#DewardianDev's Mods
1 messages · Page 4 of 1
neither, it's BSG
all of the files for the zombies on the client are in a "wip" folder for a reason lol
the moment i saw the zombies my initial thought was "dayz standalone early zombies"
They need colliders
I won't touch them again until then
Right now they are third wall breaking
Fixed max bots issue
lol
There are a lot of changes pending but that was a major bug
Fixed an issue with max bots, fixed an issue with spawn spacing and spawns near the player.. rebuilding this spawn system is freaking painful
Still tweaking many things but this is likely the most stable version thus far
still going well over hardcap
mine is set to 25, had 34 peak bots last raid
which may be ok with bosses and hotspots tbh, Im still unclear how all that works
bosses yes, hotspots no
bosses/marksman
and say for example you set 25, on 24 a 4 man can trchnically spawn
I'm setting it to 20 for maxbot to start
Alright thank you both. I was trying to disable random presets but I figured I could've done that from the presetweightings.json
@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.
nope, wait for release
Ok that makes sense. Do the rogue and raider invasions not count towards cap either?
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.
Honestly the only thing Id personally want to ignore the cap is marksmen.
working on lighthouse now
It's much better
GZ, customs, woods, lighthouse, have had their passes now
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
I have added a rough shuffle to the algo to make it so every second or so spawn will be randomized
It's working well
running on maxbots of 20 feels pretty good for most maps
Also made it so that streets doesn't have 13 snipers 😐
That was killing framerate for no reason
Alright
Relatively polished
we need the player clients to have the moar.dll to track players so spawns spread around them? or only on the dedi
The moar.dll is still a remote control, I have managed to avoid thst
Ie
The .dll isn't needed... I think
You do need expanded NAV mesh
Also added a button to press to check preset
And the quiet raids preset
Got it! Thank you
Are you doing any despawning or should we be relying on Fika for that?
Fika if you want that. You shouldn't need too much of it though
Cool. Ill test with and without. Im just trying to claw back frames wherever I can.
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.
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
Seems like you wouldn't need to do the equivalent in MOAR with how it works
Should just be able to use Fika to stop further scavs and PMCs spawning after all bots hit the Fika cap
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.
I can easily turn the cap on for bosses and marksman.
But that doesn't seem like a good idea
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.
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.
maybe add marksmen to bossconfig? Is that possible?
Which version? Only latest alpha has that fixed.
I had the RC just before the Alpha
It's set at that in moar
where?
Not configurable. I may make it so though
Not via config. But map config
ah yeah that would work
As certain maps (streets) have like 13 potential spawns
Yeah on GZ high they don't spawn correctly.
I'm not sure why
Low I see them
Hidden behind their sheets...
I think GZ still has some fucky spawn and navmesh stuff going on still. It has never felt fully cooked from the BSG side.
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?
Yes
The override just supersedes the configs override
So if there are maps you want less bots or whatev you can do that
got it ok so I probably done NEED to do it map by map, just for the ones that need to be unfucked (GZ)
Do you think that GZ doesn't have enough spawns?
GZ has too many for the size of the map, with a 20 bot cap its a fucking horror whow
Yeah latest I set 12
Try the alpha
I need feedback
Also fixes a lot of small things
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
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
The rest should be okay
nice
Why not just use boss invasion?
Ie the setting at 5% in the config
Or you mean you use that?
no I do them individually per map
Oh that works too
I dont have them ALL everywhere, just, some amount of them everywhere
like for GZ though this was my buddys raid last night. Cap didnt go over 27, but holy fuck.
http://127.0.0.1:7829/raid/749a8358-1bca-4136-b832-7654c0e54cbb/map
Raid review runs local
Hence the 127.0.0.1 address
But I hear what you are saying
Bosses do add to chaos
ah balls thats less useful
I didnt even set up bosses on GZ yet.
I mean it only went 2 over the hard cap, but yeah, holy shit
the per map hard cap will be nice
isn't there an argument just to use fikas maxbotcap if you want a true hardcap
IT also doesnt care about bosses, marksmen, etc
Well they spawn first so that makes sense. Also I 100% have not had the Fika hardcap actually work in the past several weeks.
I may have something somewhere fighting with it that I need to battleship out. :/
fair enough, I haven't trried it since 3.9
even if they spawn later fika wont touch them
i imagine you would need despawning on for scavs and pmcs for late spawning specials
yeah, it woudl be nice to have bosses spawn late, Im not sure theres anything that does that currently.
Like, ah, Im home free, SURPRISE TAGILLA!!!
maaaaybe, I generally dont fuck with the wave timing cause Im dumb and it already just kinda works
and reserve you call in raiders
i remember i had to set up despawning for that last wipe
@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?
Yes. Boss invasion should be set with gradual on if using many
It just removes their assigned zone.
Which gives them free reign to spawn at any of the open zones
The min spawn distance thing not being honored is super annoying
agreed
I haven't seen a lot of it personally but I have enough reports from others to believe it
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?
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.
It's random
When the boss spawns, if it has "" as a bosszone, it just chooses among the openzones and the zones tagged "boss"
So with openzones you may get a boss spawning on their normal spot
but it's rare
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%
Oh, I can explain that
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
wouldnt that result in LESS bosses spawning potentially?
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
Nothing weird going on and a good amount of action
Getting some stutters later in the raid but I don't know what's actually causing it
Testing things locally for now instead of dedicated so maybe more sensitive to it
Appreciate the help
Lighthouse and labs needs work
Looking into what it would look like to get custom marksman spawns
Not holding out hope
but will see
I haven't been to either yet on the alpha, been to woods, customs, factory, interchange
yeah it does
woods, needs a little work, questing bots should help there though
not spent enough time there to fully feel it out but I was seeing a lot of spawned bots with bot overlay
Yeah, it's good, but they clump a bit in the northeast on one particular location
This may have always been the case with 3.10 though
There is this area in the northeast near mountain where I think I need to kill a few eft spawnpoints
might be eft bug
there wasn't too many around there in my raid
i just had a thought, in 3.9 Path to Tarkov broke minimum distance in swagnuts for me
literally bots would spawn right next to me on spawn
dunno if that's a clue but thought id share
in response to this
i haven't had any bots spawning too close by the way
yeah in alpha
I think it's happening mostly when a bot tries to spawn in a point that it can't
As the code checks the initial spawn distance, and then when it can't spawn somewhere, it will just randomly choose another location
ah i see, so can be some bad luck to happen
someone would create a monstrosity... and I think i kinda wanna try it
unicorn on steroids
The issue is, certain maps just don't support points in some areas. Customs is great, GZ is terrible.
🤷♂️
rip
Got any good way to merge spawn points when I update to new version? Added a ton myself, and would hate to lose them.
The relevant files to copy would be in src\Spawns
the .json files there
But I move those to outside of the source folder, so people see a "customSpawns" folder and just put two and two together.
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
But yeah, before going to will nilly, I'd maybe wait for full release
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 🔥
You are running fika
Read the FAQ
Fika has all settings saved on the server
As I have designed MOAR for persistent servers with multiple clients
Set the maxBotCap in the config.json on the server
TY appreciate the awesome mods you provide
Almost positive that was swagnuts hotspots. I was running it with ptt also and when the hotspots were on it didnt obey the min spawn distance. That was a thing all the way back to 3.8.x even with Traveller.
ohh i see
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
yeah i ran hotspots on all wipe but the issue went when we dropped ptt
@primal thicket alphs release feels really solid rightnow man, good shit!
Only improving on it
And thnaks
Just fixed a bunch of issues with lighthouse
And maybe the spawn ones in labs
Only so much to do there
Now adding snipers
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.
lol
as PMCs thin out, scavs are hyper focused assholes
LOL
moar.dll as well as waypoints are now both manditory.
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.
Over 300 spawnpoints currently added
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.
General consensus between me, friends and shibdibs livelike preset is reduced hearing distance and default aggressiveness for scavs, slightly higher for pmcs
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
Is there a way to configure starting amount of PMCs when using the starting PMCs only option?
@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 ---
Means - moar.dll needs to be on dedicated and all clients now?
don't think so
So "only mandatory" to update if used for F12 😛 ?
fuck
i dunno actually
i feel like it probably should live on dedicated given the changes but will have to wait for Dewer for clarification
can't hurt to have it on there anyway i suppose
New alpha doesn't appear to work on dedicated
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
Yes 💯
It does now
No 💯 manditory
Hmmmm
I'll have to test.
Yeah confirmed the error in hideout, I'll have to investigate the dedi
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
Yeah thats about where I’ve landed too. Im just tweaking bot cap per map now. Even at 15 last night with GZ being as small as it is, man. That shit was rough.
no pain, no gain

Lol.. at the real gym atm
I swear if you put sniper scavs in hideout...
Lol its your pet
I should try that
Imagine if you could loot it
Like what
Lol
What would happen if you died
Well considering you cant pull your gun out unless aiming down shooting range… you’d die 100% of the time.
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.
Hmm that's an interesting premise
Would be neat to load into the game in your hideout and just do everything from there
And then exit the front door wherever you were last
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.
You’d have to have an offraid position that is linked to your “home” stash though
I'm not getting more than 10 bots in interchange, moar alpha 1. It drops to 5-6 most of the time
default settings? default raid length?
Default settings, and +15 mins raid length. That might've thrown off the timings
I'm not sure how moar scales with raid length
it doesn't do any scaling afaik
your same amount of spawns are now just spread out through the longer raid
aka, up your spawns
Alright I'll adjust settings
It does scale
No need to adjust
Likely some issue with spawns in this version
Working on it now
Roll back to alpha 1
Alpha 3 is here
Fixes the bug with the hideout and a number of other issues
The maxBots are STRICTLY followed now.
Excluding snipers/bosses
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
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
Working on adding points, but the framework is starting to feel solid
Customs/woods feel almost done
Awesome
Also having similar issue I have the dll in both and getting hung up on "Waiting for Host to Initialize Raid"
you on alpha 2 or 3?
alpha 2 is bugged
alpha 3 fixes that
make sure both dedi and clients have it
manditory
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
that's a huge might though, can't really see which floor bots are on without guessing
like these 3 teams on interchange, fighting after spawning
I see
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)```
seems they were teammates after all
who then proceeded to kill each other
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)
I'm not sure if it's qb or moar. I don't have please just fight mod
Moar takes over for spawning when they are both installed
Ah yes, I have QB spawns disabled in config as a measure - although qb does it automatically
Everything's working well for the moment
Only current bug has to do with fika spawning coop players elsewhere.
I think I have a few ways to track that down though
Like, it wont put fika players together on raid start?
It can happen
That's the only bug identified at the moment.
I'm still working on map balance. But that will take time
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
Ground Zero map is not loading at all, works under other MOAR versions
I'm also experiencing this as well which was likely driving my issue of just getting "waiting for host to initialize map" on GZ even on the Alpha 3.
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
Hey, do you mind sharing your active plugin list? A friend and I are trying to troubleshoot this exact issue rn
GZ Low/High not loading?? hrmm will look.
Request: Configurable Option to disable adding of custom spawn points > can do.
Request: Configurable Key to add Custom Spawn points > advanced config has this.
Playerspawns on Customs - 5 Times in a row on the same startpoint > Looking at something related to this today.
Fixed GZ
It has a completely different way to spawn bots
f***
Working on some logical snipers spawns there.
yeeeeep, I remember that being an issue with swagnuts too
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.
Oh, also, what's the Pity Loot incompatibility mentioned in the hub?
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.
They "should" still work.
That's all I know.
Alhpa 4 is likely better than rc5
They worked quite good for me. Some are running, some slowly walk and use weapons (pistols, etc.) Was pretty intense on the labs with a buddy, honestly
I assume no major config changes?
Ohh, there are quiet raids now, like in SWAG
I rebuilt the mod and spawn system.. no no major config changes
One last thing - should I delete Pity Loot? Is there a major issue with it?
I've heard there is
I haven't personally tried it
Make sure it loads before moar and it should be okay?
Well, Pity Loot recommends loading last...
I've been playing with it for a week, haven't noticed anything major, but who knows
Maybe it's fine then
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.
partizan deepthroated my teammate 3 raids in a row by spawning in a closest bush and yelling a voiceline
I think it's 2.7 MOAR issue, which seemingly has been fixed for me since I've updated to 3.0
Try 3.0 ALPHA 4
sadly not the case for Shoreline, tried on 3.0 and that's where bush party was identified.
will test more ith fixes
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.
that's a fika feature
Oh, cool. I guess I have to find that config.
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)
Yeah, it was fun.
Configurable Keys - i overlooked as i dont had advanced enabled. 🙂
The configurable option for adding spawn points would be nice to have it disabled on server-side. 🙂
Trying alpha.4 now.
I could easily disable it via advanced configs server side for multiple players I could see the problem
Lol. With the settings my buddies and I play on. It means death.
I consider it a bug
I need alpha 4 testers to confirm if that's fixed
I stumbled across the default END key - i´ve bound it to switch laser/lights. And added some spawn points 😛
Oh yeah, alpha 1? Had it bound on start
I'd recommend deleting your moar.config in bepinex
Did it today while switching to alpha.4.
Now end key is bound for preset, nothing else
There is a known bug on 1 GZ player spawn I think.
Have you found the issue with alpha.3 for the spawns on customs, every raid the same start position?
Try alpha 4. I haven't seen that yet
Will try it later, when my mates are online. Then we will test alpha.4
Alpha 4 is working with dediated yeah?
Should be yup
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?
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.
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
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?
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
Oh I didn't mean to imply MOAR was making them dormant. I think SAIN is.
Could be.
Sain has a setting that turns on full bot interactions at distance. I forget if its off or on by default
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.
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?
Server only, afaik
At least before RC stuff
Like, last official release is just server
I dont know how it will be soon
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
It's not server only anymore
not for 3.0.0
It requires waypoints and the moar.dll
Or your shit will be broken
Well, I said before RC stuff :P
You likely want to increase the maxbots to 25 and maxPerzone or whatever to 7 if you have a dedicated
adjusted to maxbots to 50 and it still feels dead, with bot zone to 6
could you answer this though? still a little confused on it
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
The configs live on the server
When you make a change on the client (your client, which all users need) and you're on fika, you need to "save"
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
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
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
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
peacemaker < peacekeepers un wearing dudes on shoreline
crazyAssaultEvent < I think these are smugglers? or whatever that new type is
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
XD HAHAHA Thanks for the clarification mates
UN is now EVERYWHERE in my game!!!
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?
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
no worries mate take your time Thanks again for the effort in making and improving the mod hats off
Your welcome
Basically new version doubles the quantity of spawns in the game
including snipers
It's MOAR + Bagels!!!
😄
dope
I have been waiting to upgrade cause Im in a stable place and I didnt want to asplode my server.
Great adjective.
no config changes? Can I just back up my configs and drop them over?
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
right, makes sense
what are you using right now? @paper grove 2.6.7 or the alphas?
One of the alphas
how is it so far stable and good?
Alpha 4 has a few bad player spawns
im coming from swagnuts cause when I play streets with my friends its basically over for my PC HAHAHA
Pretty solid. Any weirdness is mostly me leaning on the edges of how stuff is intended to work.
lol
and I want to try out MOAR for more stability and performance improvemnts
oh damn nice to hear
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.
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.
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.
did you determine what pmcBot was?
is raiders
Dedicated client a d moar help a lot with this across the board. I havent been on streets yet but Id assume it works there as well.
Like a dedicated client server?
I sadly don't have an extra PC for this mate :/
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.
Wait just to be sure you're talking about the "latest dedicated" right
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.
Yeah same but appreciate the suggestion mate I'd have a gander at it
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
I cleaned those
It is complete.
MOAR + Bagels - 3.0.0 Alpha is Released
You can go to the hub to get the latest release
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?
Fika folks!
Please let me know if you guys see the separated spawn bug.
It may still exist.
I just saw it on streets with alpha 5 in a 3 man. 2 spawned together and 1 spawned elsewhere
Alpha 5, ie release?
Next time it happens look around, see if there isn't space. I think that's what's happening
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
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
"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
It was 0-1 before. Now it's 0-2 (1.9, more precisely). 0 means they mostly spawn at the beginning, 1.9 - at the end
So presumably nothing has changed in terms of distribution
You can read about what each option does in the F12 menu
gotcha, thanks!
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
Can confirm, had the same bug. Also on customs. Happened to my buddy, too. Restarting the server worked. Happened after upgrading to alpha 5, so might be MOAR and new version related.
Hmm
Will look thank you
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?
I was able to go to another map and play a round, then return to Customs. It seems to keep your spawn point for some reason between crashes/ALT F4s, but that's one workaround for now. Hopefully it's just something simple!
This is temporary for testing. I'll add a patch after others go to lighthouse
It makes it so the rogues spawn less and zryachi doesn't spawn most of he time
As he's largely useless
Just hit the save button when you boot your client back up
Save will rerun you spawn points
The log just shows any adjustments made from default done by the bossConfig.
Right now I have pre configured lighthouse to be less ass for performance
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)
I see. But working good so far, some glitches still (dropping from map) or repeated spawnpoints). Performance is good actually.
The repeated spawnpoints thing I'll look at, I think it might be the bad randomizer.
Delete spawns/playerSpawns.json from customs
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.
I still like the split group "feature" sometimes 😛
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.
That's a feature, just imagine you queued in with a random on live
Starting pmcs at all?
just doubled checked, and nope. Using a dedicated host, with questingbots, lootingbots, SAIN and ~30ish other mods
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
wow SPT is getting livelike
moar doesn't change anything to do with bot loadouts, you should be good to use it along with alp
yeah i have been, not been an issue there. And even the warnings dont break anything, just notice it when i have my server console open.
probably me being on an outdated version more than anything but didn't want to jump straight to an alpha build and encounter more issues
I think some combos it doesnt like, I get that occasionally too with ALPS and its fine. Realism used to throw them as well.
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
This one.
Oh yeah that's gone now
Any bot loadout mod should be fine
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?
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
tweak as in is it possible to increase raider spawn/frequency/group size just like how we do with pmcs and scavs?
trying to find lively settings for a raid group of 3-6 players
umm it's possible to adjust their spawn chance
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..

this may be a known issue but i have rogues spawning on the lightkeeper island
I think I've seen this on 3.9.8 using swagnuts so could be either or
Kinda why I stopped going to the island to try and farm since rogues would sneak up and kill me while looting
yeah, I may get rid of that one manually
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
Hello I had 3 squads with 1 pmc each spawn close together in a few seconds. This is in woods, and latest MOAR
Some logs that might be relevant
can test it solo for now
gotta wait for my duo to test fika spawns
You can try it for sure
I think there are a few bugs introduced.
Will have to look at it.
does this imply we should keep pmcMaxGroupSize at 1?
im curious as to 3.0.0 -> 3.0.1 patch notes 
downloaded new 3.0.1-alpha-2 and got this as a bug:
- friend received no extractions on customs, no extracts worked
looks like its a map agnostic issue
Yep. Alpha-2 has no extraction points. Run Interchange/Woods 🙂
Yeah I saw that
Ugh
Sorry guys. The spawn-point/spawn system is such a pain in the ass
I know exactly why this happened. Introduced a regression
hey man your work is highly appreciated and many ppl are looking forward to it 
any chance the mod can be backported to 3.9?
update your game
See if mod hub has the old 3.9.8 version or update your game
hmm, v3.0.0 A5 got this spawn on Woods up at Scav Town and it dropped me through the world
known bug unfortunately
There are a few spawns that can cause players to fall through the world!
It is known! I am working on a fix right now, for now either alt f4 and restart the server or alt-f4 and then when you load back in, just go to the f12 button and hit "save" to reroll your spawn.
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!
It doesnt
A5? Ie hub?
Yeah I am a bit lost in the guts of this ATM.
This is the spaghetti part of the spaghetti code for eft
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
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.
ah so maybe just a general 3.10 thing
Thats actually a SPT thing
I mean spt is you only and raids end whenever you extract soo
There's not much they can do about it
Legit question,
What if usec were vs bears
And teams on the same side didn't murder eachother
?
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
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
i think this is what SWAGnuts does and i liked it
It's efficient, performance wise
Far less code
I may go that route, we'll see
I got it
Might be worth talking to the dev on Friendly PMcs. Theres a whole bunch of faction aggression stuff in there too.
There's still a chance that same sides won't attack each other unless provoked, it gets lesser by the level tho but still can happen.
Interesting.
I don't like the idea
Doesn't feel tarkov
Two PMC groups not killing their own people makes sense to me
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.
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.
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
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
Voip exists for a reason.
We're still using the last 3.0.0 version, is it advised to upgrade on the hub or hold out? need anything tested?
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
Alright
This is the current MOAR + BAGELS 3.0.1 Alpha 3 build.
Testers needed.
Is the exfil bug, the repeated player spawns fixed in alpha 3?
will do
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
Send me the text that is clear, and I will replace it.
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.
in 10 seconds the build will be ready at the link above, I have altered the text and repackaged.
this is my favorite thread in #1221031582954164224
more pmcs with them not shooting their own faction is nuts
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
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)
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
No news is good news I guess?
Yeah. 30% is much higher than people think it is.
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)
Where was your spawn. And do you have random spawns on
lil less than 1/3
I think this is largely caused by constricting spawns, ie not enough room for you and your buddy
Next time this happens just screenshot the spawn
Or describe it let's say
Live is almost 5% for all of them lmao
live varies over the course of a wipe
Supposedly 20-25% right now, by wiki
But dunno if true
sorry was offline for a while. Will test tomorrow
thanks
It works very well. We had ~20 raids without noticable errors.
same here
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
Ah interesting, I'll keep an eye out too. I'm using default boss odds
default is 30% for all
Yeah comparable to swagnuts, which felt like I was seeing bosses less
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
i guess we could verify with raid review. ill check tomorrow
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
I might zero out his trigger stat as an option.
Basically make it so that isn't used
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
sorry, you're right, i should have included where the spawns are. Location A is the first screenshot, Location B (when we spawned apart) is the 2nd.
feels like there was a ton of space in the middle of the road when i spawned
And location b, who was leader? or running dedicated I guess, who started the raid?
You start on top of a shipping container correct?
running dedicated, friend started the raid when we spawned together, i started the raid where we spawned apart (i think)
I think there isn't enough space around, you may have spawned in the air if it was the container spawn
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
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
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.
hmm strange.
Next time this happens look around
I highly suspect it is height map/occlusion (stuff around the spawn, grass, objects) causing this behaviour
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
DO NOT DO THIS
haha
There are no EFT remaining
well, that sucks
The reason I have hand placed them was most of the eft ones were causing this issue with fika
i have never had this issue happen without MOAR's custom spawnpoints, so that is strange
I know why it occurs, if you use the "random spawn" option, it will alleviate it almost entirely.
turning off the cascading spawn system?
I have been thinking about a fix for this for a bit now that I may try out next alpha.
Yeah
got it
Although, it's literally called "randomSpawn" I think now
What the cascading spawn system does, and is the cause of the issue, is it forces the player to spawn at 1 location.
Regardless if that location is suitable for COOP spawns or not
aha
I then know which location you will spawn at, and I can create the cascade.
that makes a lot of sense
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
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.
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
Gotcha
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
I do like the original spawns as well, I'd like a solution that solves this using them.
I may try to use the above redundancy check and see.
But the chance of fika members spawning apart could remain
Like say I grab the 3 nearest spawns, and they are all not suitable.
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)
Cascading spawns causes it, so anything before that should be fine.
I'll see about this.
Boss fix
makes partizan use somewhat regular boss mechanics
As well as a few small bug fixes for bosses in general
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
in mapConfig.json theres a setting for minimum spawn distance for each map
ok tysm
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
What is too high? Is there generally a value we shouldnt go over?
too high? maybe double default is the limit on larger maps you'd want to keep
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”
is it from each player or radius around just the host?
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 🤷♂️
You can see which player dedicated follows by observing with raid review.
It shows it's location
testing a solution for the spawn bug
Works
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
Hehe, if running with dedicated (we did around 10 Interchange runs yesterday and ~5-6 on customs) with alpha-3. Each map - spawn everytime the same (customs it was in front of big red), interchange in the lower left corner).
Alpha-4 playtest is today 😛
sick
Yeah I'll give you a test version tonight
Played all yesterday some spawns were interesting
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?
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.
I'm not sure. I think I'd have to look at the SPT data.
Should be. I'm not seeing this issue at all to be honest
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
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
Yeah boss spawns that have an override in base SPT.
If you spawn near a boss that's kinda on you
I mean, min spawn distance should mean min spawn distance
and bosses dont obey the spawn delay either do they?
Nope
They are -1 for spawn time
My last alpha should help with bosses
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
Should be the crazyAssaultEvent for the smugglers if i recall it correctly. (Customs/Woods as far as i know). I´ve added them manually in the bossconfig - but i am unsure if it is needed at all.
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.
Is there a way to make a preset be zombies?
Id love a like 5% chance for zombie hordes
:D
Zombies are broken as fuck. I dont think anyone is gonna support them til BSG gets them to an actual non wip state.
So not until next year
Unlucky
Yes, it's possible, I did one. They work quite OK, nothing too broken.
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
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.
Yep. Done ❤️
Yup
It would look better. If you did zombie-invasion 
@primal thicket with the PMC faction stuff, does that also make them non aggressive towards players of same faction?
Funny thing: the name is actually longer with "-" inserted фаеук ZombieInvasion. There's a hidden easter egg for my buddy, I just erased it to paste here
Nope
You are hated always

the new ironic name unironically sticking around 
It may be worth double checking that. I had a AI usec screaming at me to hold fire and not engaging me until I shot him while he was healing.
Yup
Tried to make donuts without understanding how they are made... Got some ripe sourdough bagels.
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.
ok, will give that a shot
was distribution changed?
wouldn't it be .5?
It's now between 0.1 and 1.9
26 bots spawned between 25:58 and 26:23 for me on my last raid
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
Most yeah it was normal til that point. Bots dying. Backfill happening like normal then. Bam. Im at 24fps.
Lol
And they all rushed us in the grenade launcher building. It… did not go well.
They saw your username and got curious about the soup
The new area placement system for player spawning is super neat
Makes the usable spawns by players super varied
Exfil Bug ? Or something other?
The re-release will embed the new playerspawns? So finally randomized even with dedicated?
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
Like I have never seen the randomization bug that people talk about, so there must be some common cause.
Do you use pityloot?
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
Dewar you may always ping me if you need help with the client. I am very excited to install this version of MOAR 
when it's done
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.
Alpha-4 is intense with the bot-spawns. With some nice additions for hotspots, it is working awesome.
They all work
Cutting edge is alpha 4 3.0.1
3.0.0 general release is on the hub
I know what the issue is where people spawn without extracts. The bigger issue is with repeated spawns in the same location.
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 
Are the repeated spawns related while using the dedicated at all?
Shouldn't be
this mod doesn't work well with mods that let you extract anywhere?
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
Unknown
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
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
are you refringe? Or which one is your mod? @primal nova
not released, it essentially does the same thing as svm's option
Oh- I didn't realize SVM had that option
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...
I was aware of what caused it
But thanks for the insight in any case
Anyone running v6 give feedback please
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
and realized i didnt specify map, ground zero, spawn point was around here
I had a labs raid without extracts on v6 right after updating to it, testing more now
Might be able to test a bit later
Hmm and you are 💯 sure you replaced the old .dll? For the dedicated too
Crap!
I haven't had a single raid out of 10 on fika without them
Hmm
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?
Almost never happens solo
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?
Sorry, I'm pretty sure this was user error, i replaced config.json from v6 update again and haven't had extract issues since.
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
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
Alp adds the boss container to all bots making them have infinite ammo.
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.
I might need to make my own randomization algo.
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
yea, deleted the old moar folder and .dll from user/mods and bepinex before copying the new ones over. Just checked the version to be sure and the package.json is showing alpha 6.
Only had time for 2 raids last night and 75% of the spawn points worked.
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
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)
It wouldn't have to do with custom spawns exactly
Umm you might not have installed correctly then
V6 has player spawns for sandbox
Contribute to Andrewgdewar/MOAR development by creating an account on GitHub.
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
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?
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
Without a mod list I'm unsure of how to help.
I'd suggest trying one of the test builds, v4 3.0.1 has fixed a lot of things
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
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
StartingPmcs as a concept is flawed. I have it for those that remain unconvinced
yeah not using that either
I'll try 3.0.1 though
Get rid of the just fight mod. Moar fixes this, that could seriously cause all your issues
Yup. I do it in Moar already
that makes sense, do you have an idea why that would be causing issues? just curious
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
I see
Like spawning in a random on live
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!
This is why I spent so much time fixing aggression
Team aggression specifically
It was not easy
First run on Shoreline with latest alpha - no exfils 😛
2nd+3rd run on Shoreline with exfils.
Hmm
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.
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.
that tracks with my experience
That is super weird
Let me look at my code.
that would track with my experience last night..
That is good info, but hmm quite strange.
I need to stumble on my uh huh moment...
you need a lil kerbal on ur desk so you can talk to it as ur rubber ducky
haha.. 100%
@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
excited to test. if not tonight (10pm where i am) then tomorrow hopefully
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
