Please do not ask when mod authors will update their mods to 3.10 or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
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Version 2.6.7
- DewardianDev
- 11k Downloads
Something Update
- Updated something (I can't remember anymore)!
- Added a second announce for when game starts.
That's all for now
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Version 2.6.6
- DewardianDev
- 4k Downloads
Small update
- Updated bosses/rogues/raiders/etc.. to have MOAR run the spawn chance roll instead of spt.
Basically this preemptively culls bosses that will not spawn (if they lose their roll), and assign those that succeed a 100% spawn rate.
This may help with load times and mods like ALP in particular, as when the bot isn't in the pool, the game will not run the loadout generation on them! - Updated the preset announce to be a bit earlier, after the game is confirmed to load in, but before the player spawns.
- Updated a few small things in presets.
That's all for now.
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Version 2.6.5
- DewardianDev
- 2.3k Downloads
Major update
- Updates spawn timing for pmcs
- Updates marksman spawning method
- Fixes and rewrites all of the zone related changes.
- Set pmcOpenZones to ON be default.
- Fixed bug with hotzones
- Fixed bug with pmcQuantity not changing properly.
That's all for now.
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Version 2.6.1
- DewardianDev
- 5.9k Downloads
The "Micro-itty-bitty-Labs" Update
- One last ditch effort to fix the bug with trapped pmcs behind the gates on labs
Let me know it works!
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Version 2.6.0
- DewardianDev
- 1.8k Downloads
Updated Features:
- Update bossConfig:
Add other boss types that are possible for custom spawning
Make console verbose on changes - Make minSpawnDistance configurable via mapConfig
- Make snipers a bit harder, make them spawn sooner
Bugfixes:
- Labs spawn zone fix (feedback wanted, I don't play labs)
- Fix bug preventing custom bosses in bossConfig from being applied
- Error handling for max escort amount
- Remove sniper Spawnpoints from minSpawnDistance calculation adjustment
That's all for now, happy holidays!
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Version 2.5.7
- DewardianDev
- 2.8k Downloads
Small update.
- Sets minimum spawn distance for all spawnpoints on all maps.
- Randomized PMC spawning.
That's all for now.
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Version 2.5.6
- DewardianDev
- 5.1k Downloads
Sniper Bug fix
- Fixes sniper spawning.
- Added maxBotCapOverride option to mapSettings.json config.
That's all for now
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Version 2.5.5
- DewardianDev
- 1.9k Downloads
Feature Update
- Removed event related changes (should help people getting errors due to christmas event)
- Moar now handles EscapeTimeLimit changes for those extending their raid times.
BE WARNED: Moar will limit the maximum escapetimelimit to prevent performance issues.
For those using longer than 2x escapeTimeLimits, Starting Pmcs will be automatically disabled to prevent performance issues. - Zombies can now spawn without halloween event.
- Updated pmc spawning to be EXACTLY like live values. Now correct pmc quantities are GUARANTEED to spawn.
That's all for now!
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Version 2.5.4
- DewardianDev
- 2k Downloads
Bug Update
- Remove old spawning system
- Bump pmc spawns a bit
That's all for now.
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Version 2.5.3
- DewardianDev
- 1k Downloads
Bug update
- Fixed a major bug caused by old presets
- Added test to check presets (I'm learning I swear), this should tell the user exactly what they have done wrong if they have altered/made custom presets.
- Fixed issue when disabling bosses everything was disabled
Thanks for your understanding while I nip all these bugs you guys are helping me find!
DewardianDev Author
Major update coming soon.
Currently in RC3, will be releasing in the next few days.
DewardianDev Author
Version 2.6.7
Something Update
That's all for now
KingLich
the update is a surprise!
DewardianDev Author
For FAQ's sake, please read, before commenting:
Moar sets the difficulty preset (easy/medium/hard/impossible), sain or spt decides the bots behaviour from there.
Yes this works fine with SAIN, and is intended to be used with it.
Don't! Moar has it's own controls to disable bosses or handle difficulty. If you use the pre-raid menu, do not post about your broken game here.
Hover over the value in the bepinex and read the tooltip.
>>>>>> Hit "Save" at the bottom of the bepinex <<<<<<
For fika, the configuration is saved in memory on the server, the idea being that fika servers should be run on dedicated machines and have long up time.
If you want your settings to persist through restart and use FIKA, make sure to set those defaults in config.json/presetWeightings
I forgot to update the version for the client mod, if you downloaded latest, this is fine.
The client mod requires changes rarely, thus I don't always repackage it (updating the version).
If you are attempting to adjust the server configs and are not technically inclined please take a look at this handy tutorial.
People love the idea of startingPmcs as this is what live is like, what it actually does is forces your potato CPU to spawn (the most cpu intensive operation in spt) all of the pmcs for the entire raid at the same time (or over the first few minutes in the case of Moar), to add to this, all bosses, there followers, rogues, raiders, are already using this period to smash your potato CPU to bits.
When you spawn all of the pmcs at once, those pmcs will then go forth to murder each other and whatever other bots have spawned on the map (much like live), further heel smashing your already mashed potato cpu into the dirt.
I would suggest leaving startingPmcs off if you don't have a cpu with X3D in the name, or if you do not want the majority of your pmcs to die off in the first 10 minutes of the raid, or if you do not like finding piles of bodies around the map.
If you still have performance issues:
An alternative to turning off starting pmcs would be to reduce the maxBotCap, but be aware, pmcs/bosses will blast through that limit, meaning you will have a harder time finding marksman/scavs early game if you do both turn on startingPmcs AND turn down the maxBotCap.
Thus, I recommend only reducing maxBotCap if startingPmcs is already off, pmcs will still largely spawn in the first 10 - 15 minutes by default.
One can also set the maxBotCap via the mapConfig.json per map if so desired.
Extra potato mode:
Some settings to try if you are still having issues.
Change these values in your user/mods/Dewar...Moar/config.json to ensure they are always active.
"pmcWaveDistribution": 0.5,
(this makes it so pmcs will spawn over the entire period of the map)
"scavWaveDistribution": 0.3,
(as bosses spawn at the beginning this pushes those initial scav waves a bit later in the raid to balance cpu load).
"maxBotCap": 18,
(lowest recommended 15)
"maxBotPerZone": 3,
(lowest recommended 3)
"pmcMaxGroupSize": 3,
"scavMaxGroupSize": 3,
Once you open the game, reset the default settings in the bepinex by clicking "reset to default".
PurpleBat686
ADV1
is it testet on latest 3.10.5 ? fresh install sain + moar ONLY, standart preset everything on low - extra potato mode (i9k 10th 5ghz 32ddr4) stable 60 fps on streets BUT everytime i kill someone fps drops to 23!
in the name of the lord emperor. what i need to do to stop fps drops like this..
DewardianDev Author
This isn't a faq, play with your settings do other things.
Remove this comment. And place one below.
Sting
is there a way to get smugglers to spawn in with this mod? Not sure but are one of these smugglers?: Arenafighterevent, crazyassaultevent, or peacmaker? Are any of those smugglers?
TiTyaN
hi
how can i over and over spawn same boss?
kill boss and spawn it again. or can you add it ? thx
Cr4zyTKD
Hey Dewardian.
A while back I reported a bug on Reserve (memory leak on my side) and confirmed GZ no pmc spawn on SPT 3.9 latest version.
Version 2.6.7 (SPT 3.10) - I'm currently level 29 and played "every map" (except Lighthouse - 85 raids). FLAWLESS WORK, dude. There's some inconsistencies here and there, like pmcs groups spawning close to each other or bots spawning 10 feet away from me (**USEC dying voice line** head, neck). They're really rare cases on my experience compared with other reports posted here.
All in all, I cannot overstate how important your mod is + ALP. TYSM.
May the Tarkov Gods be ever in your favor.
DewardianDev Author
Thanks buddy.
DewardianDev Author
New spawning rework is in experimental stage now.
New release coming soon that should bring all the fixes to spawnpoints.
werefox56
Goons seem to have 100% spawn rate by default? I use live like preset.
How do I prevent them from spawning?
DewardianDev Author
If they do, it's not because of moar.
In Moar they are set to 30%, just go change the value if you want it lower.
phenom
As other have previously stated, there seems to be an issue with PMC team sizes. I have pmcMaxGroupSize set to 1 and I still run into teams of 2-3. Also PMCs are spawning in places they shouldn't, I have all openZones disabled and pmcWaveDistribution = 1.0 for the closest live-like feeling.
E.g. I spawned into Shoreline next to the weather station and found 3 PMCs of the same team on top, even though there is only a scav spawn there. It almost seems like the mod wants to spawn a group of scavs but wrongly ends up with a PMC group regardless of the settings. Also it feels like PMCs often spawn right next to me.
CaptainXing
I changed the maximum number of bots, so my Moar Preset became Custom. Does random presets still work in this case? Like a Boss invasion.
DewardianDev Author
If you want to use random with a custom preset, change the settings on the server in the "config.json".
Those are the "defaults" for moar.
jj2022
I'm having trouble with Scavs and PMCs Spawning very close to me, right after I kill one or two. It ends up having 5-10 bots all coming at me 1 or 2 at a time. I've have 2 scavs and a PMC spawn 20 feet away from me in the Garage in Reserve. It feels like horde mode is on
How do I stop or limit this behavior?
I didn't notice this as much on Customs or Woods, but it seems particularly bad on Factory and Reserve. It could just be confirmation bias on my part, maybe all the maps exhibit this behavior.
Thank you so much for making this!
MalecSP
I think the PMC Faction issue isn't related to MOAR, but MOAR is making it more apparent.
This appears to keep happening even when MOAR is disabled.
MalecSP
Using Factory still, when letting the serer spawn AI unsynced from the start it was able to make 2 BEAR PMCs on 2 different Teams and have them kill each other.
I believe I set the hostilities to 100%, but this still seems really buggy. Hopefully one of you modders or the SPT team are able to find a way to control this.
Raid Review Imgur 2
wheresmyglock19
im not sure i can get the pmc spawns to drop regardless the settings im seeing as much as 7 in a group
MalecSP
You can try, PMCWaveQuantity .5 from 1.0
This helped me get a normal amount of PMCs spawning, but still having the issue where all PMCs are spawning on the same team on most of the maps.
Interchange is the only one I see atm I can play where it splits the PMCs into different groups.
It's very strange cause this wasn't happening like a week ago with the same mods. So I'm guessing something some where in the mod is having a weird error.
MalecSP
Factory spawning almost all PMCs on same team. Even seeing 6 PMCs spawned on 1 team.
Any idea what could be causing this to happen? Or a way to correct it? I have Max PMC Spawn group set to 3 and notice teams of 4/5 and even 6 PMCs still spawning.
MalecSP
I noticed it's happening on more then just factory. Ground Zero as well, I'm not really sure what could have started this error.
MalecSP
I noticed it looks like the server is having an issue separating Usec and Bears, when it's spawning in this all 1 squad PMC groups they are almost always all the same faction.
slamcannon
Looking through the config, which line would change the number of scavs that spawn initially? I’m getting a low number of scavs in the raid, I believe only two spawn in initially on most maps. Just doesn’t feel right having 12 pmcs spawn in with 2-3 scavs. Would scav wave quantity be the setting?
MalecSP
ScavWaveDistribution changes "When" the scavs spawn, 1 will be all spawning at the start.
But I think it depends on the map and your Bot limit/PMC spawn amount. I'm doing 20 - 25 max bots with all PMCs spawning at the start. I'm using Scav Wave Quantity 1 and Distribution .5. I also use PMCWaveQuantity .5 and Distribution 1.0.
Most maps I only get 1 - 3 scavs that spawn on start but after a few PMCs die the map starts to fill up the spots with bots and then every couple mins or after a lot of bots die a larger group of scavs will all spawn at once. From what I understand Live PvP does something similar but just has a much higher max bot count and spawning speed for Scavs.
I'm not 100% sure, but I think the server will keep spawning new Player-ScavAI every time a PMC dies or other PScav dies to keep the server "full" of player scavs and player count. While the server then will do waves of scav spawns at set times and/or based off how many bot slots are left on the server.
Use Raid Review to check the spawning super helpful.
RonnieFly777
Hello guys , last night I installed the MOAR mod but don't spawn PMC and SCAV can help me pls ?
MalecSP
Do you have other mods installed that can control bot spawning?
I've seen other mods that limit bot spawns cause MOAR to spawn none.
pitAlex
Why have you added shooterBTR as "AlwaysEnemies"? Should be neutral for all.
DewardianDev Author
Have I?
Will look.
HandGrade
Experiencing CTDs a lot of times now...
Dunno what causes this exactly sadly( MOAR helps my FPS a lot and i don't wanna remove this great mod
EDIT: ignore me, adjusted load order and it stopped crashing
Patty O'Chairs
I'm having every PMC spawn behind the locked garage doors in Labs that open with the buttons. They're usually dead when I get there, and sometimes they're locked in there when the doors aren't openable.
MalecSP
Anyone had any luck with setting the PMC quantity to correct the double spawning of PMCs?
I'm trying to use .2 - .6 some maps like Interchange come out perfect with 11 or 12 PMCs spawning. But at the same amount Streets will only spawn 6 PMCs
Anyone having any luck configuring MOAR to get PMCs spawning within the Map amount?
DogsInTrousers
Yo, just quickly.
No finding Shurtman in any of the boss configs? Did they rename him or something? Adding 100% spawn rates on bosses doesn't seem to bring him up. I'm guessing because he's not in MOAR, vanilla SPT values are applied? I'm having trouble finding him in SPT entries too :s
EDIT: Nevermind, ignore me. It would appear at some point he was renamed to bossKojaniy! Incase anyone else was wondering, Shturman = bossKojaniy
Slyder
Not sure if another mod is conflicting with this one, but NOTHING spawns on Factory for me, no matter what preset I use.
MalecSP
Check any other mods that control AI spawning/max bot count, that's what causes issues for me.
prodon
Any chance for adding option(a tick) to count or not to count raiders, rogues, etc in max bot limit so we dont need to manually adjust max bot cap for lighthouse? With default setting lighthouse feels so deserted as its like 15 slots occupied by rogues.
DewardianDev Author
This can be done. I'll consider it.
pitAlex
Can you give the option to specify a maximum bot cap per map? You know streets is the worst of all and it would be good to have a different setup just for that map.
prodon
u can do it in mod folder mapConfig file. Add maxBotCapOverride line. Theres an example for factory inside.
Jonnecy
For some reason the Live-like preset spawns 0 PMCs ? just had a very silent run on Woods, only saw a few Scavs and Raid Review confirmed that there were 0 PMCs and most of the Scavs just stayed in place all raid long.
Jonnecy
I have done some more testing. It happens on other maps as well, regardless of the preset chosen. It happens when I turn of bosses in the pre-raid settings window (but leave everything else at default). For some reason disabling bosses also disables PMCs.
YinxuU
Can also confirm turning off bosses turns off PMCs. Tested with DynamicMaps and startingPMCs enabled. Was wondering why I went multiple raids without ever coming across another PMC.
The turning off bosses option in the MOAR BepInEx doesn't mention this so I guess it's not intended?
Mayoringram
As I recall, PMC's use the boss code in SPT, they have followers as teammates etc, that might be the reason.
Jonnecy
this has to be something new. I have never had this issue with 3.9 when I was playing with MOAR. I will do some more testing.
twystoffate
Same issue here. Another mod recently released called "SIP Spawn Improvement Project". I cant remember who the mod author was but i ran into the same issue with 0 PMCS spawning when bosses were turned off while using that mod. With that mod removed, PMCs spawned, even with bosses disabled. Now im trying MOAR, and im running into the same issue again.
For what its worth, SIP mod is no longer on this site after only a few days.
holynevil
Raid Overhaul' boss
Turn the boss off in the config to prevent errors. < you mean turn the CUSTOM BOSS of Raid Overhaul ??
ilanpo
can you please put the known incompatibilities with raid overhauls boss and pity loot in the compatibility section of the description?
Rage4556
Is it common with MOAR that PMCs of different groups spawn almost at the same spot or relatively close to the same spot most of the time? I've had various times where two groups of PMCs have spawned in the same area and immediately started fighting each other, I.E. shots going off before the raid countdown timer even finishes.
ezlife
related to OpenZones ig
Rage4556
I'm not even on a version with OpenZones
I've been having too many issues with my extracts disappearing on later versions of this mod. So I've been sticking to previous versions.
DewardianDev Author
Working on this. Just turn off open zones for now
InkedFam
Any known hard incompatibilities? I'm CTDing a lot with errors seemingly related to MOAR and maperrors/spawn errors. Totally believe this is probably an issue with load order or incompatibility with something else (but not using any other AI/spawn mods), so I'm trying to figure out what since MOAR does help my FPS.
Where is ideal to have MOAR in my mod order?
DewardianDev Author
Put Moar last in most cases.
There are known incompatibilities with Raid Overhauls boss, and pity loot.
Wahnt446
Strange no mobs at on on Ground Zero. Ive tried like 5 full raids. And nothing spawned. All others do.
DewardianDev Author
Hmm strange. Are you higher than level 20?
Wahnt446
No was level 9. Just went in level 12. And it was empty again.
Somesphinx
Same for me. The only enemy that spawned (every raid though) was a sniper scav. I think I did 4 raids and my PMC was level 8-10 at that time. Server showed no errors. MOAR is the last mod in my load order and I'm not using pity loot or raid overhaul. I think I saw this mentioned on DC, where someone speculated that turning on open zones for AI spawns while also using the mod entry point selector was leading to this, but I just tried again with open zones turned off and the map is still dead.
DewardianDev Author
This has been confirmed as a mod conflict. Not sure which.
Somesphinx
Alright. Just letting people know: After also turning off starting PMCs everything worked fine for me
Premises187
Thanks for your effort with this mod.
I haven't tested yet but I noticed in the preset.json config for Rouge invasion the value "randomRaiderGroupChance" is being used. Is that an error or will it still spawn rouges?
DewardianDev Author
Oh lol. it's off be default that preset but I'll fix that.