#DewardianDev's Mods
1 messages · Page 5 of 1
Keep what setting above 2?
SpawnpointAreaTarget
hello as soon as I kill bots, it respawns and makes me lose a lot of performance, like on labs I am at around 300 fps with 8/9 bots alive, but as soon as I kill some it respawns and loses fps and falls below 150 fps with stuttering, how can I make the waves spawn later?
Spawn less bots in total
Or change the distribution
It's on you to read the description of each value in the f12 menu and figure out what you want.
ok I will try thanks
We´re going into Hardcore Sessions in around 2hours with several maps. I will report issues.
I'm running hardcore as well
If you want to use it, you may be interested in this.
Minimum explanation given other than it makes almost all items barters, remove the flea, and makes bullets much more expensive.
I'd look at the trades with a dev account with all trader levels unlocked prior to playing.
https://github.com/Andrewgdewar/AlgorithmicBarterRandomizer/releases/tag/2.0.0
You can change the seed quite easily
Playing the new A7 version.. so far, mostly spawning together (2 players), but had one spawn apart on Woods on all default settings. Also saw.. Tagilla?! No server events or anything enabled, but yeah, saw a random Tagilla out new Outskirts.
He’s a nature lover
That's strange.
When you spawned apart, were you near?
I spawned about in the middle of the map near the sniper scav mountain, he spawned on the western edge by ZB-14.
Strange. Opposite exfils?
I think so, he died so I couldn't confirm.. but exfils have been fine and matched up for the other two runs so far (and for me, for that run)
You could try increasing the spawn range value in the advancedConfig, but that just sounds like bad luck
I have yet to see the issue myself yet.
Basically the new version gives you 5 or so spawnpoints to land on. You might have got unlucky with those
I see, will try to keep an eye on it as we play- .. at least there's exfils though!
Yeah 100%
And one of the new, cheeky sniper scavs at sawmill had us double-taking.
I haven't had one missing since the update
I am still working on them. Most of the time they work great but sometimes the placement has them go potato .
I did see that several versions ago, but so far all the other new ones have been working/aggressive, but I suppose it's also possible I've missed some or walked by them.. hmm..
Could be
I have removed most that were dumb
Once this release is confirmed stable I'll start adding back a few spawns and snipers
Oh! I guess it defaulted back to Random preset, it may have just been boss invasion lol. I've just never gotten it randomly.. I'd chalk it up to that
I just didn't notice the preset for that match as I usually set it manually
No worries!
Okay, another Woods raid, we spawned apart and have separate extracts (mine are SW, his are SE - I spawned up by Friendship Bridge, he spawned above ZB-14)
That's strange. You sure you have updated the .dll in all installed versions?
Clean install on the server?
we aren't supposed to just be overriding the past version? it has to be clean each time?
In the latest yes
I think ive installed on-and-over like 4 MOAR versions now
Ideally
Yes, I manually removed everything mod-related
It likely is fine, but for those giving feedback on cutting edge builds I'd prefer a clean install
No spawn related mods? Spawn chooser or things like that?
Dedicated running the new .dll
Oh, sorry - listen server, no dedicated. No other spawn mods
@fervent holly have you seen separated spawns happen with fika before?
Any known cause you can think of?
Never
You are most likely injecting something the clients are not aware of, as it looks by name in the base game.
E.g. if you spawn at "TankardPMC01", it sends that name to other players and they look for it and spawn there. It will be very verbose if it can't find it in the logs.
Do you have a log?
I have seen no issues in the log at all. Users just end up elsewhere.
If I had a name that was just a UUID (as that is all the empty player ones are) I'd imagine it should send that to the players and it be fine
Yes
And you are seeing that in the logs?
Which log would you need exactly Lacy?
I haven't really had any issues that had me peer into the logs, which logs do you need?
Please make sure it's a log from when it happened, if you started a new raid or restarted it'd be bad.
I'm out of this past raid, but on the menu still. One sec..
@primal thicket what are doing with spawn points in your client mod?
@primal thicket
It is in fact not working
This is how it finds it
This is how spawnpoints are initialized on the client
I think I know whu
I create those points on the fly
The local clients likely don't pull he location before getting the points
Ie I need to create all spawnpoints and their IDs before the client connects
Which I can do
I think the spawn apart is likely caused by that. But why would it be working for me with my fika server then?
And my clients
I am updating and recycling spawnpoints on the fly when they are checked on raid load.
Yes; if it cannot find the spawn point given by the host (as seen above), it picks a random one.
Ie I think the copy of other clients, and their local spawnpoints, are likely out of sync
I know what I can do to fix his I think.
I'd like to keep the new spawns though so will have to think about how to do that.
Hey, I think that's what you were talking about earlier but we spawned apart too twice, Scav and PMC with 2 and 3 mates of mine
on 3.0.0
V8 coming soon. I know now the cause/issue so the fix should be relatively easy.
Nice!
Btw, with the preset weights. If i do "live like" to 100 and the rest is 0, it will always use this preset, right?
if you do livelike 1 and the rest 0 it will always use livelike. or any number.
Ah well, okay.
@primal thicket Alpha 7 works nice. At least our 4 Raids, each time a different playerspawn on Woods. Sniper Scavs have been there also.
This version has the points being built once, and only altered later, so the ids should always be present no all systems
Just confirmed the spawn apart algo workss
We spawned apart and were 10 meters from eachother
Is there any option for minimum spawn distance for bots or am I just blind and not seeing it ?
There is, but it's path traced
Ba.. still have the occasional no exfil spawn
same here on customs and shoreline
Customs raid with 4 of us on the latest build, 2 spawned together NE of Dorms, one spawned near Bus Station, and the last spawned by Warehouse 7. 2/4 of us had extracts while the other 2 did not
Dewar, are you assigning all properties to the custom spawn points?
I can't find the source code for the client plugin.
another run with no extracts, 3 players fika on woods spawned at Factory Gate
another woods w no extracts, 3 players fika spawned on top of the big rock
2 runs solo with fika installed, no extracts with latest build
it sounds like the entry points don’t have a side assigned to them
at least, that’s something i’ve noticed in the past, if you don’t give the spawn point a side, since all exfils have side requirements (even maps that don’t have separate infiltrations like factory iirc)
i'd take a look at a dump of the map data's base.jsons from memory after mods are loaded, and make sure "getClosestInfil" is populating Infiltration properly
nawh, i dumped the map data, all the spawn points (for ones marked as for ‘players’, at least) seems to have the correct infiltration point, so it's not that
(3.0.1 alpha 7)
on the server, i did wipe out all the custom player spawn entries (didn’t know if that was a bad thing or not at the time, a friend kept spawning dead on Shoreline on a previous 3.0.0 version so i wiped them as a precaution when updating today)
three people playing in a co-op match, one spawned away from the others
no issues so far about missing exfils for us after a few raids, but we either have been lucky or it’s related to clearing out the player spawn points
https://github.com/Andrewgdewar/MOAR-Client i believe
from my understanding though, the client is just to manage presets ingame, the server is what has all the mod's logic
not anymore
understood
Yeah switch off of alpha 6+
Alpha 4 is somewhat stable for now
8 has the extract bug
I will do some testing on a few builds tonight
If I can get some testers to run a few raids for me.
I am assigning all properties, but I haven't tested heavily.
The client mod link I'll send one sec
@fervent holly
Where do you assign them?
Reason I'm asking is that if the spawn point is missing the valid exfils, this happens.
I can't find any trace of that being assigned.
i thought that’s serverside
He is injecting some spawns? He hasn't really explained how he does it.
No, he is not setting that property as far as I can see on the server code either.
Github search might be missing it, though.
isn’t it Infiltration, that is on each spawn point (serverside), which every exfil that matches will be added to their extraction list?
Correct, and I can't see it being set.
it’s being populated by a function called “getClosestInfil”
It's happening server side
Have you verified that the client gets it?
I think the issue isn't the spawns but the syncing of the spawnlist
I can't wrap that logic of that function in my head, it's really weird.
?
It sort via vector the entire spawn list and gets the one with the closest exfil
and from what i saw when i dumped the map data, each of the spawn points for players do have Infiltration set properly
i’d check in unityexplorer or using debugging, checking on the player class to make sure their infiltration point was properly assigned to them
It does, it adds the new points
Yeah, I'm aware what it does. It's just not how I would do it, I guess.
A better question
What is the callback or hook that looks at spawns and determines them
Maybe I can override it
I'm a weirdo
Realistically the data should be there.
As in, you should inject this data into the config itself.
(fwiw, i cannot reproduce this issue with even not touching the configs at all)
Hmm
…does it only happen when people are running Fika?
I'd think most people here are using it
because my tests were in a fresh SPT install without fika
Haven't followed the other thread
and i haven’t gotten the issue yet on alpha 8
I can guarantee that the problem is that there is no data set because something is missing.
So infil is empty.
That's the only real situation where exfils are empty.
with Fika, like i mentioned, out of paranoia for now i wiped all the spawns from the player spawn json
so far nobody has run into it on the Fika server with alpha 8
If the spawn points are injected into the config, this won't be a problem. I am however unsure how Dewar dishes this out to the clients.
it’s just being injected into the server database.locations.[map].base
the coords are hardcoded, and it’s using that function to set its infiltration point
i dumped it, and all the new spawns are there, and the infil points are there
And all the new spawns are verified to spawn as GameObjects?
i assume the client just requests it as normal and receives it,
If they're in the config, yes.
that, i don’t know
what config are you referring to?
.
then yes they’re there
it’s populated programmatically, but it seems totally fine on the server side
so yeah i’d look into the client side, i don’t know a lot about how it works there
In the config?
Ditto
I may need to ensure somehow the points are in the db
i actually didn’t know the client has anything to do with spawn points, i just thought it requests a spawn point from the server, puts you at those coords, adds the infil to your player object, and the exfil list is hydrated from that
hold on ooone sec
Or it could simply be that,
I have overlapping spawnpoints between pmcs and the player
good lord.
I used to cull the nearest 10% of points to the player spawn
I now do not
So if a PMC has spawned prior to the player somehow
The spawn system may throw the player a distance away at the only available point
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
that's a dump of the customs map database
your spawns are in the list, and they look valid to me
(i have my own mod that loads dead last and dumps every database and config to a folder lol)
I think it's likely because they are limited
I programmatically zero out unused player spawns
Maybe I should be deleting them?
If I don't want them used
On game start
Well on preset roll I should say
On raid end usually
So the issue is likely due to my culling of usable spawns
I basically want to remove all but the 4 nearest spawns to narrow down where the player will spawn
Realistically, log where all the logic happens and send out a new build.
There is a lot more involved in the client, yes.
yeah, i was going to say, throw in logging to make sure the client has all the necessary exfil data
You would want to patch CreateFromScene, and Prefix it by dumping parameters.
Also Postfix it and print the data in dictionary_0 of the resulting SpawnPointManagerClass.
out of curiosity, why would you do that?
This will save you hours of speculating. I am heading out for a bit to have my Valentine's Day 
Moar is attempting to use a new spawning cascade system
By knowing which spawn the user will be at
I can programmatically have waves spawn out from there
To reduce total bot spawns required while simultaneously having the perception of More bots around
Thanks Lacy
Tldr, performance and sooner action in most raids
throughout the raid then, you start enabling spawns further and further away?
I just order the zones the bots will spawn in
And as that seems to be the order that the zones are consumed as well.
does the spawn that the player(s) originally spawned in at ever get disabled?
I don't set the spawn myself
That's the issue
I just reduce spawns down to a single selection and then a few nearby ones
I let the game make the selection from that
But he issue appears to be that isn't working
I'm guessing the selected zones have pmcs in them or something else
sure, but after the game selects one, does your system ever disable it afterwards? like, pushing AI spawns further and further away?
No
ah okay
The bots have times on their waves
So as the waves progress they spawn farther from the zone
ohhh, okay
Hence the cascade
The current issue
Is the assignment of the targeted zones
My initial guess is that reducing the spawn radius of the players zone will fix this.. but obviously cause problems
So culling the 10% of nearby bot spawns would likely alleviate the issue
But not entirely remove it in the case of boss spawns
i would start with this before anything, for sure
Thanks for the convo gents
Hello, do you know why the bots spawn at the exit in the hagar door and garage door, so they kill each other behind all by themselves?
i believe you have to disable pmc openzones on labs only
ok thank you very much I will try
i got a pretty questionable spawn on factory- dunno if that's due to this mod or base tarkov. Spawned on one of those open railings, right in the middle of the map. Couldn't sprint to cover over at the covered catwalk leading to the office in time and got shot
shoot i actually do not remember if i was a scav for that run
Do I install the archive from the dist folder?
meant to quote this, oops
alpha 9 is the current test build
Ah, thanks!
oooh, big commit
did the logging end up showing anything?
Alpha-9 no changes to the Moar.DLL?
I wanted to play tonight so went with a hunch that took 5 minutes to implement
I should do the logging but I looked at the difference between alpha 4 (which is pretty stable) and alpha 8 and recognized what may very well be the cause of the issues
on build 9, encountered players spawning apart on labs (group of 4 = pair of 2, then 1 alone, then 1 alone)
First raid on Woods as a 3 man using build 9, all 3 at separate spawns. One by Mil Base to the SE, one E of Scav Town, and one N of USEC Camp. Also grabbed the dedicated + client log from BepInEx as well as the player.log, hopefully one of those is useful
he might need the player logs from your other players as well..
if you can get them
from what i can tell, you spawned in the correct place.
Retrieved spawn point id '82b09cba-18a5-416f-ac88-5ad3b4646cf4' from server, and the dedicated client matches that spawn point
be interested to see if their logs show a differerent message
I'll have to try and get their logs tomorrow, we went ahead and went back to build 4 for the time being and both of their player.log and player-prev.log were overwritten by the raid we just got out of 
Convinced them to try again, will upload theirs if we run into the separate spawns again
After putting build 9 back in, we tried a 3 man run on Labs where we all spawned as a group correctly in the basement, then tried 3 test runs on Woods as a duo and those also spawned us correctly. My duo partner and I did note to each other that we don't recall encountering this issue with just two of us, but at 3 or more we intermittently run into the issue on select maps. We've seen it happen on Woods with builds 5-9, Customs with builds 5-8, Shoreline/Labs/Reserve/Streets/GZ/Interchange all at least one time. I'm fairly certain Lighthouse and Factory are the only maps it hasn't happened to us on yet (although we admittedly don't play either often)
With alpha7 we had it yesterday in lighthouse. 3 runs with 3 players. Split spawns, one spawned at beach and two spawned near longroad. Factory was always together. Shoreline we had 6 runs with 3 players, always together spawned.
Isn't there a command to just disable the pmc openzone in labs?
Always have exfils though hey?
The issue with spawning apart I think is largely one of space.
The default spawns/reducing the number of appropriate spawns are likely the cause.
Question, where you spawned.. was it in a dip? Occluded by bushes or trees?
No. I will patch this eventually.
I am getting the current builds stable.
Play alpha 4 or 9.
5 - 8 may have the exfil bug.
Alpha 4 has only custom player spawns. Thus why the spawning apart almost never happens.
I am thinking the other clients don't have the diminished spawnpoints and I may need to pull the location from server prior to them starting raid
With Alpha-7 we only got one no-exfil, right after server-start. Then only sometimes the split "feature" of the group (we like it 😛 ). I´ve upgraded to Alpha-9 today, but we did no runs yet. We will test later on. For me it is fine to get some bugs with Moar, that´s why we´re testing it. Told my mates to backup the logs for now on if something happens.
ur boss bro ❤️
All of our raids did have extracts which for us was the biggest thing. The N USEC camp spawn was on a hill near some trees and rocks, my own spawn was in a little dip to the E of Scav Town. I'm not confident where specifically the last spawn was by Military camp, but 2/3 had some sort of bush/tree/terrain occlusion at the least. We do have nameplate occlusion turned on in FIKA settings and none of us could see each other's plates on spawn
alpha 9 been fine for extracts on customs and reserve
had 1 instance of spawning apart on customs
Yeah so this checks out
It's the spawns themselves that are the issue
I may try just raising the spawns by a meter so you fall on spawn
This may alleviate the occlusion
I could also make it so the rotation is random
I'm happy to continue testing any changes this evening, MOAR has been fantastic outside of the couple extraction free raids and I wouldn't want to play without it anymore
Thanks buddy
Why alpha 4 doesn't have this problem is largely because i removed all native spawns
only custom spawns exist for the large maps
I wanted to reintroduce the vanilla spawns
But I'm seeing this spawn apart issue with them
Cursed game 
What I'm not understanding is how the game chooses the spawn location for the others
As I am intentionally culling all spawns except for a select few nearby to the other player
So in theory (and I've seen this on my games) if you spawn apart, you should spawn within 50 meters of your crew
It's almost like the location data is out of sync between the clients
I may try a small change to the bepinex to nudge the location every time you hit the map screen
I'm not sure if it's relevant, the woods raid we had where we were apart, the USEC camp spawn had the goon squad spawn up near him (he died near immediately) and it seemed like there weren't many/any AI nearby the other two of us, myself being the server + dedicated host
whoever initiates the raid has the camera and spawnpoint associated with them I'm pretty sure
regardless of server/dedicated location
That would've been me for that raid in particular, over by Scav Camp, so a good distance away (although I'm not sure precisely how your spawning works, just that I like it so maybe that was normal behavior)
If you were in a ditch, and you buddies if aligned behind you would have hit anything or been off the ground, that may be the cause
@fervent holly I have made a prefix patch for MatchMakerAcceptScreen.Add that hits the PatchConstants.BackEndSession.GetLevelSettings(), refreshing locations
When does the dedicated client pull the latest location information I wonder?
on start and after raidend
start being initial load
does the dedicated "navigate" to the start raid screens?
Yes, but in 3.11 it won't
hmm
Wasn´t there a special event added for the raid Start?
I want it just prior to raid start
hmm anyway you can pull location data prior to starting the raid?
You can just patch it in
Makes all clients pull location data before raid
So far in 5 raids, no issues.
One spawned apart, but was 10 feet from us.
(which is what the new system should be doing)
Okay I released v10
I have run 10 raids with it.
And spawned apart 3 times (all nearby) with my teammates.
I have not seen the no-exfils bug return.
hell yeah, will try today :3
Let me know if anyone sees weirdness
The only bug I am aware of is the spawn apart issue at the moment.
Can't wait to try it out this evening with the squad, been a flawless experience today on my solo runs
Glad to hear it.
I haven't seen the issue yet, but have been running mostly GZ and customs
So the spawn-apart thing may still exist
Remember to update your .dll as there is a change in there that is needed.
Just want to drop in that debugging and diagnosing the spawn issues must've been an absolute nightmare of an ordeal. Hats off for the patience, persistence and skills to get this up and running. I'd have given up long before.
Thanks buddy.
Also have been loving your mod!
ran shoreline and spawned across the map (one at tunnel and one at the east extract)
On my end, 3 Customs/1 Lab/1 Woods run all without any issues using a completely fresh Alpha 10 install. Couple comments from my buddies about having not seen the a couple of the spawns we had too, overall good experience for us tonight
yep, spawned apart on Labs each time, on alpha 10
edit: spawned WAY apart on Lighthouse, one on construction in the middle, one in the trainyard to the north, and one all the way near the southern road extract
are there any controls for cultist spawns on nighttime woods/customs/shoreline?
if i add sectantPriest to bossConfig.json does that affect nighttime only or also daytime?
Night time only
thanks!
Or more specifically, i think it tries to spawn them at day but whatever blocks cultists during daytime still blocks it
Yeah, at base Cultist spawns check the time
If time =/= night, then no spawns
Day Factory MAY work, since its... yknow, its own map
MAY
also, on Labs, we had several cases where enemies were spawning under the basement floor (could see their lasers tracking us through it)
Spawn apart bug on 3.0.1 on Shoreline:
(blue markers are our general locations)
Are these reports helpful?
That's a successful case of the solution.
I wanted to say, this one isnt too bad
That's frustrating, on 3.0.1?
Gotcha, so you only want reports if spawns are distant? (Which I assume shouldn't be happening now)
Shouldn't be
But are
I may throw together a quick swit h in advanced settings for fika users to only user player custom spawns
I've had zero issues with those
That's why alpha 4 is stable
im not sure actually, i thought there used to be an option for pmc openzones that we could disable
is it not around in version 3.0.0 anymore or am i mandela effecting it
Lol, I rewrote the spawn system.
That concept is no longer valid
gotcha, is there a workaround we can use to stop pmcs/raiders from spawning behind hangar/parking gate now?
That, no, I need to manually kill those spawns
Does MOAR need to be installed on the dedicated?
Any way to scale up the rogue spawns? We're getting raids, no matter what preset, with only ~3 rogues in the water treatment area... It used to be a lot more dense IIRC.
Having a similar issue on labs with raiders
I think a lot of the bot max was taken up by raiders behind the hangar/parking gates
Sorry for the late reply but thank you!
i added this to bossConfig.json and it seemed to help, we get around ~12 rogues
i wonder if repeating "exUsec": 100, lines adds more spawns?
nice, I wondered about that from a previous version.. will try it next time!
It's Json it'll break
Default is about 50 btw
You can turn off performance changes as mentioned on the release notes
whats wrong with duplicating it for json?
It'll break the json
I'm confused here. My MOAR isn't spawning ai at all. It's actually disabling ai altogether. Is there a conflict with Question bots or realism?
Realism
For sure
You need to load realism first and turn off realism bot changes
At least spawn related shit
Must've been my load order. I put the mod back in and it works now
played for like 6 hours today with alpha 10 on a few different maps
as a duo
on dedi
had a good variety of raids
it could just be a coincidence but the only times we spawned apart was when I started the raid before the other player had reached the "waiting for host to start" screen
I saw this too actually
had made a point of waiting for that screen and the 2 times i forgot we spawned apart
also been messing around with the config options to spice things up and it's all working well
it feels like when boss invasion happens sometimes followers from the boss that's invaded run in circles or against walls
might just be a sain/ai thing that happens anyway
it might even happen to boss followers that are supposed to be there too but need more data
but otherwise its been hilarious to bump into bosses/raiders/rogues where they shouldnt be
the lighthouse raid that we all spawned apart with, plus the labs ones, we all were at the "waiting for host" screen
So the raid I managed to get ai in was a solo one. When I loaded into a raid with my friend we saw no ai again
Does my friend have to do anything?
It should all be on me as the host right?
ah maybe not an indicator then
sorry if this isnt the right place to ask for some reason I cant use MOAR 3.0.1 with realism. 2.6.7 works fine but when I use 3.0.1 bots just dont spawn is there something I need to disable or just an issue with realism?
Scroll up #1269826437758845041 message
I saw that I've changed my load order still no luck. Will just stick to 2.6.7
did you read the other half of it?
I did but I dunno what setting in realism change bot spawns
Need help! I got MaxBotCap set to 18 but I just loaded in a raid in woods and I had around 25-27 bots loaded in on the map. Any ideas as to why? Using MOAR 3.0.1 Alpha 10 btw
Bosses dont care about the cap. At least they didnt last time I asked.
No bosses spawned in, They were all Scavs and PMCs
Likely bloodhounds are some other boss type
Like smugglers
Those also act as bosses and don't respect the cap
Smugglers replaced bloodhounds (they re-used the bot type and just renamed and reskinned it)
Does smuggler/bloodhounds spawn normally with MOAR?
They spawn sometimes normally just with SPT it seems
Bloodhounds have a value in boss config. Smugglers… like the Changeling said they just sorta show up.
Oh interesting so then the “arenafighter” bot type will spawn just smugglers, or potentially both?
Just smugglers, bloodhounds no longer exist
ahhh ok, cool, good to know. I shall adjust my spawn weightings accordingly. I had gone low on what I thought were the Bloodhounds and we have been like man... where the fuck are the Smugglers. Thanks man!
So what is the "Crazyassaultevent" id then? Just a bucketload of scavs?
I don't know what they'll show up as, they no longer exist in the locale file
ah ok, I'll just not use it then, easy.
I thiiink it is just a big scav bomb. I was seeing something awhile ago that was dropping like 15-20 scavs in at once, it may have been when I had a value for that "boss" type. dont 100% remember though.
Moar seems to randomly reset sometimes when launching my Fika server. Could it potentially be due to modsync or is this a known issue?
I don't know what you mean. If you restart the server, you are restarting Moars settings, read the FAQ on the forum of the mod page
is there a way to set a hard limit on the number of pmc's/ scavs that can spawn in over a whole raid
with moar
hey Dewar, I'm having the opposite problem of someone above, I have bot cap set to 50 yet I hardly ever see total bot acount above 10-13, should I just increase number of waves? not running any mods that modify raid times, am on 3.0.1 from the hub
Are you using realism
I know both the dedicated and game client need moar.dll - does the game client need the user folder with all the configs, or just the BepInEx folder with the dll?
User folder is the controller for Fika +Moar
clients do not need the user folder
thank you
wait, if I run spt.server.exe out of my game client folder, do I need the user folder after all?
I read a comment from Dewar saying config.json is read by the server (which I assume means it's not read by the headless host)
and then I edit the configs in my game client folder where my server is, not my headless host folder?
I'm confused because I thought the headless host handled spawns (so I should edit spawn configs there), but MOAR is a server mod (so I should edit spawn configs there instead since the configs are in the user folder?)
you edit moar settings on the server, yes
Same for me. Trying to spawn lots of scavs, bumped "Scav Wave Quantity" to 3-4, max bot cap around 30. Barely 15 bots overall in the middle of the raid, usually way lower than that.
That's weird. Are you saving?
I do. I usually run headless, but both that and regular seems to work that way for me. I can test more a couple of hours later today or tomorrow and send any necessary logs.
Did you I create the maxBotCap?
You should increase bot per zone a bit as well.
And keep in mind some maps have one zone
Like factory and gz
So if GZ is one zone and my bots per zone is 6 or whatever is default. How do I end up with peak bots alive of like 15+
i imagine the alpha is still fairly experimental? worth staying on 2.67 if im not helping much with testing?
pretty stable but theres a minor bug where you can spawn far apart from teammates on fika
havent run into major issues so far
have been sticking to 3.0.1 alpha 4 for now, very pleased with it
i use fika for the performance boost with a dedi so this sounds totally viable, i just got a new pc last night so back on latest version of spt
nice, ill try it out thanks
if you’re not with other players, then nothing wrong with the latest
friends just got tired of spawning across the map every time x3
GZ is weird
That's the same as current with a few smaller bugs but it doesn't have the vanilla spawns. Which are the problem atm
does the dedicated client also need the moar config from the f12 menu?
actually, i think i just figured things out
Yes it does
@primal thicket Bruh, Latest patch definitely making some headway on performance 👌 probably 15% or so more fps if i was to guess, off the bat havent tweaked much yet
latest patch on MOAR** i should state
Thanks bud.
From my metrics only larger maps are seeing those kinds of gains.
Most smaller maps are only seeing performance improvement largely from the spacing (customs is a good example) as the expanded spawns mean less chance of bot on bot fighting.
ah i see, yeah im on shoreline atm, and definitely feeling it. Seems a bit quieter, but could be that im just not hearing the action i was before due to less pmc vs pmc spawn conflict
put settings the same as i had before, except a couple that were to do with spawns distances i think, i dont remember changing intially so i left
Just to check, is this expected when changing the spawn chance for every boss to 100?
Im still a bit confused on how to set a certain bot limit with MOAR cause i notice around 20 bots on reserve but id prefer around 16 or sso no more no less, and im not sure that messing with the fika core would mess with it in anyway
fika will override bot limits fam. use your bepinex menu to set the hard cap in game
keep in mind, bosses, bloodhounds, rogue bosses etc will ignore it
because cpu technology in the current climate is rubbish and so is optimization haha, its using 1 core and reducing everything else to match it sadly
few tweaks you can do, but for the most part its a perma bottleneck sadly
most of us are sitting at low usage and low fps, big rip
Alright as long as its not just me 😭
Less CPU tech and more BSG/EFT only using singlecore
No. Moar does this.
It just does not count bosses/marksman towards the cap
Hello, i have an issue my mates spawn across the map any solution on that?
Removed moar and now I get these error
looks like you didn't remove the moar plugin
then maybe the server half and it's trying to call something in the plugin part?
Or your launcher is pointed at the wrong install
make sure you don’t have MOAR.dll in any of those subfolders
just use search from the top right corner
ohhhh, someone told me fika overrides and it seemed to match up when i tested. i appreciate you clarifying this, ill keep it in mind.
ty mate
You could switch to alpha 4.
The vanilla spawns cause that on occasion
which is the alpha 4?
where do i set the preset that moar starts with, currently its on random but i cant find the config line to change it
found some forced preset static member and just changed that
user/mods/DewardianDev-MOAR/config/PresetWeightings.json
^
thanks, thats a better solution, i thought about changing those but didnt for some reason
Hello how can i make scav spawn more frekently because i have almost no scav, and when they spawn they all have sniper kit, and their are only 1 or 2 for the whole raid.
hey is it possible to deactivate MOAR just for labs? I played 3 rounds and almost all PMCs were spawning behind gates
^ same thing happened to me
I keep getting scavs spawning in the exact place that my extracting buddy was in as soon as they extract.
Coolio. We've just started extracting one at a time while keeping a close eye on the extract zone.
i seem to get pretty inconsistent amount of bots, and now like no scavs for some reason
i did go from alpha9 to alpha10 and now trying 9 again
Car Exfils (ex. GZ High) dont work with Alpha 10.
i dont think thats related at all to MOAR
I think it is, as the previous alpha´s worked with this.
I didn't had issues with alpha 10
Exfils can break as a result of having a bad spawn point but. Im fairly sure Dewar squashed all those issues.
But also its usually ALL exfils that break. Not specific ones.
It rather works to exfil, but after the cartimer got zeroed, you get into spec mode and can not even use F8 to extract. So it is not broken as the mentioned "no exfil is working" thing 😉
has anyone else been getting crashes when the server sends spawn positions to clients other than the host? It only happens like ~1/5 times my friends load in but its annoying.
im running latest fika with these server mods
& these client mods
this is the line it stops at in BepInEx/LogOutput [Info : MOAR] Attempting spawnzone updates
love the mod, been playing a bit with my friend and have come into a few minor bugs in regards to spawning locations. Major two I get are: 1.) sometimes when spawning on customs we spawn into the raid with broken legs and fractures (I assume obviously we were spawned up high and fell down when we spawned?). 2.) bot spawn locations do not take into account player's distance. Ive had MANY raids where ive obviously crossed a spawn point and a scav/raider/pmc has spawned DIRECTLY on top of me. Ive had this happen on all maps, customs dorms, shoreline resort, reserve bunker (worst offender). Apologies if ive repeated an issue someone has already had or has been solved, just wanted a heads up!
On hiatus, locked down for study prep. Be back soon
Have fun storming the castle!
Anyone else here remember where the bot cap per map is? Or am I insane and that wasnt ever a thing?
you can set it per map in config/mapConfig.json
Hah. I thought so. Its just not there for the default install. Im not crazy!!! (Maybe)
Much appreciated sir!
can we increase the amount of bots in labs with MOAR?
thats the max bot but I only get like 1-3 bots per labs round
so I don't even reach the max bot amount
- they spawn behind locked gates/extractions Oo
I know Dewar was working on a fix for those spawns. You may need to just go create spawns on your own and remove the problematic ones.
hmmm that solves one problem
so I assume you are using MOAR? can you confirm that the spawns in labs are weird in numbers?
I havent been in labs for a minute so Im not sure on those spawns.
it feels SUPER empty 😦
even after 5min
I can't be the only one with an issue in labs
basically the way it works is the wave count in map config multiplied by wave quantity is how many guys you get
I will try setting the spawndelay to 0 and see if it changes anything
yeah
just make it a stupid high number and see what happens
lets see if there will be a difference
that way you know if its even effecting it at all
good point
its better
but
check the spawns
both gates are closed and they spawn there D:
It's known. I need to manually wipe out those spawns.
ah okay then
The spawn quantity is weird, that should be nornal
I disabled the QB spawns so I don't know whats affecting them
Basically those are vanilla tarkov spawns, here are also some under the ground because battle state.
"sniperQuantity": 0,
"initialSpawnDelay": 0,
"smoothingDistribution": 0.9,
"mapCullingNearPointValuePlayer": 0,
"mapCullingNearPointValue": 0.9,
"spawnMinDistance": 30,
"pmcWaveCount": 20,
"scavWaveCount": 0,
"zombieWaveCount": 12
},```
I did some testing by setting the delay to 0 and wave count to 20
what the heck 😅
Reduce the map spawning near point values to 0
And maybe he spawn min distnacet
The map may be smaller than my estimate
could be. let me do a test with 10 distance
the distance is set to 15 in factory and its comparable in size?
can I remove those spawns myself?
Would love to get those erased. I wonder how it works on EFT with these spawns Oo
they're raider spawns for when you press the button
Yeah. PMCs shouldnt be spawning there technically.
one PMC spawned next to the BEARs + 3 scavs after a few seconds right next to them 😄
is this supposed to happen?
I just noticed what you mean... they spawned right at the start of the round. I didn't press any buttons^^
i was talking about live eft
bc you said i wonder how these spawns work in eft
oh right
Can we remove those terrible bsg labs spawns ourselves?
The ones that are behind the locked gates
does anyone know if Rogues and bosses always slow walking has anything to do with ALP? i figure it's either that or something to do with server value modifier
you may have something going on somewhere. ALP or SVM shouldnt be touching their AI that would be SAIN
iirc this is a issue with the invisable massive boss container they have being filled to the brim with random ammo
if you add a mod that removes ammo weight that will fix it instantly
Just disable weight in SAIN
or that
forgot that was a option
Anyone know if there is a easy way to dissable ALP changing the loadout of bosses?
Thanks gents! Managed to get it sorted, the issue I was having was with the softcore mod specifically. It multiplied the ammo stack cap by 10, so bosses were walking around with like 12000 rounds of ammo. I ended up going into bossconfig and just reducing the stacks of ammo they would carry to 10x less to mirror the 10x stack increase
@halcyon lynx there's a setting you can change, I'm at work so I dunno which config file but it's featured on the ALP mod page
awsome i will take a look
ah it seems its lumped under the nonpmcbot setting
geuss i will just put all scavs back to default
does "Bot changes" need to be unticked in REALISM when used with MOAR in addition to "Spawn Tweaks" or is it JUST spawn tweaks? i already used order changer to make REALISM load before MOAR.
If you want to use Realism and MOAR features at the same time, you should unticked "Bot changes" & "Spawn Tweaks" from Realism so that MOAR can work itself.
okay, thanks. does MOAR have something like bot equipment tiers as a feature?
You should take a look for APBS or ALP in this case.
i can run those with Realism if i have Realism Bot changes and Spawn Tweaks disabled?
Just FYI I'm in interview prep all, will be back after all is done.
Have a gooder
Cant play 3.11 without MOAR :/
guess you'll have to patiently wait and that will help you appreciate it even more when dwar has the free time to update it 
Sain may take awhile to get updated as well. Im staying on 3.10 til my basic modpack is updated. Looks like its gonna be a minute.
SAIN will not likely be updated^^
I don't know where you got that idea. Solarint has another project on his plate at the moment, but there are other devs looking into it. He's not said anything about being done with SAIN.
it was said multiple times that it will not or will take a lot of time to update^^
I wish it weren't like that but I can see why it won't be updated that quick
anyway, wrong thread anyway
^ I have seen multiple devs say there not gonna touch sain this time around witch def could effect timeline for it
Why are we talking about SAIN here?
cuz people are INSANE 😛
no you see the pun would be "INSAIN"
could someone help explain the boss names in the MOAR bossConfig? there are some i dont quite understand
@lyric tangle Assuming this is what you meant, this is what all of the bosses are
"customs": {
"bossKnight": 40, - this is knight
"bossPartisan": 40, - partisan
"bossBully": 40 - this is reshala
},
"factoryDay": {
"bossTagilla": 40 - tagilla
},
"factoryNight": {
"bossTagilla": 40 - tagilla
},
"interchange": {
"bossKilla": 40 - killa
},
"laboratory": {},
"lighthouse": {
"bossKnight": 40, - knight
"bossPartisan": 40 - partisan
},
"rezervbase": {
"bossGluhar": 40 - this is glukhar
},
"shoreline": {
"bossKnight": 40, - knight
"bossPartisan": 40, - partisan
"bossSanitar": 40 - sanitar
},
"tarkovstreets": {
"bossBoar": 40, - this is kaban
"bossKolontay": 40 - this is kolontay
},
"woods": {
"bossKojaniy": 40, - this is shturman
"bossKnight": 40, - knight
"bossPartisan": 40 - partisan
},
"gzLow": {},
"gzHigh": {
"bossKolontay": 40 - kolontay
}
"sectantPriest": 0,
"arenaFighterEvent": 0,
"bossBoarSniper": 0,
"pmcBot": 0,
"bossZryachiy": 0,
"exUsec": 0,
"crazyAssaultEvent": 0,
"peacemaker": 0,
Right,
Sorry i coulnt find a way to format that
But thank you
I need to know who those are specifically if you could
exUsec = Rogues, bossBoarSniper - Kaban Sniper Buddys, SectantPriest - Cultist Priest, crazyAssaultEvent - Smugglers
Youre the best thank you
"sectantPriest": 0, - This is the cultist priest,
"arenaFighterEvent": 0, - not sure
"bossBoarSniper": 0, - these is Kaban's snipers that spawn at lexus with him
"pmcBot": 0, - this is literally just a PMC bot, not sure why its in the bossconfig
"bossZryachiy": 0, - Zryachiy, he spawns on shoreline usually iirc
"exUsec": 0, - Rogues
"crazyAssaultEvent": 0, - Smugglers as Viper said
"peacemaker": 0, - No clue, it may be peacekeeper from that one global event that happened back in 0.14.8 on EFT
Thank you so much do any of you use Raid Overhaul? Does MOAR have any support for legion spawns?
It does
know where i could find the spawns? Thank you for your help thus far
Legion's spawns?
Yes, they would be in MOARs config given support right?
let me have a look, i just adjusted my legion spawn in the Raid Overhaul config
and it worked
but let me have a quick look
Ohhh okay yeah nvm Raid Overhaul has a tiered spawn system for leveling, i was curious if MOAR adjusted spawns for legion like SWAG
yeah no, you just adjust the spawn for legion in your Raid Overhaul config
Awesome, I appreciate it
no problem
Arena fighters are the smugglers actually. They used to be bloodhounds and BSG just swapped them over. I have yet to figure out wrf crazy assault event is.
I have it zeroed out on my server and I have values for arena fighters and that spawns Smugglers
ah right okay
crazyassault - Raiders? Dont remember at the moment
One was smugglers, one was raiders afaik.
I have zeroed everything out and put the assault event at 100. I havent been able to tell wtf it spawns. PMC Bot is Raiders.
It MAY just be a big scav dump when the spawn triggers but I havent been able to sort what that id actually goes to.
so i'm switching from Donuts to MOAR, are you able to place custom spawns with MOAR, and does MOAR support all bot types? I tried the Halloween event with Donuts, and no zombies spawned, so I wanted to check and see if this one was compatible.
should be able to place custom spawns with moar, yes, and best to avoid the halloween event as it's jank even in the best of circumstances
sad, thanks for the info 👍
The zombies that are spawned with MOAR work fine from personal experience, although if youi do run into any issues with them they are super easy to just turn off, its literally just a single button in the config @inland pollen
oooh, bet, that works out perfectly then
we only did the event for the zombies, so if i can just make a custom spawn point somewhere for them, then we can just let it rip
I disagree that zombies work fine. I mean they spawn but they slide around and are janky as fuck.
But thats because of BSG. Not MOAR.
I have also not yet been able to make adding or removing spawn points work. Ymmv til Dewar is back full on here.
Never experienced this problem so i cant really relate
i was just speaking from personal experience
Hello I feel was summoned.
More seriously though, the zombies are jank and if you are running SAIN, they'll also vomit a whole bunch of errors into the log I think. At some point I want to do a mod that does proper zombies, hollywood style. The BSG implementation is basically "My First Unity Project - The Zombie Game" quality.
ah ok
anyone by any chance happen to have MOAR 2.3.1 for spt 3.9.8? the google link on the filebase is dead sadly
no support for old builds, sorry
Has anyone got bots to spawn evenly across the entirety of the raid with an extended raid time? I know 1 for the wave distributions is MEANTto be an even spawn across the duration but it 100% does not do that. We basically have dead raids after like 20m in, and if I increase bot counts so the pool is larger it just dumps them all in in the first 20m.
shouldn't you just need to massively increase the wave quantity?
so there are more places it can drop the bots
Thats what I thought, but like I said it just front loads those waves and we get 197 bots in the forst 20m
So... thats fun.
Not according to Dewar. 1 on distribution is meant to be even across the duration of the raid.
Unless I completely misunderstood the last time he went over it here. Which is... 100% possible lol.
Right but as I understand it, 1.9 would weight the spawns towards the end of the full raid timer.
I guess I will just crank up the waves again and see if that has a meaningful result.
yeah, 1.0 would be right, now
I'm just out of date
MOAR seems to have a time limit on how long most raids can last before it fails to work; I have Raid Overhaul installed and MOAR forces the raids to be at minimum like 1 hour 45 and at maximum 3 hours 45. It depends on the map Labs is usually the shortest
I can confirm after testing it and being in a raid for nearly two hours, AI was still spawning.
I'm not sure why you're encountering dead raids, but it shouldn't be doing that
Yeah, I've noticed the stop working after a certain point. I dont think its time related, Im pretty sure its bot count related. If your wave count and wave quantity are only like 40 bots all up, thats going to be spawned in like 15m or so. I THINK thats whats happening on my end, and even though I have 50 wave count for scavs, they burn through that in like 20, 30m.
so you think basically MOAR is running out of waves to spawn basically?
I think so based on my understanding, BUT in my case it also doesnt seem to be obeying the "spread waves out across duration of raid" behavior as Ive seen it explained. If I crak the waves up we just get a fuckassload of bots at the begining of the raid.
do you have starting pmcs on by chance?
yeah it's usually what causes quite a bit to spawn at the immediate start
actually I may have changed that recently cause they were all getting murdered
oh huh
I find it interesting how I can be in a raid for two hours with constant spawns meanwhile you stop getting spawns after 30 or so minutes
do you have any other mods that may mess with it?
Im gonna try raid overhaul instead of the svm raid time extension, it may be that the timer is getting applied differently between the 2 if its working for you with raid overhaul.
oh that may be it
yeah raid overhauls times are normally too long for MOAR but you should see in your console eventually that MOAR adjusts the raid times to like between 1 and 3 hours
I mean if I can set it to 2hrs thats fine for my groups playtime and playstyle. The early raid doesnt feel bad its just that after that we are just walking around picking up free loot, which is kinda lame.
so you just left raid overhaul at the 999 minute time limit and let MOAR handle the adjusting?
yeah I left raid overhaul alone, MOAR will adjust the raid times itself
you'll see some orange text in the server console saying like "Raid time too high, adjusting"
Ok. Gonna teleport on top of a building and hide while I make lunch and see what happens.
#science
yeah raid overhaul isnt even respecting its own config, I dont know wtf is happening
@tidal dune would you mind shooting me your configs? This is... completely fucked on my end
Which configs?
For moar
ill send over my map config and main config
Adjust as you wish
Awesome. Cheers, hopefully this will give me a base that isnt jacked up like mine.
if you're still having issues, id recommend reinstalling MOAR
and then copying the configs over
now im gonna go config SAIN, see if i can make my bots a bit more fun
mapCullingNearPointValuePlayer
mapCullingNearPointValue
what does this two options mean?
@paper grove Did those configs end up working?
They seem to be working, unsure if they are working BETTER, havent had the chance to do a super long raid. Also for whatever reason, Raid Overhaul is 100% not using the config changes I set in it. Like, I turned off the special boss stuff, and manually lowered raid time to 120m and MOAR still sees it as the 999 min default and readjusts them.
yes
where do you run your spt.server from aswell
is it in the same folder as the headless .ps1 file
same PC, different folder/paths
Right okay
make sure your editing the config in the correct place, which would be from where you run SPT.Server.exe from and then user/mods/Raid Overhaul
It could also be a load order conflict but i dont know
yeah I am editing all the server stuff in the right place. At this point there has to be some sort of a conflict cause MOAR is also not even coming close to respecting bot caps. Last customs raid despite hard cap being at like 20, the peak active bots was 65. So... that was fun for my frame rate. :/
Huh
"order": [
"fika-server",
"AAAArtem-WTT",
"acidphantasm-progressivebotsystem",
"acidphantasm-refsptfriendlyquests",
"capatainamnstrfryciarz7-healthperlevel",
"GamblerTrader",
"HomeComforts-Server",
"lacyway-mergeconsumables",
"LeaveItThere-Server",
"LockableDoors-Server",
"madmanbeavis-wttr61fatman",
"rairaitheraichu-alltheclothes",
"redlaser42-Increase Climb Height",
"Skwizzy-LootingBots-ServerMod",
"SPTDynamicMaps",
"Szonszczyk-DefinitiveWeaponVariants",
"tyfon-uifixes",
"tyfon-weaponcustomizer",
"tyr-mikhailreznichenko-server",
"Virtual's Custom Quest Loader",
"WTT-PackNStrap",
"zgfuedkx-allquestscheckmarks",
"RaidOverhaul",
"zSolarint-SAIN-ServerMod",
"DewardianDev-MOAR",
"[SVM] Server Value Modifier",
"Trap-PathToTarkov"
]
}```
in that case i'd recommend putting MOAR as low on your load order as possible, see if it respects the bot caps then
if it does then you've got a mod conflict more than likely
Honestly MOAR has never been GREAT at respecting those caps for me even when it was "working right". ITs hard to tell since bosses and snipers dont count towards it, but double the cap is way out of line lol. I think the previous raid we got a dump of like 40 scavs at the 22m mark or something. There were 85 peak bots and my fps dropped to 19. Turn based Tarkov is less than ideal.
yeah no thats definitely not supposed to be happening either way
I had it fail to respect my bot caps before but thats because I had a mod conflict, putting it at the bottom of my load order fixed it though
I'll give that a shot, our modlists are similar. I had LB and QB loading after it
yeah i usually put moar after every other AI mod simply because its whats handling the actual spawning of them
i do believe looting bots and questing bots attempt to spawn AI aswell so it may be those causing the problem
nah their spawning is turned off
Im 100% sure of that
yah no change it still thinks the raid overhaul time is 7200
Discord seems to think that last message was a spam for some reason
thats fine it was just me pastaing in stuff from the server
to be fair moar thinks my raid overhaul times are like 60000 minutes for some reason, ive just never bothered with it
which is weird it got flagged, but... doscord gonna discord
Ya I think it was just the size that was the issue and discord got annoyed
Right except that I have ser the Raid Overhaul times to 120m
so... either MOAR doesnt understand RO settings, or RO isnt actually using its own config.
well I know RO uses its config as ive adjusted it myself, ive used the like "bigger backpacks" option and some other stuff in regards to seasons
i just find it odd none of your changes are seemingly working
I find it odd too lol 😦
have you tried putting raid overhaul after moar
yep
grah
tarkov when it just wants to be a pain in the arse
spoiler alert : all the time
yeah ive got no clue to be honest
Im not sure why its not respecting the configs you've set
same, Im just playing battleship at this point. I'll do a wipe and reinstall fo moar
you've said you adjusted the configs in the correct place, theres no real reason for it to not work assuming it was all done correctly
I agree, I have been doing SPT stuff for... 2yrs at this point and this is the first time I have had my setup just be like "fuck you, nah"
this happens to me a ton but thats mainly because i aint the smartest
but i can usually find a way to fix it
but its as if its just saying no to you
if all else fails, hit it with a rock
exactly
and since the version has changed doing a full rebiuld isnt really viable. :/
yeah sadly
Just curious, that experimental build for MOAR is still not meant for 3.11 correct? Just making sure I loaded it in just to test it, it allowed me to launch the game, launch the server. When I went to start a raid I'd get a system error code (I didn't think of screenshotting it, just figured it was a build for 3.10) it would then boot me from the loading raid back to home screen. Still kinda newish to SPT. Again I figured it was just a testing build for 3.10 and i'm on 3.11 but was just surprised it allowed me to launc the server and launcher. Thanks
there are no publicly available builds for 3.11 afaik, correct
Cheers. I figured that was the case, but just wanted to verify. Have a good day
Understood
@primal thicket Do you mind if I post the 3.11 test build that I made in this thread for people to try out?
Ive had one for a few days. There is an open PR for it and a tag on my fork.
at time of writing there were no builds that were public. i did see that today you have released a build, which is awesome.
Yeah I guess the open PR isn't really an invitation. Would have had to build urself
Excited to see Dewar thumbs up this message. A spawning mod for 3.11 would be so nice. Appreciate you devs!
@here if you mad cus ping then mute
Ported version of MOAR by Collin for SPT 3.11 has been released, please test it and let us know what you find.
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
thank you Collin for your efforts
yeah he has done a good job
and thank you collin for sending it to me early 
alpha update for moar
thank GOD i was reminded for this
oh awesome!
@timid nimbus trippy just wanted another ping
you're gonna get pinged for everything now
ping roles for every mod thread when
this one is a particular ping because we want people to test it, and also people are actively looking for new mods in 3.11.
i mean through a bot it wouldn't be hard at all
it'd be awful to look at in mod view but
if you disliked your experience feel free to submit a comment to our suggestion box
I'd love to test it but I don't know how to compile the code. Is the compiled version somewhere yet?
Sorry i'm pretty new to SPT, since its not a regular USER/BEpin folder and it says 3.11 SPT how am I suppose to go about putting it in my files.
^
in the assets?
friend, click the link, you will see downloadable binary.
did yall download the source code
so github not only allows you to upload source code, the git part
ah sorry. Pretty new to this.
but it allows you to host the compiled files, the hub part
not to be confused with the other hub
This 106mb file is spt 3.11.1 though, not MOAR?
That is in fact a 3.11.1 manual update 7z
@remote dagger wtf
collin wtf
Ok so I'm not dumb
I thought i was going crazy man
sorry guys, i didnt realize he uploaded SPT instead of his own mod. I cant even fathom how he was able to make that mistake.
I was like...they're gaslighting me or I'm an actual idiot.
same LMFAO
turns out it's just collin
jk jk
That file extension is not allowed for mod developers! 
Allowed extensions: .png, .jpg, .jpeg, .webp, .gif, .mp4, .mov, .webm, .mp3, .wav, .json, .jsonc, .json5, .yaml, .yml, .txt, .log, .cfg, .mkv, .bmp, .ts, .zip, .dll
dm it to me
i had forgotten how much mr fika is a BITCH
@timid nimbus here u go bro <3
Lol thats what I get for TVing into my homelab and trying to zip from there. I was at work. Lol. Just waking up will fix when home
Ill take the L on that one. Be fixed in a bit
Fixed it. Myb. Just uploaded what you provided here
If you guys find any issues, please post: https://github.com/Andrewgdewar/MOAR/pull/14
Hell yeah
@remote dagger i noticed your plugin on boot is just overwriting the BepInEx .cfg with default stored values, is this intended behavior?
Not intended. My configuration is heavily modified and isn't overwrote. Are you editing it while its running by chance? Wondering if some sort of open file thing
Try stopping client and server before editing. Just as a sanity check
im going through it now to see what might be doing it. Thanks!
@remote dagger , i do have an updated client .dll that fixes the issue i listed above, among other things (refactoring, code cleanup, bringing up to C# 10 standards, etc) let me know if you're interested in me sharing it. I am really excited someone has been taking the time to make MOAR work with 3.11, so i took a break from my own mod to try and help out anyway i can, thanks!
Yeah ofc. Happy to look at any PRs that come in
Hey guys, i'll be honest, I suck at github, and I have no idea how to properly PR Collin's work. I uploaded my version of the server and client files to here:
https://github.com/LoganSMiller/MOAR-Client/releases/tag/v0001
https://github.com/LoganSMiller/MOAR/releases/tag/V001
sorry if it's not meant to be handled this way, and if there's a better way to do this
This is my release of MOAR for SPT v3.11.1 and FIKA, client side.
Consider it an Alpha, as it needs more testing and game time.
Update/refactored/cleaned up all scripts.
Updated all scripts to C# v...
I can confirm right now that if you're a client of someone else's game, you will get a message with the incorrect preset (like it's on random), but since the Host player is the one that controls the AI, it's nothing to worry about (this goes for Headless host as well). I'm looking into fixing this incorrect message for client players
I am seemingly coming down with the same flu/virus my kids have. If I am gone/afk for a couple days that will be why. Anyone here is welcome to rip my above work and patch/fix/modify anything they want and reupload it as they see fit if i'm gone and there are big issues
Fix incoming for FIKA message bug above, better FIKA logic, and FIKA headless support 
Just had a pmc group of two spawn in the upstairs above me and right across from me so I had nowhere to run xD could this be an issue with me testing this on headless?
Does this still require waypoints? And do I need to install both client and server if I'm hosting but anyone else joins they only do client correct?
it definitely isn't going to lose that requirement
- Client mods, also known as plugins, are the ones that go in
\BepInEx\plugins\. These are recommended to be installed for all game clients that will be playing SPT. - Server mods, also known as packages, are the ones that the server host installs to the backend server's
\user\modsfolder. Only the user who hosts the backend server needs to install these.
It is possible that large server mods necessitate the creation of a local bundle cache for all users. Use command /help Bundles for information on how to help solve client freezes when loading bundles.
Curious because waypoints is still on 3.10
yeah me too
it's a little unintuitive, but if you go to either the main MOAR repo or Collin's and try to make a PR, you can click the "compare across forks" link (actually a button, not a link) and select his repo and yours
be sure to change his to the 3.11-dev branch
will do
fwiw, i can't even tell what you changed in your 3.11 commit. you should adapt your editor to the code, not the other way around. just about every line was changed to 4-space indent when 2-space was used
so it does not work? i am a bit confused
if you're asking regarding my comment, spock's code likely works, it just makes headaches for managing the code in the repo, seeing why, when, and by who any given piece of code was changed. instead of most code saying it hasn't changed since 3.9, it will always come back to saying it was changed when upgrading to 3.11, and specifically by him
oh
Click ignore whitespace in github
that doesn't negate the fact it totally breaks the git history
Its also hard for me to verify since the fork wasn't forked from mine. It was forked from the original, mine copied, plus additional changes
Reviewing changes is definitely a nightmare. Need a 101 course on git cause its rough to read atm
At least the whitespace is negatable though
"Hide whitespace" enabled while viewing the commit
sorry guys
Just run the TS files through the linter and it should be fine
Also you can get rid of build.mjs as moar uses packageBuild.ts to build
just to be sure, current alpha version to download is from Spock or Collin?
Not sure anything is usable without Waypoints being updated for 3.11 first.
They do not require waypoints. Tarkov has added a bunch of navmesh updates since the dawn of Waypoints.
It's a nice to have, but certainly not a requirement
That comes directly from Drakia
we almost there. sorry. Storm took out my power and interent all friggen day yesterday. server side is 99% done. Just doing some final debugging and i'll be posting v2 of both my client and server builds
I tried both versions on the weekend and they seem to be finding and spawning. Both are spawning alot of pmcs. I think it calls random presets settings regardless of selection in menu so there is an issue with selecting presets potentially at least. I would say wait and try the next version unless you need alot of pmcs kills very fast. Thanks for all your brainwork on this guys and good luck with them bugz Spock!
^ what he said. I have "more pmcs" but raids are absolutely empty. Sometimes its full sometimes empty. Thanks for the hardwork!
Yep, (at least mine) was using random no matter what it seemed. My v1s were just a rush patch job to get it working. The current v2 I will be posting is much more robust. Thanks for everyone’s patience and hanging in there until I get it uploaded.
For full transparency I’m currently spending extra time to make proper FIKA synchronization, regardless of traditional or headless hosting, with blocks in place for “clients” to be unable to change the raid.
The proper networking and scripting for that is what I’m currently spending the most time on and troubleshooting. The rest of the mod seemingly works well with it off. So that’s my last hurdle I’m on. There’s also built in detection for those of you that don’t run FIKA to automatically turn those functions off.
I have implemented hot reloading as well, for those of you that run FIKA servers like do. So now you can update default config, or other jsons in the folder and have it auto reload with the sever staying live
dynamic router is working finally. Client/server ends both function now. I'm just going through and debugging and i'll post the builds. Thanks guys for your patience 
I did some testing with v1 of your Alpha build for 3.11 a few days ago with my buddies, but we spawned separately every raid we did. I think is a bug since the latest moar builds for 3.10 that is still there in your builds. Did you encounter this bug with the version you are working on?
Thanks for the report. I’ll double check that before pushing v2 live to everyone
Version 2 is a complete code overhaul top to bottom, for both the client mod and server mod. So there shouldn’t be any weird things like that anymore, but I’ll be doing some group testing with my brother and some friends in a little bit here so I’ll confirm that no longer happens
It may be worth having a look at how the mod handles hard caps cause having like 2/3 of the bot types ignoring caps kinda makes it pointless.
will do! i'll make sure to do a full pass on caps, thanks for the suggestion
fyi, mod is almost done. Just doing a full pass on the FIKA logic right now
then we can move on to other suggestions and improvements. Also huge shout out to @south stag . I fully rebuilt the Coop logic in the mod to work properly because of his report
Bot logic was also improved because of this report for group spawning
Thanks for your effort! 👍🏻
Have you taken into consideration that in 3.11 PMCs are spawning as bosses again through the boss waves?
We have like 70% PMCs in our raids currently, no matter how I tweak it.
That explains why in 3.11 they are so aimbotty, probably also why configuring the pmcdifficulty to 0.1 seems to have no affect? if they are considered bosses.. 🤔
They are not considered bosses, just treated as such by the spawn system :)
Unda or how is it called has similar problem i guess bugt with scavs.. :D There was like 16 or so scavs in one place ofc
spawned at once.
Yes! The new update handles the new 'boss' spawning logic
which version/fork are you running?
Uhm, from where I last messaged you about the error
oh yeah, the whole thing has been changed since then
I'll give it another go! Thanks
i wrote an entirely new spawnUtil and spawn builder scripts for each bot type
Could you DM me a link?
MOAR-3.11.1 update. Contribute to LoganSMiller/MOAR development by creating an account on GitHub.
I would probably create a new release @daring star
Made a draft PR so I can actually see what changed https://github.com/CollinHerber/MOAR/pull/1/files?diff=unified&w=1 without whitespace
Just curious, is this the original release you sent out about a week ago? I'm unable to look currently. Or is it the second version you updated after the first release?
Or should I wait to try Spocks version?
This is Spock's
Which I assume it's a fork off of mine, but like it wasn't actually forked from my repo
So no idea lol
LMFAO, thanks! Thanks for the hardwork ya'll.
Is any of this available to the masses for testing? I'm not too familiar with github lol (I can download releases 😉 )
Im not sure if the bot logic fixes help with them moving but we have never really seen scavs move around, even with QB and LB. They will kinda meander the area they spawn in and thats it. A patrol or path system layered into the spawnpoint tool would be dope. Also I have never seen the spawn editor actually work. All of this may be a me thing I fully acknowledge that. 😄
I see NavMesh got an update and release. Do you guys want me to release this RC1 the way it is (closed to finish, just debugging Headless), or do you want me to spend more time re-incorporating Drakia's Expanded Navmesh mod
yeah i know, i basically re-wrote the whole mod from the ground up, but keeping the original idea and 'logic' intact. I don't want to just create a new release though, cause at that point i'm just stealing the original idea and I don't like that. The full idea and logic behind this mod is still their baby. I just want to create a fully updated and modern version for 3.11 and the newest versions of FIKA
i want to gauge as well, would everyone in here be interested in a bot behavior mod again? I already did a lot of bot behavior scripts for my own overhaul mod i've been working on and didn't announce yet. I could work on something that's like MOAR + whatever name here that could possibly be MOAR plus behavior implementations. I'd fully credit everyone who helped build MOAR
Yes! Please. I'd love that
I think you should just finish it and be free to move onto other projects.
i'll work on dropping the MOAR standalone, and then move onto a MOAR +, I think
That sounds perfect to me honestly. I want both!
More MOAR. Theres your mod name.
Is there a release available?
nope
If I don't see one soon, prob just make my own based on that code.
That's what I'm using, It works (I think)
Just change package.json to sptVersion 3.11.x
Right, but I doubt Lacyway was asking about that one. Was likely asking about v002 that has been mentioned in this thread several times
ah gotcha
I would appreciate that 
Say no more 

Idk, spock has changed literally everything about ur repo top to bottom
Impossible to tell wtf has happened.
I'm currently sifting through it making a build based on the code lol
With a giant red flag of this aint mine, just putting something out there lmfao
Oh whatevs, it's MIT
This spock code doens't even build, has duplicate classes all over the place

I don't have tarkov on this machine to verify it loads, but got client and server building with several changes.
Anyone able to try this out and make sure it doesn't implode before I post a release?
Will only DM it.
bet
Is that you volunteering?
yessir
DM'd
Yea, likely not happening

It's so difficult to try and figure out what was changed that caused this, every single file was manipulated
It's not even the same mod anymore lol
Just in principle
Wish a baseline would have been hit before this took place.
welp rip
Can continue to use the v1 posted, and wait for Spock
At this point though, probably goping to stop looking
I'll likely update in a few weeks. Just went through a bunch of interviews, still have a 4-5 more.
Is SAIN still out?
Probably not coming back anytime soon
Not on the hub it hasn't
well I saw it was released.. did they unrelease it?
That was April fools
Good luck!! 
Cheers bud