... when a bunch of them happen it makes for some fucky wucky

primal thicket
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The rest should be okay

paper grove
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nice

primal thicket
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Ie the setting at 5% in the config

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Or you mean you use that?

paper grove
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no I do them individually per map

primal thicket
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Oh that works too

paper grove
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I dont have them ALL everywhere, just, some amount of them everywhere

primal thicket
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That is not an image

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Lol

paper grove
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I htoughtit would link to the raid review replay

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fuck

primal thicket
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Raid review runs local

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Hence the 127.0.0.1 address

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But I hear what you are saying

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Bosses do add to chaos

paper grove
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ah balls thats less useful

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I didnt even set up bosses on GZ yet.

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I mean it only went 2 over the hard cap, but yeah, holy shit

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the per map hard cap will be nice

fleet kraken
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isn't there an argument just to use fikas maxbotcap if you want a true hardcap

paper grove
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IT also doesnt care about bosses, marksmen, etc

fleet kraken
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yeah it does

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it just doesnt stop them spawning

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it stops pmcs and scavs

paper grove
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Well they spawn first so that makes sense. Also I 100% have not had the Fika hardcap actually work in the past several weeks.

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I may have something somewhere fighting with it that I need to battleship out. :/

fleet kraken
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fair enough, I haven't trried it since 3.9

fleet kraken
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i imagine you would need despawning on for scavs and pmcs for late spawning specials

paper grove
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yeah, it woudl be nice to have bosses spawn late, Im not sure theres anything that does that currently.

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Like, ah, Im home free, SURPRISE TAGILLA!!!

fleet kraken
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moar does it for some presets no?

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unlesss i've missunderstood gradual bossinvasion

paper grove
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maaaaybe, I generally dont fuck with the wave timing cause Im dumb and it already just kinda works

fleet kraken
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and reserve you call in raiders

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i remember i had to set up despawning for that last wipe

paper grove
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@primal thicket question on bosses. For the OpenBossZones flag, how does it handle that, is the boss check done zone by zone, or does it check each boss and then pick a zone?

primal thicket
primal thicket
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Which gives them free reign to spawn at any of the open zones

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The min spawn distance thing not being honored is super annoying

paper grove
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agreed

primal thicket
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I haven't seen a lot of it personally but I have enough reports from others to believe it

paper grove
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Right but for the bosses... Does it go boss by boss and check, then randomly pick a zone. So each boss only gets one "die roll". Or does it go zone by zone checking all the bosses repeatedly?

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I see it more cause my spawns with PTT can be deeper into the maps so its SUPER apparent in some places. Others it feels fine.

primal thicket
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It's random

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When the boss spawns, if it has "" as a bosszone, it just chooses among the openzones and the zones tagged "boss"

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So with openzones you may get a boss spawning on their normal spot

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but it's rare

paper grove
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ok, so it checks if boss exists once, then randomly grabs a zone.
Sorry just tryng to sort why when I do open zones it SEEMS like I get way more of the bosses I have set showing up, even though their chances are generally sub5%

primal thicket
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Oh, I can explain that

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See, when a boss spawns, it's usually contained to the existing bosses spawnpoints.
With bossOpenzones the bosses have more points to spawn on, if a point is saturated, the boss won't spawn

paper grove
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wouldnt that result in LESS bosses spawning potentially?

fleet kraken
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By the way I've been testing all sorts of mods and configs today while passively testing the latest MOAR alpha, seems to be working well from what I've seen

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Nothing weird going on and a good amount of action

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Getting some stutters later in the raid but I don't know what's actually causing it

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Testing things locally for now instead of dedicated so maybe more sensitive to it

primal thicket
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Appreciate the help

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Lighthouse and labs needs work

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Looking into what it would look like to get custom marksman spawns

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Not holding out hope

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but will see

fleet kraken
primal thicket
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Customs feels complete

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It's working well

fleet kraken
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yeah it does

primal thicket
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woods, needs a little work, questing bots should help there though

fleet kraken
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not spent enough time there to fully feel it out but I was seeing a lot of spawned bots with bot overlay

primal thicket
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Yeah, it's good, but they clump a bit in the northeast on one particular location

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This may have always been the case with 3.10 though

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There is this area in the northeast near mountain where I think I need to kill a few eft spawnpoints

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might be eft bug

fleet kraken
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there wasn't too many around there in my raid

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i just had a thought, in 3.9 Path to Tarkov broke minimum distance in swagnuts for me

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literally bots would spawn right next to me on spawn

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dunno if that's a clue but thought id share

fleet kraken
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i haven't had any bots spawning too close by the way

primal thicket
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In alpha?

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Thats good

fleet kraken
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yeah in alpha

primal thicket
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I think it's happening mostly when a bot tries to spawn in a point that it can't

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As the code checks the initial spawn distance, and then when it can't spawn somewhere, it will just randomly choose another location

fleet kraken
primal thicket
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Yeah.

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Thus why I don't necessarily want people to add points everywhere.

fleet kraken
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someone would create a monstrosity... and I think i kinda wanna try it

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unicorn on steroids

primal thicket
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The issue is, certain maps just don't support points in some areas. Customs is great, GZ is terrible.

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🤷‍♂️

fleet kraken
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rip

fluid aurora
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Got any good way to merge spawn points when I update to new version? Added a ton myself, and would hate to lose them.

primal thicket
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The relevant files to copy would be in src\Spawns

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the .json files there

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But I move those to outside of the source folder, so people see a "customSpawns" folder and just put two and two together.

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You can also just add all of your points to the bottom of whatever map in those json lists, and then turn on spawnCulling in the advanced config once

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But yeah, before going to will nilly, I'd maybe wait for full release

thorn pebble
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When I set the bot cap in f12 it does not seem to save. IE reverts to 25 when I re launch server. Is there a place in a config to set a bot cap? Muh cpu is 🔥

primal thicket
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You are running fika

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Read the FAQ

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Fika has all settings saved on the server

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As I have designed MOAR for persistent servers with multiple clients

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Set the maxBotCap in the config.json on the server

thorn pebble
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TY appreciate the awesome mods you provide

paper grove
paper grove
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At least thats what seemed to be happening for me, turning the hotspots off fixed it. It very well may have been PTT +Hotspots was the problem. shrug

fleet kraken
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yeah i ran hotspots on all wipe but the issue went when we dropped ptt

paper grove
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@primal thicket alphs release feels really solid rightnow man, good shit!

primal thicket
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Only improving on it

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And thnaks

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Just fixed a bunch of issues with lighthouse

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And maybe the spawn ones in labs

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Only so much to do there

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Now adding snipers

paper grove
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nice, yeah we are on GZ, currently just trying to balance SAIN and bot aggressiveness and hearing cause late raids its just a scav wave of terror.

primal thicket
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lol

paper grove
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as PMCs thin out, scavs are hyper focused assholes

primal thicket
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LOL

primal thicket
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moar.dll as well as waypoints are now both manditory.

primal thicket
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Updated: Latest Alpha 2

  • Added marksman spawns to woods and customs
  • Attempted fix on labs again...
  • Updated lighthouse spawn distribution.
  • Added button to announce preset

Map progress for new spawns:
Customs
Woods

Rest are being worked on.

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Over 300 spawnpoints currently added

median lake
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Ooh, nice! I've noticed in these versions that sometimes our 2-3-4 person squads are being split up on especially Woods. Is that something that would have been fixed with this? Not using the open zones for player spawns or anything, and using the "spawn together" default FIKA setting.

And thanks for the hard work! MOAR is awesome.

primal thicket
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This is a brand new build

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The idea of player vs scav openzones no longer exists

unborn niche
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far from perfect because sometimes you'll have scavs not trying to be cheeky and go for distant firefights to scrounge loot off of dead people but better than THE HORDE

cosmic palm
fringe valley
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@primal thicket Default mapconfig (in alpha-2) for lighthouse is exusec 20, server log shows [MOAR]: --- Adjusting default boss spawn rates ---
[MOAR]: lighthouse exUsec: 80 => 50
[MOAR]: lighthouse exUsec: 80 => 50
[MOAR]: lighthouse exUsec: 0 => 50
[MOAR]: lighthouse exUsec: 80 => 50
[MOAR]: lighthouse exUsec: 80 => 50
[MOAR]: lighthouse exUsec: 20 => 50
[MOAR]: --- Adjusting default boss spawn rates complete ---

fringe valley
fringe valley
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So "only mandatory" to update if used for F12 😛 ?

fleet kraken
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fuck

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i dunno actually

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i feel like it probably should live on dedicated given the changes but will have to wait for Dewer for clarification

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can't hurt to have it on there anyway i suppose

fleet kraken
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New alpha doesn't appear to work on dedicated

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when included in dedicated it causes hang on "waiting for host to initialize" and when not included in dedi it gives an error on raid load about index range or something

primal thicket
primal thicket
primal thicket
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I'll have to test.

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Yeah confirmed the error in hideout, I'll have to investigate the dedi

fleet kraken
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currently running alpha 1 not on dedi

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is that right?

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raids seem fine

primal thicket
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It was tested with non dedi. I hate the fucking hideout minigame so likely why I wouldn't check there.. it is technically a map

paper grove
primal thicket
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Lol.. at the real gym atm

fleet kraken
paper grove
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Lol its your pet

primal thicket
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I should try that

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Imagine if you could loot it

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Like what

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Lol

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What would happen if you died

paper grove
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Well considering you cant pull your gun out unless aiming down shooting range… you’d die 100% of the time.

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Honestly. With it being “just a map” I wonder if Jehrees exfil marker or the transit stuff Trap did could make it so you could actually travel there and walk around in it.

primal thicket
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Hmm that's an interesting premise

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Would be neat to load into the game in your hideout and just do everything from there

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And then exit the front door wherever you were last

paper grove
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Yeah. With the home comforts stuff Jehree did you could put storage around. Then limit the stash space at vendors so its just for buying and selling.

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You’d have to have an offraid position that is linked to your “home” stash though

junior agate
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I'm not getting more than 10 bots in interchange, moar alpha 1. It drops to 5-6 most of the time

earnest lodge
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default settings? default raid length?

junior agate
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Default settings, and +15 mins raid length. That might've thrown off the timings

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I'm not sure how moar scales with raid length

earnest lodge
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it doesn't do any scaling afaik

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your same amount of spawns are now just spread out through the longer raid

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aka, up your spawns

junior agate
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Alright I'll adjust settings

primal thicket
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No need to adjust

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Likely some issue with spawns in this version

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Working on it now

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Roll back to alpha 1

primal thicket
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Alpha 3 is here

GitHub

Commits

085f7a1: temp (andrewgdewar) #8
b64b345: 2.7.0 (andrewgdewar) #8
8a1af18: Experimental build #2 (andrewgdewar) #8
16bd35e: Update spawns (andrewgdewar) #8
1269260: Set min starting time fo...

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Fixes the bug with the hideout and a number of other issues

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The maxBots are STRICTLY followed now.
Excluding snipers/bosses

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384 total addtional spawns across all maps

bot spawns:

bigmap: 191 items
factory4_day: 9 items
factory4_night: 9 items
interchange: 15 items
laboratory: 0 items
lighthouse: 17 items
rezervbase: 8 items
shoreline: 23 items
tarkovstreets: 0 items
woods: 82 items
sandbox: 4 items
sandbox_high: 4 items

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player spawns

bigmap: 4 items
factory4_day: 3 items
factory4_night: 3 items
interchange: 0 items
laboratory: 0 items
lighthouse: 0 items
rezervbase: 1 item
shoreline: 0 items
tarkovstreets: 0 items
woods: 0 items
sandbox: 0 items
sandbox_high: 1 item

sniper spawns

bigmap: 5 items
factory4_day: 0 items
factory4_night: 0 items
interchange: 0 items
laboratory: 0 items
lighthouse: 0 items
rezervbase: 0 items
shoreline: 0 items
tarkovstreets: 0 items
woods: 5 items
sandbox: 0 items
sandbox_high: 0 items
as of now

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Working on adding points, but the framework is starting to feel solid

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Customs/woods feel almost done

paper grove
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Awesome

novel crown
primal thicket
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alpha 2 is bugged

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alpha 3 fixes that

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make sure both dedi and clients have it

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manditory

junior agate
# primal thicket No need to adjust

Got it, seems more bots now in interchange alpha 3. I did notice pmcs might be spawning close together since they just fight after spawning, instead of just meeting somewhere

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that's a huge might though, can't really see which floor bots are on without guessing

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like these 3 teams on interchange, fighting after spawning

primal thicket
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It's random

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True random isn't pretty

junior agate
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I see

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Also,

    Line 2300: [Info   :DanW-QuestingBots] Bot captainfoam (Name: Bot3, Level: 37) is now a follower for oidnacbdnjidbha (Name: Bot1, Level: 41)
    Line 2307: [Info   :DanW-QuestingBots] Bot gansik (Name: Bot5, Level: 29) is now a follower for oidnacbdnjidbha (Name: Bot1, Level: 41)```
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seems they were teammates after all

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who then proceeded to kill each other

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and a scav thrown into the mix
Line 2290: [Info :DanW-QuestingBots] Bot Слава Спортсмен (Name: Bot2, Level: 55) is now a follower for oidnacbdnjidbha (Name: Bot1, Level: 41)

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I'm not sure if it's qb or moar. I don't have please just fight mod

primal thicket
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Moar takes over for spawning when they are both installed

junior agate
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Ah yes, I have QB spawns disabled in config as a measure - although qb does it automatically

primal thicket
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Everything's working well for the moment

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Only current bug has to do with fika spawning coop players elsewhere.

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I think I have a few ways to track that down though

paper grove
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Like, it wont put fika players together on raid start?

primal thicket
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It can happen

primal thicket
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That's the only bug identified at the moment.

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I'm still working on map balance. But that will take time

thorny rampart
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NullReferenceException: Object reference not set to an instance of an object
at MOAR.Patches.SniperPatch.Postfix (EFT.Game.Spawning.SpawnPointMarker[]& result, EFT.Game.Spawning.SpawnPointParams[] parameters) [0x0013d] in <f0eff2ac18e149139a09d610108e7088>:0
at (wrapper dynamic-method) SpawnPointManagerClass.DMDSpawnPointManagerClass::smethod_1(LoggerClass,EFT.Game.Spawning.SpawnPointMarker[],EFT.Game.Spawning.SpawnPointParams[])
at SpawnPointManagerClass.CreateFromScene (System.Nullable`1[T] locationExportDateTime, EFT.Game.Spawning.SpawnPointParams[] parameters) [0x00018] in <be9862b1593e41e48ad89bd48723d349>:0
at Fika.Core.Coop.GameMode.CoopGame+<CreateLocalPlayer>d122.MoveNext () [0x0008e] in <b5869515bf114c34b2476130dd8db733>:0

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Ground Zero map is not loading at all, works under other MOAR versions

novel crown
fringe valley
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Feedback to Alpha.3:

  • GZ Low/High not loading
  • Request: Configurable Option to disable adding of custom spawn points
  • Request: Configurable Key to add Custom Spawn points
  • Playerspawns on Customs - 5 Times in a row on the same startpoint
pallid tiger
primal thicket
primal thicket
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Fixed GZ

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It has a completely different way to spawn bots

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f***

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Working on some logical snipers spawns there.

paper grove
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yeeeeep, I remember that being an issue with swagnuts too

primal thicket
tribal shuttle
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So, I've managed to fix zombie spawns by enabling halloween event. During the event, I've tried labs and it was full of zombies, like literally an infestation. Unfortunately, as it turns out, SAIN makes all other NPCs freeze in place during the event, so I had to turn the event off.
Now, the zombies are still working, but their numbers are minuscule. I've set their waveQuantity to 3, while scavs are PMCs are around 0.2-0.5, yet there are 1 zombie in like 3 PMCs. Does the event chances on the map during the event influence the amount? And since event is off, their chances are very low?
Is there a way to properly increase zombies spawnrate?
I've also tried making custom preset, but there's no way to choose that in-game, so I guess it's random weighting only. Gone after the update, can choose preset now.
I'm using RC5, as it's the most stable, if I understand correctly.

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Oh, also, what's the Pity Loot incompatibility mentioned in the hub?

primal thicket
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I haven't touched Zombies in a while, and as they are ass, I don't want to spend cycles on them at the moment.

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They "should" still work.

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That's all I know.

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Alhpa 4 is likely better than rc5

tribal shuttle
tribal shuttle
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Ohh, there are quiet raids now, like in SWAG

primal thicket
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I rebuilt the mod and spawn system.. no no major config changes

tribal shuttle
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One last thing - should I delete Pity Loot? Is there a major issue with it?

primal thicket
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I've heard there is

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I haven't personally tried it

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Make sure it loads before moar and it should be okay?

tribal shuttle
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Well, Pity Loot recommends loading last...

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I've been playing with it for a week, haven't noticed anything major, but who knows

primal thicket
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Maybe it's fine then

thorny rampart
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does anyone know if specific mod is provoking bots spawning right in your face? It does not repro all the time but does happen enough to notice.

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partizan deepthroated my teammate 3 raids in a row by spawning in a closest bush and yelling a voiceline

tribal shuttle
thorny rampart
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will test more ith fixes

primal thicket
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Try increasing spawn distance on larger maps

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Or use the alpha 4

eager shell
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Is it possible to have the option to add random player spawns? We loved that we were separated at some raids and some we weren't.

earnest lodge
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that's a fika feature

eager shell
#

Oh, cool. I guess I have to find that config.

median lake
#

I believe you can do that in the game settings page just before going into a raid, but I haven't personally toggled that setting
I admit I do kinda like spawning apart with the random times it happens in MOAR though (even if by accident)

eager shell
#

Yeah, it was fun.

fringe valley
primal thicket
primal thicket
#

I need alpha 4 testers to confirm if that's fixed

fringe valley
#

I stumbled across the default END key - i´ve bound it to switch laser/lights. And added some spawn points 😛

primal thicket
#

Oh yeah, alpha 1? Had it bound on start

#

I'd recommend deleting your moar.config in bepinex

fringe valley
#

Did it today while switching to alpha.4.

primal thicket
#

Now end key is bound for preset, nothing else

#

There is a known bug on 1 GZ player spawn I think.

fringe valley
#

Have you found the issue with alpha.3 for the spawns on customs, every raid the same start position?

primal thicket
#

Try alpha 4. I haven't seen that yet

fringe valley
#

Will try it later, when my mates are online. Then we will test alpha.4

paper grove
#

Alpha 4 is working with dediated yeah?

primal thicket
#

Should be yup

compact thistle
#

when I'm editing the mapconfig.json, am i able to add "spawnmaxdistance" anywhere?
I wanna set like 600m max since with botdebug I was seeing bots 800-900m away and on standby (likely due to SAIN) so they weren't killing each other (to make new bots spawn) and just waiting for me to wander in.

So I saw "spawnMinDistance" and wondered if there's a corollary setting.

Or I guess, is there bot culling?

paper grove
#

I dont think the Fika despawn is working. Im seeing something similar where stuff doesnt backfill unless something dies but theres no despawn check succeeding anywhere.

primal thicket
#

There is no despawn with moar

#

You can install something like AI limit if not using questing bots

#

But it honestly isn't needed in most cases

#

I guess if you are running low spawns maybe

compact thistle
#

There's not a performance issue AFAIK, just that bots are spawning far away and at that distance they're defaulting to dormant. Which means the only map activity is within x distance of me, and only involves the bots who were already there. I'm assuming SpawnMaxDistance isn't a thing?

primal thicket
#

it is not

#

I also don't make any bots dormant

#

But my script spreads them apart (or attempts to)

#

So that there is an equal dispersion

compact thistle
#

Oh I didn't mean to imply MOAR was making them dormant. I think SAIN is.

primal thicket
#

Could be.

paper grove
#

Sain has a setting that turns on full bot interactions at distance. I forget if its off or on by default

ivory notch
#

The default sain settings deactivate/simplify bots beyond a certain distance.

#

I believe looting/questing bots also have range limits defined by default which might make bots passive beyond a certain distance

#

If you are running a dedicated host on a separate computer that isn't a potato, there's no harm in disabling all those limits.

#

But it does mean that bots might kill each other in your absence so you might turn up at a hot zone like the dorms to a pile of corpses that have been looted dry.

#

I like the experience where the world doesn't center around me and I'm just a cog in the machine so to speak, so I disable the limits and let the world run whether I'm there to observe it or not.

distant portal
#

upgrading to release 4 seems like there's alot less stuff being spawned on my dedicated

#

if i'm using a dedicated, which set of moar's settings are actually being used?

#

the config on the folder where SPT-server is being launched from (the one I play from as well), or are the config settings from the folder with the dedicated being used?

alpine swift
#

Server only, afaik

#

At least before RC stuff

#

Like, last official release is just server

#

I dont know how it will be soon

distant portal
#

yeah that was the main reason why i asked what i did in #❓questions lmao

#

trying to figure out which config settings to actually change

primal thicket
#

not for 3.0.0

#

It requires waypoints and the moar.dll

#

Or your shit will be broken

alpine swift
#

Well, I said before RC stuff :P

primal thicket
distant portal
#

adjusted to maxbots to 50 and it still feels dead, with bot zone to 6

distant portal
#

and what are the wavecount numbers in the mapconfig? those are new, are they not? or have i just been blind looking at past releases

primal thicket
#

When you make a change on the client (your client, which all users need) and you're on fika, you need to "save"

distant portal
#

so the configs on my dedicated don't mean a thing, it's the config from the folder i launch sptserver exe from

#

okay i had been doing it all backwards lmao

primal thicket
#

For fika, the configs reset on server restart unless they are set in the config.json on the server

#

Then they will be considered "default"

#

It's primarily a server side mod, that just alters botzones with the .dll

carmine oxide
#

Hey guys just a quick question, so correct me if im wrong here:
"sectantPriest": 0, These are cultists
"arenaFighterEvent": 0, Bloodhounds
"bossBoarSniper": 0, whats this?
"pmcBot": 0, just AI PMCs?
"bossZryachiy": 0,
"exUsec": 0, Rogues
"crazyAssaultEvent": 0, Bloodhounds again?
"peacemaker": 0, What is this
"bossKojaniy": 0, Shturman
"bossGluhar": 0,
"bossSanitar": 0,
"bossKilla": 0,
"bossTagilla": 0,
"bossKnight": 0,
"bossBoar": 0, Kaban
"bossKolontay": 0,
"bossPartisan": 0,
"bossBully": 0 Reshala

paper grove
#

boar sniper are Kabans snipers on Streets

#

PMC bot is Raiders

#

I have no idea what the assault event is... I give it a % chance and I dunno maybe things happen shrug

primal thicket
#

peacemaker < peacekeepers un wearing dudes on shoreline

#

crazyAssaultEvent < I think these are smugglers? or whatever that new type is

paper grove
#

ohh cool, I need to use that more then I just ignored it

#

it may be, I have it super low and havent seen any smugglers in a minute

carmine oxide
paper grove
#

UN is now EVERYWHERE in my game!!!

primal thicket
#

I should switch to .jsonC

#

But i need to learn how to work with it

carmine oxide
#

hey @primal thicket for MOAR is it better to stick for 2.6.7 for now the one on the mod page in SPT site or is more optimal to switch over to 3.0 even though it's alpha?

primal thicket
#

Umm

#

Ask me in 10 minutes

#

🙂

#

make that 20

#

Basically releasing alpha 5

#

Which is by far the most stable, and best version

#

thus far

carmine oxide
#

no worries mate take your time Thanks again for the effort in making and improving the mod hats off

primal thicket
#

Your welcome

#

Basically new version doubles the quantity of spawns in the game

#

including snipers

#

It's MOAR + Bagels!!!

#

😄

paper grove
#

dope

#

I have been waiting to upgrade cause Im in a stable place and I didnt want to asplode my server.

primal thicket
#

Great adjective.

paper grove
#

no config changes? Can I just back up my configs and drop them over?

primal thicket
#

Ummm I wouldn't

#

I'd try alpha in its current state and see how you like it

#

It changes so much, you would be presuming that you need to fix something that isn't broken in this version

paper grove
#

right, makes sense

carmine oxide
paper grove
#

One of the alphas

carmine oxide
#

how is it so far stable and good?

primal thicket
#

Alpha 4 has a few bad player spawns

carmine oxide
#

im coming from swagnuts cause when I play streets with my friends its basically over for my PC HAHAHA

paper grove
#

Pretty solid. Any weirdness is mostly me leaning on the edges of how stuff is intended to work.

primal thicket
#

lol

carmine oxide
#

and I want to try out MOAR for more stability and performance improvemnts

paper grove
#

Im not overly worried about player spawns. With PTT Im forcing the spawnpoint anyhow so as long as it doesnt stomp that. Which it hasnt so far.

primal thicket
#

PTT? it should murder that with fire

#

I'd not use that

#

PTT being the spawpoint picker thing

#

MOAR now chooses your spawn for you.

#

you are much more likely to get a bad spawn like that.

paper grove
#

No PAth to Tarkov

#

not spawnpoint picker

#

that has never worked right with fika as bet I can twll

#

*tell

#

I basically wont play Tarky without PTT nowadays so... its all working together so far.

compact thistle
paper grove
#

is raiders

paper grove
carmine oxide
#

I sadly don't have an extra PC for this mate :/

paper grove
#

like the fika dedicated client

#

you dont need one

#

go to downloads, its in there, then go to the questions channel and threads. Shynd put up a walkthrough, its pretty monkey simple when it comes down to it.

carmine oxide
#

Wait just to be sure you're talking about the "latest dedicated" right

paper grove
#

yes

#

then read the thread in Questions channel

#

do not just drop it into your spt/fika insatall.

#

ping me if youhave questions, I'll be around for a little bit. I dont want to shit up Dewars channel about non MOAR things.

carmine oxide
#

Yeah same but appreciate the suggestion mate I'd have a gander at it

fluid aurora
#

Using alpha 4, I had 5 sniper scavs inside eachother on top of a rock near checkpoint on woods.

#

Not a huge issues, but def not something right

primal thicket
#

Near checkpoint where

#

You mean dickhead?

#

"sniper rock"

primal thicket
#

I cleaned those

primal thicket
#

It is complete.
MOAR + Bagels - 3.0.0 Alpha is Released

#

You can go to the hub to get the latest release

sonic tinsel
#

if updating from 2.6 versions, can you just copy the files over and replace without issue, or do you need to delete the old mod first?

primal thicket
#

no

#

requires a fresh install

primal thicket
#

Fika folks!
Please let me know if you guys see the separated spawn bug.
It may still exist.

hoary locust
#

I just saw it on streets with alpha 5 in a 3 man. 2 spawned together and 1 spawned elsewhere

primal thicket
#

Alpha 5, ie release?

#

Next time it happens look around, see if there isn't space. I think that's what's happening

hoary locust
#

yep, release. that would make sense re: space. they spawned in a smallish room in family market and I spawned down in the real estate fund building

primal thicket
#

Likely that's the reason then. I'll have to see about choosing a location with a few spawns in the area to allow the algo to choose

haughty matrix
#

"scavWaveDistribution": 1,
noticed this is default now: does this mean all scavs spawn at the start of raid and don't respawn?

#

it used to be 0.5 iirc

tribal shuttle
#

So presumably nothing has changed in terms of distribution

#

You can read about what each option does in the F12 menu

median lake
#

Huh, I just had a spawn (solo) on Customs and it seems to have dropped me out of the map and "killed" me while loading. (RUAF Roadblock) on 3.0.0 A5

tribal shuttle
fringe valley
#

Alpha.5:
[MOAR]: Starting up, may the bots ever be in your favour!
live-like
[MOAR] Adding the following bosses to map customs: crazyAssaultEvent

[MOAR]: --- Adjusting default boss spawn rates ---
[MOAR]: lighthouse exUsec: 50 => 80
[MOAR]: lighthouse exUsec: 50 => 80
[MOAR]: lighthouse exUsec: 0 => 80
[MOAR]: lighthouse exUsec: 20 => 80
[MOAR] Adding the following bosses to map woods: crazyAssaultEvent
[MOAR]: --- Adjusting default boss spawn rates complete ---

Missing the ":" for logging for "Adding the following...", the first adding shows above the actual logging below. Default bossconfig is exUsec: 35, why does it switch the values in the logging?

median lake
primal thicket
#

It makes it so the rogues spawn less and zryachi doesn't spawn most of he time

#

As he's largely useless

primal thicket
#

Save will rerun you spawn points

primal thicket
#

Right now I have pre configured lighthouse to be less ass for performance

sour karma
#

forgive my ignorance -- i read back quite some ways but may have missed this answer -- are the custom spawnpoints easily disabled? i want to test MOAR but i don't want it messing with mine or my friends spawns (feels out of scope to me)

fringe valley
primal thicket
primal thicket
#

But I'm going to address this tonight.

#

Basically eft internally (hardcoded) has marked spawns as safe for coop or not. I need to go through the eft code and mark all of the coop spawns manually. And then check them before enabling them all.

#

The falling through map thing is likely due to bad spawn

#

Going to replace all of these.

fringe valley
#

I still like the split group "feature" sometimes 😛

royal glen
#

Last night we were running into the split spawns on woods and actually had an Enemy PMC spawn with us and start shooting before the raid start countdown ended.

I've not been able to reproduce it since, so take it with a grain of salt.

fleet kraken
royal glen
#

just doubled checked, and nope. Using a dedicated host, with questingbots, lootingbots, SAIN and ~30ish other mods

sour aurora
#

Does MOAR work best natively with ALP for loadout stuff?

Just curious since I am currently running an older version with some bot loadout generation 'warnings' where it is falling back to the default loadouts - and was curious if updating or using another loadout mod would be best bet there

haughty matrix
spiral pond
sour aurora
paper grove
#

I think some combos it doesnt like, I get that occasionally too with ALPS and its fine. Realism used to throw them as well.

sour aurora
#

Just wanted to make sure I wasn't missing out on like "50% bots spawn with default weapon loadout cuz of weapon mod incompatibilities" but if its sorta just like a 'known issue' due to the variety of mods available then all good

fluid aurora
primal thicket
#

Oh yeah that's gone now

primal thicket
haughty matrix
#

i think labs is still broken? getting spawns inside closed extracts (e.g parking, warehouse, some spawned inside a closed med elevator, etc.)

#

is there also a way to tweak raider spawns in labs?

primal thicket
#

Tweak how?
And yeah I need to work on that. It's been on my todo for a while.

#

I hate labs..

#

Made snipers more dangerous

paper grove
#

How? That sounds oninous

#

Ominous

haughty matrix
haughty matrix
#

trying to find lively settings for a raid group of 3-6 players

primal thicket
#

Just add pmcBot: <percent chance> to adjust all chances of their spawning on whatever map

#

It will add a single spawn of 2 to any map you add that to where they don't exist.

#

That's all for now

#

found the bug in moar that causes people to spawn separately
fixing

#

it is complex..

primal thicket
#

ugh

#

f it

#

remaking them all

#

I am remaking all spawns... . for players

earnest lodge
primal thicket
#

hmm upside

#

May have dramatically increased total usable bot spawnpoints

haughty matrix
#

this may be a known issue but i have rogues spawning on the lightkeeper island

paper oriole
#

Kinda why I stopped going to the island to try and farm since rogues would sneak up and kill me while looting

primal thicket
#

Just waste of performance

#

Someone test this for me: <redacted>

#

This should fix the fika bugs, but it changes a bunch more than that

#

Sniper aggression.

#

Adds spawnpoints specifically for pmcs

#

adds custom player spawnpoints for most maps

#

except the small ones

junior agate
#

Hello I had 3 squads with 1 pmc each spawn close together in a few seconds. This is in woods, and latest MOAR

fleet kraken
#

gotta wait for my duo to test fika spawns

primal thicket
#

Don't play the alpha

#

I think I've learned what I need from people

fleet kraken
#

any harm leaving it in for now?

#

seemed fine for a couple raids

primal thicket
#

You can try it for sure

#

I think there are a few bugs introduced.
Will have to look at it.

haughty matrix
#

does this imply we should keep pmcMaxGroupSize at 1?

#

im curious as to 3.0.0 -> 3.0.1 patch notes Pog

haughty matrix
#

downloaded new 3.0.1-alpha-2 and got this as a bug:

  • friend received no extractions on customs, no extracts worked
haughty matrix
#

looks like its a map agnostic issue

fringe valley
#

Yep. Alpha-2 has no extraction points. Run Interchange/Woods 🙂

primal thicket
#

Ugh

#

Sorry guys. The spawn-point/spawn system is such a pain in the ass

primal thicket
haughty matrix
willow galleon
#

any chance the mod can be backported to 3.9?

earnest lodge
#

update your game

alpine swift
#

See if mod hub has the old 3.9.8 version or update your game

median lake
#

hmm, v3.0.0 A5 got this spawn on Woods up at Scav Town and it dropped me through the world

haughty matrix
median lake
#

ah yeah, I was mostly just reporting another one, though I guess it may be possible they're being redone.. just hard to keep up!

primal thicket
#

This is the spaghetti part of the spaghetti code for eft

haughty matrix
#

something weird ive noticed is when players extract, a PMC bot will spawn where they extracted but be stuck in place

#

been a thing since 2.6.7 iirc but wonder if anyone else came across it

sour karma
#

i've experienced AI bots (usually scavs) spawning in exactly where teammates extracted ever since 3.10.0 released. doesn't happen often, but sometimes.

haughty matrix
queen jackal
#

I mean spt is you only and raids end whenever you extract soo

#

There's not much they can do about it

primal thicket
#

Legit question,

#

What if usec were vs bears

#

And teams on the same side didn't murder eachother

#

?

paper grove
#

Eh. Id want a toggle for that. Maybe like if a group of all one side finds another group all of the same side theres a chance to not fight

#

But if the groups are mixed or opposite they fight

primal thicket
#

oh they for sure still murder the player and everybody else

#

But if think about irl pmcs

#

it makes sense

#

I like it

#

will make a setting if I can get the regular teams working

#

Otherwise I may just leave that on

haughty matrix
primal thicket
#

It's efficient, performance wise

#

Far less code

#

I may go that route, we'll see

#

I got it

paper grove
#

Might be worth talking to the dev on Friendly PMcs. Theres a whole bunch of faction aggression stuff in there too.

primal thicket
#

I looked at that code

#

I'm passed that knowledge wise I think now

queen jackal
primal thicket
#

Interesting.

#

I don't like the idea

#

Doesn't feel tarkov

#

Two PMC groups not killing their own people makes sense to me

queen jackal
#

Keep in mind that there's almost no order anymore as I recall, almost all PMC has lost contact, they are on their own. The web series had some pointers.

#

I mean lore wise, but yeah you can even make additional same side PMCs accompany you by looking at them calling "cooperate" with friendly PMC mod.

paper grove
#

Except in vanilla we know that faction rep is coming and you lose rep for killing your own faction. So lore wise. The factions are at least ostensibly trying to stay together.

#

Or faction rep is in rather in its first not great implementation.

queen jackal
#

Pfft, it'll be hard tryna make out who's in front of you. Wiggling PMCs incoming

#

But it'll be funny everyone using voice lines

primal thicket
#

Will see, I think I'll try to get it so that teams are teams

#

IE spawned groups and the get a switch for faction mode

#

Why my code is even needed in the first place is what I don't know

median lake
#

We're still using the last 3.0.0 version, is it advised to upgrade on the hub or hold out? need anything tested?

primal thicket
#

I will shortly

#

I have the aggression fix working

#

It's client side, so instantly can be switched.

#

I am setting up PMC/Scav spawns now.

#

Going to have one spawns file as well.

#

So peeps can share created spawns

#

Trying to fix sniper issues at the moment

primal thicket
fringe valley
#

Is the exfil bug, the repeated player spawns fixed in alpha 3?

primal thicket
#

should be yeah

#

Made custom ones

#

if you see it let me know

sour karma
#

IMO the mouseover popup language for Faction Based Aggression is unclear. I don't know if it being enabled turns the change On and makes it so USEC don't shoot USEC or if it being enabled makes same factions be aggressive to each other

#

i assume turning it on enables the USEC not shooting USEC, but i'm not sure

primal thicket
#

Send me the text that is clear, and I will replace it.

sour karma
#

Enabling this feature makes it so that AI PMCs from the same faction will not engage in combat with one another. You know, like actual military contractors.

primal thicket
#

in 10 seconds the build will be ready at the link above, I have altered the text and repackaged.

sour karma
#

this is my favorite thread in #1221031582954164224

sour karma
#

more pmcs with them not shooting their own faction is nuts

fleet kraken
#

had a couple of crazy raids on customs

#

good shit

#

By the way when I set raider chance to true (10) it feels like I see them every raid

#

and I'm sure I'm seeing reshala almost every raid for the past few versions

#

and partisan is super common too

#

not sure if intended or just luck

#

or not intended

primal thicket
#

Should be luck based

#

Nice

#

Glad stuff is working

visual vector
#

Hey Dewar, thanks for the awesome mods!

Quick question on MOAR: What exactly does the mainBossChanceBuff field do? I figured it would do exactly what it sounds like, but it seems like we're seeing partisan and goons every raid after setting it to 100 😅

#

(we want main boss to always spawn)

primal thicket
#

it should do that

#

which version are you on?

#

"bossKnight": 30,
"bossPartisan": 30,

#

go to the bossConfig and drop the percentages

#

I usually roll 15 for both

primal thicket
#

No news is good news I guess?

paper grove
#

Yeah. 30% is much higher than people think it is.

sour karma
#

spawned in to a customs raid with a friend, we both spawned at let's call it Location A. we then both died to the goons, and went again at customs. I spawned at Location B, but friend spawned back at Location A (other side of the map).

#

using latest MOAR 3.0.1 Alpha 3 build (with the new text :D)

primal thicket
#

Where was your spawn. And do you have random spawns on

alpine swift
primal thicket
#

Next time this happens just screenshot the spawn

#

Or describe it let's say

queen jackal
alpine swift
#

live varies over the course of a wipe

#

Supposedly 20-25% right now, by wiki
But dunno if true

visual vector
#

thanks

fringe valley
haughty matrix
#

in case anyones run into this before: i've also seen Partisan on some maps where i set him to 0 in the past
will bring more evidence if it happens again

fleet kraken
alpine swift
#

default is 30% for all

fleet kraken
#

Don't have a big enough data set to confirm yet though

#

Seeing raiders almost every raid with them being at 10 percent chance is more indicative

#

Tbf I have rogues at 5 percent so could be seeing them also but still doesn't feel like it should be that much

haughty matrix
alpine swift
#

Even then, you'd need like 100 raids to get a decently accurate confirmation.
Or at least up to

#

Chances are still just that.
Chances.
You can roll the 10 ten times

primal thicket
#

He has a setting that uses karma

#

I used to do the role percent, and then remove them from the spawn pool, I stopped doing that for some reason.

#

I have fixed so many bugs that I'm afraid to put it back the old method for fear of it causing a regression

sour karma
#

feels like there was a ton of space in the middle of the road when i spawned

primal thicket
#

And location b, who was leader? or running dedicated I guess, who started the raid?

#

You start on top of a shipping container correct?

sour karma
#

running dedicated, friend started the raid when we spawned together, i started the raid where we spawned apart (i think)

primal thicket
#

I think there isn't enough space around, you may have spawned in the air if it was the container spawn

sour karma
#

when we spawned together by the railroad i believe we were just on the side of the hill, though i have spawned there solo on a shipping container (that was neat). when we spawned apart, he was on the side of the hill by the railroad and i was middle of the road by trailer park exfil

primal thicket
#

My guess it's the container spawn causing some issues

#

... This can be patched

sour karma
#

i would think it's unlikely that we would be chosen to be spawned at the same place two raids in a row. seems to me our spawn was set as the middle of the road by trailer park, but for whatever reason my friend's spawn reverted to his last good spawn.

#

maybe not

primal thicket
#

I have set up a tool kit for adding and removing spawns in the advanced settings for the bepinex. So feel free to play with that, basically if you stand on the container and remove nearest player span it will get removed from the list in the spawn file.

primal thicket
#

Next time this happens look around

#

I highly suspect it is height map/occlusion (stuff around the spawn, grass, objects) causing this behaviour

sour karma
#

well, i think for my part i'm gonna tear out the custom player spawnpoints, so i'm not sure i'll be a ton of help nailing it down. but i'll fly around with the debug feature for seeing spawn points on (i think i saw that option in F12) a bit first.

#

who knows, maybe a fresh set of eyes helps

sour karma
#

haha

primal thicket
#

There are no EFT remaining

sour karma
#

well, that sucks

primal thicket
#

The reason I have hand placed them was most of the eft ones were causing this issue with fika

sour karma
#

i have never had this issue happen without MOAR's custom spawnpoints, so that is strange

primal thicket
#

I know why it occurs, if you use the "random spawn" option, it will alleviate it almost entirely.

sour karma
#

turning off the cascading spawn system?

primal thicket
#

I have been thinking about a fix for this for a bit now that I may try out next alpha.

primal thicket
sour karma
#

got it

primal thicket
#

Although, it's literally called "randomSpawn" I think now

primal thicket
sour karma
#

aha

primal thicket
#

I then know which location you will spawn at, and I can create the cascade.

sour karma
#

that makes a lot of sense

primal thicket
#

A potential redundancy I could do after finding this 1 spawn, is open up a few other nearby spawns, and put them after the one I select in the list, so that the fallover would be nearby to the cascade (hopefully), in such a case.

#

But I'm unsure of how the decision tree there works.

#

I'd need to do some testing, and between rewriting pmc aggression, and rewriting spawn placement, I'm a bit burned out atm

rough meadow
#

Im pretty sure youre aware of this, but i think your mod “all the seasons” is bugging out ambient audio/raining sounds. Sometimes ill load into raid and there no backseound sounds. Jusy gunshots, foodsteps n breathes LOL.

primal thicket
#

I think it's the "storm" season

#

It needs to be removed

#

Turn off the storm season for now @rough meadow set it to 0 in the config

rough meadow
#

Gotcha

sour karma
# primal thicket I then know which location you will spawn at, and I can create the cascade.

that's an interesting approach. so you control the spawn in order to know what the spawn location is in order to create the cascade?

is it not possible to just record the spawn location without controlling it and then create the cascade? the reason i ask is my reason for using MOAR is to control bot spawns, not my team's spawns, so i'll probably not end up using it long term if it's changing where we spawn. i like the vanilla player spawn system, it's comfortable 🙂

#

not that my personal preference means anything for the direction of your project. but player spawns seems out of scope for where MOAR started, to me.

#

anyway, i may have time over the next few days to test a few more spawns and see if i can find some problematic ones

primal thicket
#

But the chance of fika members spawning apart could remain

#

Like say I grab the 3 nearest spawns, and they are all not suitable.

sour karma
#

with player spawns untouched i have never spawned apart from the group across nearly 200 raids. i like MOAR 3.0+ feature set aside from the introduction of occasional spawning apart. luckily 2.6.7 still works fine (i think)

primal thicket
#

Cascading spawns causes it, so anything before that should be fine.

#

I'll see about this.

primal thicket
#

Boss fix

#

makes partizan use somewhat regular boss mechanics

#

As well as a few small bug fixes for bosses in general

finite tundra
#

is there a setting to change taht don't spawn bot in front of us? when we playing if we set startingPMC to false it will sometime spawn bot right next to us

#

I think there's a setting in donuts that does not allow bot to spawn near a certain meter I don't konw if there's a equivalent setting in MOAR

haughty matrix
finite tundra
#

ok tysm

primal thicket
#

If you are playing fika and spread out. Don't expect that to be honored

#

Also if you crank that too high you'll end up with that problem more

paper grove
#

What is too high? Is there generally a value we shouldnt go over?

primal thicket
#

too high? maybe double default is the limit on larger maps you'd want to keep

paper grove
#

Mmk. May be worth putting that in the config as a conment on that line. People are going to try to stretch it out and if pushing it too far breaks it and does the opposite youre gonna get a ton of bug “reports”

haughty matrix
primal thicket
#

I'd double check with lacy, but from what I've seen it only honors whichever player the "camera" is attached to with the dedicated client, or the host.

#

But that could be horse-shit 🤷‍♂️

queen jackal
#

You can see which player dedicated follows by observing with raid review.

#

It shows it's location

primal thicket
#

testing a solution for the spawn bug

primal thicket
#

Works

primal thicket
#

Actually it works really f***ING well. And expands player spawns

#

Players will technically have like up to 200 spawn locations per map now

#

Maybe less like 80 some maps

alpine swift
#

200 spawns factory, less go

#

:P

fringe valley
#

Alpha-4 playtest is today 😛

primal thicket
#

Played all yesterday some spawns were interesting

fringe valley
#

Should i skip alpha-4 and directly to -5 ? 😛

#

Are the smugglers internally hardcoded with a percentage chance at all? Or would it be better to have them added to the config ourselves?

paper grove
#

Ok, so it looks like alpha 4 with the new spawns does play perfectly fine with PAth to Tarkov (at least so far). I did a handful of raids, the game is obeying my spawn positions in the PTT config. I am loading PTT after MOAR though, so I dont know what would happen if that was flipped. I dont care about finding out, someone else can test that.

#

also just to confirm. @primal thicket I SHOULD be safe-ish if I dont set the min spawn distance to more than double what you pushed out in the config correct? Changing the 60 on customs to 100 should be fine yes.

primal thicket
primal thicket
#

In fact I have had spawns pop near me and get unvisibled elsewhere

#

Like I'll here the gun click and then poof

#

Keep in mind that spawning on the other side of a wall or upstairs may mean that 60 meters path traced has happened

paper grove
#

I think its just super highlighted for me because of where my PTT spawns are in some cases. Like, our Warehouse 17 spawn on customs is right there at the blue dumpsters by unknown key and there is a LARGE chance of the Goons showing up down the street in front of Crackhouse.

#

Or just on the other side of hole in the wall by unknown key

primal thicket
#

Yeah boss spawns that have an override in base SPT.

#

If you spawn near a boss that's kinda on you

paper grove
#

I mean, min spawn distance should mean min spawn distance

primal thicket
#

It's an spt setting called "forceSpawn"

#

On bosses

paper grove
#

and bosses dont obey the spawn delay either do they?

primal thicket
#

They are -1 for spawn time

#

My last alpha should help with bosses

paper grove
#

5 or 4? I just dropped 4 in to test it today. Im not too worried about it since I understand whats happenng now, but without context I Was like... wtf is going on

fringe valley
primal thicket
#

If you add them on maps that contain them it will alter their spawn chance, otherwise it will add them to maps that do not have them.

fluid aurora
#

Is there a way to make a preset be zombies?

#

Id love a like 5% chance for zombie hordes

#

:D

paper grove
#

Zombies are broken as fuck. I dont think anyone is gonna support them til BSG gets them to an actual non wip state.

alpine swift
#

So not until next year

fluid aurora
#

Unlucky

tribal shuttle
#

Here's my preset. You can add this to the end of Preset.json (I've left SniperBuddies there for clarity, formatting is important)

#
    "sniperMaxGroupSize": 2,
    "sniperGroupChance": 1
  },
    "ZombieInvasion": {
    "scavWaveDistribution": 1.5,
    "scavWaveQuantity": 0.4,
    "pmcWaveDistribution": 1.2,
    "pmcWaveQuantity": 0.6,
    "zombiesEnabled": true,
    "zombieWaveDistribution": 0.6,
    "zombieWaveQuantity": 1.2
  }
}```
#

Not sure if it's SPT or MOAR, but even with those numbers the number of zombies on regular maps (except labs) is pretty low. You can experiment yourself

tribal shuttle
# fluid aurora Thanks

If you want preset to be chosen randomly ("Random" preset in F12 menu), you then need to add it's name to PresetWeightings. Set it to something like 3-4. Would be around what you want.

primal thicket
primal thicket
paper grove
#

@primal thicket with the PMC faction stuff, does that also make them non aggressive towards players of same faction?

tribal shuttle
unborn niche
#

the new ironic name unironically sticking around pepeKek

paper grove
primal thicket
#

Tried to make donuts without understanding how they are made... Got some ripe sourdough bagels.

paper grove
#

Theres something still going on with longer raids and scaling. I have my raids to 2hr across the board and at like 20-30m in it dumps in like 20+ scavs all at once.

primal thicket
#

🤷‍♂️

#

Likely want to keep your distro flat

#

try 1 for both pmc/scav

paper grove
#

ok, will give that a shot

earnest lodge
#

was distribution changed?
wouldn't it be .5?

sour karma
#

It's now between 0.1 and 1.9

paper grove
#

26 bots spawned between 25:58 and 26:23 for me on my last raid

primal thicket
#

Were the rest dead?

#

That is weird

#

Alpha 5 MOAR 3.0.1 <redacted>

#

This does a lot with mixing up/recycling spawns,
I need testing particularly focusing on PMC spawning location, and PLAYER spawn locations
Ensuring exfils are present in particular (mostly for fika players)
Also this "should" fix the spawning apart bug for fika folks

#

This includes all the fixes mentioned on the hub

paper grove
primal thicket
#

Lol

paper grove
#

And they all rushed us in the grenade launcher building. It… did not go well.

primal thicket
#

Latest build has a bug with extracts

#

Fixed for next version. But have to publish

queen jackal
primal thicket
#

The new area placement system for player spawning is super neat

#

Makes the usable spawns by players super varied

fringe valley
primal thicket
#

Yup

#

Alpha 5

#

I removed the link to it

fringe valley
#

The re-release will embed the new playerspawns? So finally randomized even with dedicated?

primal thicket
#

Should be

#

I haven't had an issue with randomization

#

I am thinking it may be a mod conflict

#

Like all extracts or some such

primal thicket
primal thicket
#

I am getting a few mixed reports of it both causing issues with Moar and it preventing randomization of spawns.

How?? No idea at all.

#

It flat doesn't make sense to me that would cause the issue

fervent holly
#

Dewar you may always ping me if you need help with the client. I am very excited to install this version of MOAR pepeWave

when it's done

fringe valley
# primal thicket Do you use pityloot?

No, i only have Lots of Loot Redux from Archangel installed. We use 99% the Fika-Dedicated for our raids. I could do some solo-raids without dedicated if this helps.

fringe valley
sharp tusk
#

which MOAR should we be using with FIKA?

#

version*

primal thicket
#

They all work

#

Cutting edge is alpha 4 3.0.1

#

3.0.0 general release is on the hub

primal thicket
#

Not sure why that is happening

#

It may be due to the limited number of spawns in alpha 4 and back a bit

#

The new spawn pool for players per map is literally like 80 to 120

#

If not more for v6

#

So if that doesn't solve it joe_shrug

fringe valley
#

Are the repeated spawns related while using the dedicated at all?

primal thicket
#

Shouldn't be

sharp tusk
#

this mod doesn't work well with mods that let you extract anywhere?

primal nova
#

I'd think that would depend on dewar's solution, since each extract has a list of corresponding spawn points. Though I haven't tried just an empty list for that error on game start

primal thicket
#

As I don't use them

#

Alpha 6 MOAR 3.0.1 - Redacted, broken

#

This should fix the extract bug people were seeing

#

in alpha 5

primal nova
#

tried it with my mod that makes extracts available regardless of spawn and it worked fine
only tried a raid each on customs and woods so far, pretty sure both custom spawns

sharp tusk
#

are you refringe? Or which one is your mod? @primal nova

primal nova
#

not released, it essentially does the same thing as svm's option

sharp tusk
#

Oh- I didn't realize SVM had that option

paper grove
#

So, from what I have seen when people "spawn with no extracts", what has actually happened is that their spawn point was somehow invalid. I saw this a bunch when I was setting up my config for Traveller and later Path to Tarkov if I fucked up a spawn name, coord, elevation etc. Well Elevation usually spawned me knee deep in the ground and broke both my legs. The side effect was the exfil list was gone and none of the exfils worked.

#

not sure if that helps at all but...

primal thicket
#

I was aware of what caused it

primal thicket
#

But thanks for the insight in any case

primal thicket
#

Anyone running v6 give feedback please

sonic tinsel
#

trying out v6, first raid was fine. 2nd raid i spawned with no extracts, friend who spawned at the same point as me had them.

#

running dedicated client too, so wasnt the host technically

sonic tinsel
#

and realized i didnt specify map, ground zero, spawn point was around here

sharp yoke
#

I had a labs raid without extracts on v6 right after updating to it, testing more now

fleet kraken
#

Might be able to test a bit later

primal thicket
primal thicket
#

I haven't had a single raid out of 10 on fika without them

#

Hmm

sharp tusk
#

is there a version where this no extract issue is happening less or not at all?

does it happen more often if there are other players vs solo?

primal thicket
#

V4 should be stable

#

But has less spawns

sour karma
#

thought i was in questions

#

here i am idling in my favorite thread

sharp tusk
#

ugh ok, so I'll only know of it happening when I start playing with friends?

is it noticeable immediately? like player 2 presses O and no extracts are on his list?

sharp yoke
# primal thicket Crap!

Sorry, I'm pretty sure this was user error, i replaced config.json from v6 update again and haven't had extract issues since.

primal thicket
#

Hmmm okay

#

Will wait for more reports.
I have had some amazing spawns and no issues yet

#

Also there are a few folks @odt for example, that have had issues with recurring spawnpoints as well. Lmk if you see this

sharp yoke
#

haven't tested much though, trying to find which mod is reducing ammo count for bots, they run away from me after they run out of ammo

primal thicket
#

Alp adds the boss container to all bots making them have infinite ammo.

sour karma
#

i did V6 for a while and it kinda seemed like every time i restarted the server i would get the same first spawn on customs (top of the shipping crate by the railroad). i'm not 100% sure that's the case, but i got that spawn like 4 out of 6 customs raids and i was doing a lot of config changes at the time.

primal thicket
sharp yoke
#

I had ALP but I removed it thinking it was causing the issues but was wrong. so something could be loading after ALP that's changing ammo, ty this helps

sonic tinsel
primal thicket
#

Hmmm

#

That's concerning. Will see if GZ names are getting through

#

So issue on GZ confirmed, potentially.
If people see any issues on other maps let me know

sonic tinsel
#

do you separate gz low and high? looking at playerspawn.json and i only see sandbox high.. pretty sure were on low if they differentiate by level in SPT (profile levels were 9 and 8 i think)

primal thicket
#

It wouldn't have to do with custom spawns exactly

primal thicket
#

V6 has player spawns for sandbox

sonic tinsel
#

yea, i see sandbox, but isnt GZ split into high and low? or is that not a thing in SPT

#

wait.. i might have scrolled too fast..

#

trying to work at the same time in another databse, not the best idea

late relic
#

hey Dewar, am currently on the latest hub version of MOAR and have been getting a few empty raids. One thing I notice is that bots are often spawning very close and killing themselves, specially on smaller maps like reserve. I'm not running FIKA's "despawn bots over cap" or anything, but total bots always seem to hover around 10-15 despite the cap being set to 50 on MOAR configs. Am I doing something wrong?

sonic tinsel
#

yep.. im dumb

#

scrolled too fast

late relic
#

I'm frequently arriving at Reserve underground and finding 5-10 dead bodies there, but the issue is also present on Interchange. Unsure if bots are being despawned or they're not spawning enough

primal thicket
#

Namely some major aggression issues

#

If you want more fights, maybe try the faction based aggression fwature

#

Also if you have startingPmcs on, don't report these types of issues

late relic
#

related mods are Questing Bots and Looting Bots, also that mod that fixes PMCs not fighting themselves. Have a ton of other mods but none that touch spawns or raid times

primal thicket
#

StartingPmcs as a concept is flawed. I have it for those that remain unconvinced

late relic
#

I'll try 3.0.1 though

primal thicket
#

Yup. I do it in Moar already

late relic
#

that makes sense, do you have an idea why that would be causing issues? just curious

primal thicket
#

We are doing similar things, so they may bonk heads

#

It's likely undoing some work Moar does to make pmcs on the same team work together

#

Hence piles of bodies

late relic
#

I see

primal thicket
#

Like spawning in a random on live

late relic
#

it was even worse when I tried increasing wave count, since the bots were killing themselves as much as they were with lower waves, but my FPS was tanking due to the huge amount of bodies 😛

#

especially with bots spawning in hotspots before you arrive. Shoreline Resort was always a slaughterfest

#

will let you know if 3.0.1 + removing justfight fixes things, thanks!

primal thicket
#

Team aggression specifically

#

It was not easy

fringe valley
#

First run on Shoreline with latest alpha - no exfils 😛

primal thicket
#

F

#

Maybe I didn't build correctly..

fringe valley
#

2nd+3rd run on Shoreline with exfils.

primal thicket
#

Hmm

sonic tinsel
#

so does updating the maxbotcap in config.json apply to all maps/presets? noticed when you edit it in the ingame f12 editor it creates it as a custom preset. hoping editing the config would allow me to slightly increase the cap while also keeping rotating random presets.

fringe valley
# primal thicket Hmm

It seems, after a server restart - the first raid is no-exfil. Afterwards it worked and no repeated playerspawns. We did 10 raids on shoreline, everytime another spawn. Then i did a server-restart - 1st raid no-exfil.

sour karma
#

that tracks with my experience

primal thicket
#

Let me look at my code.

sonic tinsel
#

that would track with my experience last night..

primal thicket
primal thicket
#

I need to stumble on my uh huh moment...

spiral pond
#

you need a lil kerbal on ur desk so you can talk to it as ur rubber ducky

primal thicket
#

haha.. 100%

primal thicket
#

@sonic tinsel @fringe valley @sour karma if you folks try alpha 7 let me know.

#

I ran 6 raids, multiple restarts, no issues

#

Also fixed PMC usage of custom player spawns

sour karma
#

excited to test. if not tonight (10pm where i am) then tomorrow hopefully

primal thicket
#

Cheers all

#

I like the new player spawn system

#

It makes you spawn at all the original player starts, plus a set number of nearest spawns to it via advanced config

#

For now I'd say keep that above 2 for fika users

#

But the result is near vanilla spawns, with a few custom ones thrown in and Scav spawns that are near to those player spawns can also be used

#

Buddies and I spawned at the medical shack near big red for example