Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
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Version 3.1.5
- DewardianDev
- 702 Downloads
The "Must spawn faster" update
- Increases scav spawns a bit across the board- Bumps up initial spawning speed for both scavs/pmcs (too many empty starts
Beware: You may have bots close on spawn (within 15 seconds).
YOU HAVE BEEN WARNED
- A small change in match calculation fixed a bug in smooth wave generation (this was one of the fixes for the above).
That's all for now!
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Version 3.1.4
- DewardianDev
- 3.4k Downloads
The "spawn cascade" update
- Enforces cascade logic
- Reduces min spawn for spawnpoints (may fix spawning on certain small maps)
- Improves chances of seeing action early.
That's all for now.
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Version 3.1.3
- DewardianDev
- 117 Downloads
Small config/spawn update
- Added a few more spawnpoints to maps
- Adjusted the culling algo so scavs can group up a bit more
- Narrowed the spawn range for players so cascade should be more accurate.
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Version 3.1.2
- DewardianDev
- 1.2k Downloads
Major bug fix for Bagels (custom spawns)
- Implements a patch that MOAR was relying on from SAIN.- Improves reliability of custom spawns and having spawns be successful in general.
- Snipers still broken and absent from this release, will be working on them soon.
That's all for now.
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Version 3.1.1
- DewardianDev
- 1.7k Downloads
Small Bug fix
- Removes additional pmc spawns that may have been sneaking in.
That's all for now!
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Version 3.1.0-RC5-Beta
- DewardianDev
- 5.1k Downloads
Update to version 3.11.3
- Additional sniper spawns disabled.
- Additional spawn points re-added.
That's all for now.
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Version 3.0.1-Experimental
- DewardianDev
- 11k Downloads
3.0.1 Experimental Update
- Added performance improvements option to the "advancedConfig"
This does a number of things to reduce unused AI and improve general performance on the worst maps for it.
It turns down zyrachis chance of spawning, reduces the guard max bot counts for bosses (increases min slightly to compensate), reduces rogue spawn chance across the board.
Turn off to make lighthouse spawn more rogues/zyrachi and have streets reduce it's fps back to an unplayable level.
OR
add the following line to the bossConfig to increase the chance of rogue spawning on lighthouse if that is what you are after."lighthouse": {
"exUsec": 45, - Major update to Pmc aggression and the introduction of faction based pmc aggression
(pmcs will work with and be friendly to their own faction if this is turned on) don't worry, all pmcs still have a strong desire to murder you.
This solved a long running bug that was causing performance issues, where pmcs that spawned together would murder each-other.
Now we have much less shooting in the beginning of raids, and with SAIN, watchout, as teams will use tactics functionally again!
Read the tooltip in the bepinex for more information. - StartingPMC logic updated
Be aware, you can now no longer use the cascade system with startingPmcs.
If you want to use both the cascade system and startingPmcs the closest you can do is reduce pmc distribution to the 0.1. - The 100% Partizan bug, and a few bugs around bosses have been fixed!
Partizans karma logic is now removed, his spawn percent is all that determines his spawn chance now.
Spawn updates:
- Vanilla player spawns have returned!
Players now have a few custom spawns and all the original spawns - PMC/SCAV spawns are now separated!
- PMCS now have 100+ spawns they can use per map.
- Moved all spawns to the config/Spawns folder, you can view your added points in there.
- There are now button bindings to add/remove custom spawns of each type to the bepinex advanced section.
NOTE: You may tempted to add a ton of spawnpoint; my strong recommendation, is there is kind of an art to spawn placement.
I'd suggest placing far less than you think you need. Keep an eye on the associated file in: config/Spawns folder to watch your spawnpoint changes.
MOAR culls spawpoints within a certain distance of eachother, so adding a ton in a certain area won't necessarily result in the behaviour you think it will.
Also avoid placing spawn-points in areas that a regular bot wouldn't be able to walk to, it can make the bot potato on spawn. (think tops of rocks, inside locked doors).
After adding spawns, it is advised to run the culling algorithm on your spawns via the advanced config, simply turn on "ActivateSpawnCullingOnServerStart" and run the server once. Then turn it off, and you're good to go.
This process removes unneeded duplicates and processing.
It is my hope that the community will begin to create packs that they can share of their custom spawn-points, which I will then parse and start incorporating in builds.
FIKA PLAYERS
- Many fixes have been attempted to fix the spawning apart bug, this is known, and this version has seen improvements there.
For now, I have gone with a solution that should have players either spawning together, or near to each-other (50 meters).
If you see this bug, know it's being worked on, and top of mind form me. Do feel free to report it in the Discord > Fika > DewardianDev mods chat.
Logs/map/location do help track down issues.
Bugs to watch out for:
- If you spawn without exfils and you are on a clean install of this version of MOAR, REPORT IT.
Requirements as of 3.0.0
- Waypoints is now required!
- The MOAR.dll is now required (both on clients and dedicated).
Up until now MOAR has been a server-side only mod, as of the previous release, the .dll is required. - Now more than ever, SAIN and Questing bots/Looting bots are highly recommended to get bots moving.
That's all for now!
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Version 3.0.0-alpha
- DewardianDev
- 7.4k Downloads
MOAR + Bagels - 3.0.0 Alpha Release
This is experimental and likely to have a few bugs, but is now stable enough to get feedback from the broader community.
Change Log:- Added more than 300 new spawn points, new Marksman spawns, and new player spawns included.
Expect bots in unexpected locations. - Added the cascading wave spawn algorithm: MOAR now looks at where you spawn, and roughly makes bots spawn in a ripple outwards from that location.
The result of this means you generally need less bots to have the same amount of action. - Added key to check preset your preset ('end' by default)
- Updated starting PMC functionality, MOAR will do what it needs to make sure your game is running the way it should.
- Optimized performance for lighthouse and streets.
- Many many bug fixes (this is effectively a rewrite)
- There are a lot of changes, and I will slowly start updating the mod page description, for now please just try it out and leave your feedback.
Requirements as of 3.0.0
- Waypoints is now required!
- The MOAR.dll is now required (both on clients and dedicated).
Up until now MOAR has been a server-side only mod, as of this release, the .dll is required. - Now more than ever, Questing bots / Looting bots are highly recommended.
That's all for now!
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Version 2.6.7
- DewardianDev
- 18k 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
- 4.1k 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.
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.
Radicon111
I've been using MOAR for a LONG time in my SPT - but one odd thing happening in 3.11~ is a HEAP of bots in Factory!! - it gets crazy insane - with a final body count once they've killed each other off and I mop up survivors of like, 40 corpses... When I try running Raidoverhaul mod it does it's cascade dll thing and i get a heap of server messages about 59940 something too high and reset down to 499 or similar (this is series of messages for each bot type or each map - sorry, cant remember). Raidoverhaul plus MOAR doesn't work well for me - fps is pancaked - so i do go back to just MOAR.
Sleexic
Mod is super weird and does not do what it says. Played factory with the like-live settings and it spawned over 15 PMCs in the like 15 minutes I was in the raid. Threw on the more scavs preset to try and get some scav kills on interchange and after 3 raids in a row only saw a grand total of 2 scavs, but probably around 20 PMCs.
pwn
im on the quest for 10- scav kills at old and new gas on customs and there are just nvr any scavs there with moar stock settings, not even on more scavs preset.
Riley511
Yeah, I've noticed this too. I've played probably 20 raids trying to finish this task and there's never any scavs in these areas.
Gvivi
After I used this and the Algorithmic Level Progression mod, some other bosses like Shturman and Killa would spawn in the Tarkov street. I want to know which mod is causing this issue and, if possible, how to configure it to avoid this situation.
DewardianDev Author
Set the boss invasion preset to 0 on the server config
TomBrown
Hello.
I have a problem that when I use this mod to defeat the Lighthouse Bots, the FPS suddenly drops.
When a Bots is defeated, the FPS drops below 10 at that moment.
DewardianDev Author
Likely nothing to do with this. No idea.
NotBen_2
How can I modify raiders on labs? Map config shows scav wave count 0, but the boss config doesn't show raiders either.
NotBen_2
PMC's spawn right on top of me often.
TheSaladGuy
Hey, question that wasn't answered yet, does this affect event spawns? Like khorovod or halloween, potentionally breaking them or it works fine?
ginoji
Hello I love this mod but I've been having a problem using it with SAIN. Scavs don't shoot when vanilla scavs is enabled. spt 3.10. Uninstalling MOAR and scavs shoot again. Would love advice on how to fix
DewardianDev Author
I don't support 3.10 anymore.
Likely there is a mod conflict or something.
cofffin
Even with the values cranked up to impossible the bots seemed to just stand around. I think something got borked with the latest update.
DewardianDev Author
This mod doesn't change behaviour.
alisen
I ask the mod creator in bossConfig, I see neither Reshala, nor Shturman, nor the Sectants likely to appear, nor do I see the spawn of the “bloodhounds” group. Is this so, I understand it wrong, or are they missing in the mod, thanks.
lamplighter
Reshala = bossBully
Shturman = bossKojaniy
Bloodhounds = arenaFighterEvent
Sectant = sectantPriest
alisen
ok thanks for the clarification, sectant and Bloodhounds do not appear in bossConfig in the author's mod unmodified?
alisen
is it compatible with this mod: ABPS - Acid's Bot Placement System by acidphantasm, thank you
lsass
No
gaming11
Was playing labs with Starting PMCs, and boosted values of pretty much everything except the distribution slider.
I ran around the entire map 5 times before 1 pmc spawned and then ran another 3 before a second did.
majorandry
If I only want to spawn zombies and no other bots, how can I do that? Thanks
sd4ds4dg56
The only solution i found is to edit mapConfig.json.
I've changed pmcWaveCount and scavWaveCount to 0 for every map and it did the trick
majorandry
Thank you, I will try it!
sd4ds4dg56
Is it possible to only spawn zombies using this mod? I mean no scavs and pmc, just zombies🤔
Spooks
hey is there a way to increase raid time? this mod overrides raid overhauls changes to the raid timing.
ToniRonza
Use the mod SVM - Server Value Modifier. With this tool you can change nearly every aspect of your game.
MatosCS
thanks for the fast fix! i was going crazy trying to figure out why my labs raid turned into a battlefield
TheSaladGuy
Does this override event ai spawns or works together with them?
nozemi
Have a problem - PMCs from the same faction with me attacking me. I have SVM, where I toggle, that this impossible, yet it`s happening. I tried to switch load order, toggle on/off that parameter in SVM, but still I got killed by allies. I used custom preset, set AI and quantity of bot as online, toggle teamfight off in BepInEx.
Mods, that I use, that tweak AI:
SVM
NoBossPMC
LockableDoors
FairFight
Waypoints
BigBrain
NoGrenadeESP
NoBush (Reupload)
DewardianDev Author
I overwrite this.
If you want friendly pmcs use another mod for bot spawning.
APBS or whatever it's called is an excellent alternative.
nozemi
Oh, okay. That`s a shame, because mod is good. Thank you for answer.
Aled
Hello!
i am using Server Value Modifier [SVM] and and MOAR
but MOAR boss spawn preset always overwrite SVM boss spawn preset
can i turn off MOAR boss spawn setting?
Thanks a lot
DewardianDev Author
You can just delete the bosses you don't want altered in the boss config (the line for each map)
Or you can use the boss config to make your alterations as intended.
Aled
I deleted some lines on bossConfig.json
TYSM for the response btw
LegitGamer1017
I am running Version 3.0.1-Experimental on 3.10 and I'm having an issue with PMCs and Bots getting stuck behind the garage door. Usaually it's like 3+ of them.
DewardianDev Author
On labs, this is a carry over bug I need to get rid of.
It is known.
ShowerChocolate
Without this mod, I had 3 Raiders spawn on top of me randomly (literally right in front of me as I was looting a body) down in the underground bunker area.
Does this mod at all stop the game from just dropping enemies right on top of me, or is that not within the scope of this mod?
DewardianDev Author
This doesn't change Raider behaviour.
That is what happens when you pull the switch sometimes
Keistutas
Hello,
Can someone explain or help me tweak the settings. I'm using presets, but if I choose "more scavs" preset, theres only couple of scavs in the raid I manage to kill 1 or 2, but there's piles of dead PMC bodies eveywhere, same with "live like" preset I'm constantly fighting PMC's , tried out the "Quiet raid" option but then the raid is just dead I just can't seem to find the sweetspot. I'm using FIKA idk if that has anything to do with this.
I just like to have more Scavs in my raids and not only PMC's
DewardianDev Author
Scavs spawn later in the raid a bit.
But you can just increase their quantity, or reduce the quantity of pmcs.
Additionally if you have starting pmcs turned on, that's likely the cause.
Keistutas
Thank you for the fast reply I think your suggestions worked, good luck in your future projects
sonicbruce
that really issue here , why PMS and other bot always chasing me when the game star ???Very strange
SpunkyMcGoo
We're pretty much back up to parity with 3.10 now, except for SAIN being dead. Here's hoping someone can step up and fix SAIN. I think I'm ready to start playing SPT again now that we have this though
poneais
RAWR! wait long to RAWRRRRR!

Netnikogo
DAWWWWWNNNNNNNNNNNN dad is HOME !
watsy
Fucking Legend... Enjoy your Beer :-).... You have just got the game off the ground again for me and Im sure many others... Im not gay but I fucking love you lol
TheSaladGuy
Does this include infected and smugglers from halloween event respectively?