#Bot count related settings not applying.

27 messages · Page 1 of 1 (latest)

calm valeBOT
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@astral jetty, that file extension is not allowed! finger_wave
Allowed extensions: .png, .jpg, .jpeg, .webp, .gif, .mp4, .mov, .webm, .mp3, .wav, .json, .jsonc, .yaml, .yml, .txt, .log, .cfg, .mkv, .bmp, .ts

harsh dome
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?

astral jetty
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Had a zip of all the logs but it deleted it all. Rewriting the wall of text now.

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uno momento

harsh dome
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All we care about is the Player.log

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Everything else is irrelevant

astral jetty
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ah okay.

harsh dome
astral jetty
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Seems like the Bot cap and De-spawn furthest settings are not applying.

Bot Cap:
Set to 18 and with both bosses spawning on Streets I see upwards of 36 or so.
(For clarification, I know the setting doesn't block bosses. Does that mean that they are not counted at all? IE, They spawn at the start like normal and its actually bossCount+botCap=Totalspawned or is it just if they are spawned later in the raid via MOAR they can go over?)

De-spawn furthest:
I added MOAR and started playing around with this (Noticed the bot cap before adding MOAR), again on streets, and with the default distance of 200, if I spawn near Expo checkpoint and sit there till the map populates a bit, then use free cam and teleport to the extract by cinema, wait for a few minutes and watch them on Dynamic Maps, none of them seem to despawn. (Set MOAR's Cap to 18 and it works)

Another thing to note would be where I have the settings. At first I thought that whatever the host is needed them only, so I had the setting setup in the dedicated. Then, in testing I made the client match the same settings. In fact I went through all my mod settings on both and made sure they matched. Cleared caches as well a couple times with reboots.

I do have a bunch of mods but I need to step away from the computer for a few hours. But I will get a duplicate setup going with just Fika, and DynamicMaps so I can test properly.
All of the mods are up to date from what I see except for the Fika release from yesterday and the RCs from UIFixes So this report could very well be void if its something you've fixed already.

(Ignore the last "System.IO.IOException" bit, I definitely didn't close the server before the client just now....)

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SVM
refsptfriendlyquests & Dependancy
simpleworkoutqte
ArenaLockboxes
MOAR
GildedKeyStorage
MoreCheckmarks
Increase Climb Height
LootingBots
UIFixes
Sain & Dependancies
DynamicMaps
PlayerEncumbranceBar
ThatsLit & Sync
ContinuousHealing
AlwaysLevelEndurance
HandsAreNotBusy
CustomInteractions & Dependancy
HealingAutoCancel
agonysfx
LootingBots
Skipper
WeatherFixes

I do have a load order setup
{
"order": [
"Jehree-GildedKeyStorage",
"Virtual's Custom Quest Loader",
"acidphantasm-refsptfriendlyquests",
"ArenaLockboxes-Delod-1.0.0",
"acidphantasm-simpleworkoutqte",
"[SVM] Server Value Modifier",
"redlaser42-Increase Climb Height",
"DewardianDev-MOAR",
"Skwizzy-LootingBots-ServerMod",
"zSolarint-SAIN-ServerMod",
"fika-server",
"MoreCheckmarksBackend",
"tyfon-uifixes"
]
}

harsh dome
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MOAR will override it

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So I'd need a test with only Fika

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And yes, boss or special AI (there's quite a few) will ignore it

astral jetty
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So MOAR will override the despawn furthest setting as well or just the cap?

harsh dome
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Cap

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And despawns does not accurately track in the debug menu at all times

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Don't use it for 100% accurate stats, it's meant for debugging without mods

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And that setting*

astral jetty
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Gotcha. When watching in Dynamic maps I never see old bots despawn and new ones pop up either. They are actively moving around and such on the Dynamic map.

harsh dome
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Have you verified that they are eligible for removal?

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There's a lot of factors, but you'd have to look at the source code.

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Main is range, obviously.

astral jetty
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I assume the distance setting matches what I could see with a range finder in game? If so then, distance wise, yes.
I would need a list of the factors then to go through. I guess if they are in combat or something then you keep them around until that's over and things like that? Things like Looting bots could override it too then I assume as well.

harsh dome
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I didn't write these features myself so I don't remember the exact details.

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All I know is that they worked when I ran them in debug mode because I have excessive logging whilst doing so.

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So I'm going to lean towards a mod conflict or it somehow broke within the last few updates which sounds unlikely.

astral jetty
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Okay, this makes more sense to me this way. I guess count this one as void for now. I'll try to do more testing with no mods when I can get back to it.
Thanks for going over this with me and double thanks to the team for Fika in the first place!!