Featured MOAR + Bagels - Ultra lite spawn mod 3.0.0-alpha

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.

Ultra lite bot spawning mod, that expands spawn points and works great on servers. Highly recommended to be used with SAIN/QB/LB for an immersive live-like experience. Highly configurable. Built for use with FIKA.

[tabmenu]
  • Version 3.0.0-alpha

    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!


    :) :thumbup:

  • Version 2.6.7

    Something Update


    • Updated something (I can't remember anymore)!
    • Added a second announce for when game starts.


    :S :thumbup:


    That's all for now

  • Version 2.6.6

    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.


    8) :thumbup:

  • Version 2.6.5

    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.


    8) :thumbup:

  • Version 2.6.1

    The "Micro-itty-bitty-Labs" Update


    • One last ditch effort to fix the bug with trapped pmcs behind the gates on labs X/


    Let me know it works!


    ?(:thumbup:

  • Version 2.6.0

    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!


    8) :thumbup:

  • Version 2.5.7

    Small update.


    • Sets minimum spawn distance for all spawnpoints on all maps.
    • Randomized PMC spawning.


    That's all for now.


    8) :thumbup:

  • Version 2.5.6

    Sniper Bug fix


    • Fixes sniper spawning.
    • Added maxBotCapOverride option to mapSettings.json config.


    That's all for now


    8) :thumbup:

  • Version 2.5.5

    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! 8) :thumbup:

  • Version 2.5.4

    Bug Update


    • Remove old spawning system
    • Bump pmc spawns a bit


    That's all for now.

  • 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 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!


    :) :thumbup:

    Heart 1
    • Questing bots spawns should be disabled or not?

    • Questing bots will detect moar automatically. No need to manually turn it off.

      Thumbs Up 2
  • For FAQ's sake, please read, before commenting:

    • I don't understand difficulty something something... ?

      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.
    • I changed pre-raid settings something something... ?

      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.
    • I don't understand Bepinex something something!!?

      Hover over the value in the bepinex and read the tooltip.
    • I changed Something something in the bepinex but its not working grrr!?

      >>>>>> Hit "Save" at the bottom of the bepinex <<<<<<
    • FIKA something not saving bepinex something something!?

      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
    • Bepinex version is saying XX but I downloaded latest?
      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).

    • Something something..server configs broken, I'm no Coder something 不明白 .json :cursing: !%#@?
      If you are attempting to adjust the server configs and are not technically inclined please take a look at this handy tutorial.

    • My CPU is dying with maxBotCap of 25 and/or startingPMCs turned on ANGRY something...! pepescream

      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. :kekw:

      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".
    Heart 2 Thumbs Up 2
    • :thumbup:

    • 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.. :kannatiredofthis:

      Heart 1
    • This isn't a faq, play with your settings do other things.

      Remove this comment. And place one below.

  • Is there any way to make the zombies from your mod compatible with Realism Mod?

  • My F12 Menu only shows 5 options:

    Scav Difficulty

    PMC Difficulty

    spanwSmoothing

    Starting PMCs

    RandomSpawns


    Is this intended or is there something missing? I'm running it on a Fika VPS

    • I just want to be able to change the raid preset from the F12 menu similar to SWAG + Donuts


      I know this isn't that mod but I figured it would have that similar functionality based on what people have been saying

    • It does. You clearly have installed it incorrectly or something. Reinstall

      Heart 1
    • Thank you I'll reinstall

    • Issue is fixed, didn't have the mod installed on the VPS like an idiot...


      When I drag and dropped into WinSCP it never extracted so its required to extract the folder and then drag and drop once that's done. WinSCP doesn't allow automatic extraction for drag and drop like windows does

  • Perfect timing for 3.0.0 release. I just bought new pc components to increase performance. Thanks for your work 8o

    Heart 1
  • I strongly suspect that MOAR is simply unable to limit the amount of bots spawned. I've made sure no other mods spawn, tried first and last in mod list, it really just does not work, the amount of bots that spawn is FAR more than the limit that I set, and yes I do save the settings! It's not playable for me.

    • if you are on 2.6.7 yes, this may be the case.
      That has been fixed for the alpha.

      I am still nailing down a few small bugs with alpha 4.
      Release should be soon.

      Heart 1
  • Are the scav/pmc hot zones choosen at random? Am I able to add additional zones?

    • Yes you can, in the mapConfig.

      But for the love of pete, wait like a few days for the 3.0.0 release.

    • Also this is in the config for the overview:


      ==== Map Settings (mapConfig.json) ====


      Map specific settings


      Reference for hotzones:

      Map Zones

      3.1.1 Default Spawn Locations and BotZoneNames

    • Really appreciate your time. How exactly does it work? Are bots randomly given a zone or is there more to it?

    • In my experience using MOAR for quite some time, by adding the hot zones manually to the map config, you increase the chances of bots spawning in those locations. Multiple instances of the same hot zone in the map config will also increase the chances.

      At least, that's how it used to work. Despite any settings, I always struggle trying to finish the "Tickets Please" quest (25 scavs in Streets Cinema) and "Capturing Outposts" (namely Customs and Woods).

      Best way to tackle Tickets Please is cranking the scav count up high and putting the BSG Hoard bot setting on. It takes a few waves as you have to "bait" the scavs to the Cinema, can usually do it in 2 raids.

  • If I have zombies on, all the zombies are runners. None of them have a gun and none are the slow walking ones. Is it a me issue? Or is it just that you've made it so only runners spawn?


    I am guessing it is the latter. In that case, could you give me a pointer to where I could change this in code? (I am a dev)

    • I messed around a bit, and it seems to be the difficulty. "Normal" has them always be runners for some reason.

  • Hi there, testing your mod for few days and I always encounter the same issues:

    1- No snipers spawn in any map. Not even dead, they don't spawn.

    2- No local boses (like Sanitar in Shoreline).


    I used the live like and more pmcs settings with same results. I don't know if the boss spawns are base game problem or mod problem (I almost always encounter Partizan or The goons).


    Great work anyway, makes the game more enjoyable :)

    • Are you using any other spawning mods?


      The sniper scavs aren't guaranteed and I have had several raids where I don't see them. The mod has the chances of all bosses at 30% so you can have back to back raids with bosses making it feel like they are always there. You can easily test it by modifying the configs to give bosses a 0% chance but leave them enabled, to rule out the mod being the problem.

    • This is the only spawning mod that I'm using. Snipers definetely never spawn. In any map.


      I'm using SAIN with waypoints etc, nothing else. Not even Questing bots.

  • Having issues on Labs with all the PMCs spawning in the garage extract and basically getting stuck there cause they cant open it which kinda messes up the map as a whole. Not entirely sure if this is a MOAR issue but surprised others arent having this issue as this is something I have only seen while using this mod. Running SAIN, MOAR, Questing bots, looting bots, please just fight, waypoints as far as AI based mods. Anyone else having this issue?

    • Same

    • Working on it.
      The released mod today is a glimmer in the background, MOAR 3.0.0 changes a lot.

      Heart 2
  • which version do i use for 3.9 i am mentally handicapped sorry

  • I have something weird happening since installing MOAR

    The first raid the boss spawns, and after that i need to restart the server in order to spawn another one.

  • Using option OPEN ZONES for PMC and SCAV causes shit ton of errors in LOG file about map marker position or something like that. Can cause CTD

    • actually is this 2.6.7?

      If so, just turn that off. That code is now gone.
      Wait for stable next release or try the above experimental build.

    • Ok, thank you man for your hard work :)

  • Hey all,

    Is there a way to limit the respawns of the Rogues on Lighthouse? I have now played 1-2 raids with the latest version and was somewhat overrun by the Rogues.

    Or do all the Rogues from the Water Treatment just run to my position and I would have to adjust the listening range in SAIN?

    • Behaviour is SAIN.

      If you want less rogues on lighthouse try:

      exUsec: 25 // The average is around 60 currently


      in the bossConfig

      Heart 1
    • Thank you for your reply! I will try it.

  • Hello again, I want my pmcs to be only all bear, I've come across the `UsecEnemyChance`, I changed to 0 in both constants files, but I'm still getting usec pmcs in my raids, is there a hidden setting somewhere, or should I look into SVM for this specific thing?

    • None of that of will work with moar, you get both, at 50% quantity, every raid.

  • ALPHA 4 released below:


    - Fixes an issue with snipers not spawning on a few maps,
    - Fixes GZ not working
    - Custom spawns now working on GZ (GZ's spawning is completely different, who knew... )


    ENSURE YOU HAVE WAYPOINTS INSTALLED


    Current bugs:

    - A few player spawns on GZ have bad placement.

    Download test build here:

    Experimental Alpha 4 MOAR + Bagels 3.0.0

    UPDATED: 2025 - 02 - 04



    ALPHA 2/3 notes:

    Current known bugs:


    - In fika, other players (other than the main player) can spawn apart if they land near a bush or other things that prevent spawning. Should be fixed in ALPHA 4


    ALHA 1 notes:

    Updated with latest alpha build!


    - Added marksman spawns to woods and customs

    - Attempted fix on labs again...

    - Updated lighthouse spawn distribution.

    - Added button to announce preset


    Map progress for new spawns:


    Customs

    Woods

    Rest are being worked on.




    Requires: Waypoints



    Announcement... Or something...


    Hi there!


    I've been busy these last few weeks and I'm finally to the point where I need some feedback from the community.

    (Preferably in the SPT discord)



    Do not download if you do not want to help me find bugs!

    What does this version of moar bring?

    • Cascading spawn system: Spawns now radiate out and away from the player like a drop in a pond
    • Spawn-point culling: this reduces the number of eft spawnpoints that are on top of eachother or similar to help space out bots a lot more uniformly.
    • Wave smoothing: Does what Moar has always done but better, smoothes out all wave spawns and prevents multiple botgens at the same time.
    • Custom Spawn points!!!! The above version ships with over 300 custom spawn points. D2, Southside customs, and the empty areas south of sunken on woods are now dangerous again!
    • Easily add your own spawnpoints! There are now two key binds to add both player spawnpoints (where you start) and bot spawn points (PMC/Scav spawns) in the advanced section of the bepinex for Moar. Now one can simply tap the keybind in raid to have that point permanently stored for your enjoyment. (Server restart required to use added points).
    • Many many bugs have been fixed.
    • Spawning was largely rewritten.


    This will stay in Pre-Release until I am confident nothing is horribly broken.


    That's all for now!


    8) :thumbup:

    Heart 2 Thumbs Up 1
    • So we get fixes to the current system + new features? Sounds great, thanks for all the work, MOAR and ALP are absolute essentials, I wouldn't play SPT without them.

      Heart 1
    • Will give it a shot and help test. I like the cascading, culling and smoothing ideas. Hopefully this update addresses some of the repetitiveness of the spawns and make things less predictable. I've been noticing that MOAR + QB + LB + Sain kinda makes bots bunch up a lot often on the same places around maps.

    • Well, testing. First issue: bots keep spawning despite the cap and I end up with 60 on the map and 9 FPS :P Any config I need to check or adjust?

    • Also, one more thing: in the server cmd, it often says that all maps "ran out of appropriate zones for pmcs, duplicating zones". Is it normal? Any config affecting this? :)

    • You are using extended raid times?
      This is an experimental build, that hasn't been optimized for that yet.

      Turn of smoothing.

  • Is this still incompatible with Pity Loot? Is there a setting to increase spawn chance for cultists or bloodhounds?

  • Is it not possible to limit the number of bots on the map, or am I misunderstanding this setting?

    • The setting "maxbotcap" (something like that) is where you set the maximum number of active bots. Default is 25 I believe, and I've seen the dev state that lowest recommended is 18 bots

    • if using experimental you can likely reduce this further to 15ish.

  • Is there any way of using MOAR without it overriding longer map times?
    as soon as I start the server I get


    [Client Request] /moar/getDefaultConfig

    [Client Request] /moar/setOverrideConfig

    more-pmcs

    [MOAR] EscapeTimeLimit set too high on customs

    EscapeTimeLimit changed from 59940 => 200


    [MOAR] EscapeTimeLimit set too high on factoryDay

    EscapeTimeLimit changed from 59940 => 100


    [MOAR] EscapeTimeLimit set too high on factoryNight

    EscapeTimeLimit changed from 59940 => 125


    [MOAR] EscapeTimeLimit set too high on interchange

    EscapeTimeLimit changed from 59940 => 200

    [MOAR] EscapeTimeLimit set too high on laboratory

    EscapeTimeLimit changed from 59940 => 175


    [MOAR] EscapeTimeLimit set too high on lighthouse

    EscapeTimeLimit changed from 59940 => 200

    Tried looking through the config files but couldn't find it.

    • I'll answer your question with a question...
      Do you want MOAR to utilize 10gb of your ram for storing wave information?

      :D

      You can override the the EscapeTimeLimit in the mapConfig..

      But I offer no support if you are attempting to use the above values.

  • Hey, great mod! Just need some help as I'm a bit confused with the difficulty config when using sain. I understand the following:


    Code
    ## Works with SAIN or SPT to decide the bot's 'difficulty' preset (EASY: 0, easy-MEDIUM: 0.4,  easy-MEDIUM-hard: 0.6, medium-hard: 0.85, HARD-impossible: 1, etc..)

    does this mean it works only with default presets?

    I'm trying to run a custom SAIN preset based on the Default with Harder PMCs SAIN's default preset, but I'm not really sure which difficulty value to set in MOAR's config.

    Also, I'm not sure how to check which SAIN preset is being loaded.


    Sorry if these questions are too obvious, I'm still rather new :)

    • I spent a bit more time reading about this and I think I got the idea:

      - SAIN's ConfigSettings.json defines the preset -> each preset includes specific configs for each bot and difficulty (e.g.: PMC USEC - Easy, PMC USEC - Normal, etc)

      - MOAR uses the difficulty from config.json (plus a random value) to determine whether each bot wave difficulty (e.g.: easy, normal, hard, impossible).


      Would this be correct? Sorry if I'm just talking nonsense, I'm trying to learn :/

    • If I understood correctly MOAR's difficulty value determines the range of what SAIN difficulties can be chosen for each spawned bot. So for example 0.6 spawn easy, medium and hard bots, most of which will be medium. MOAR's difficulty setting does not change the global SAIN settings you set in the "Home" tab and does not change the distribution of SAIN's bot personalities "Timmy", "Gigachad", etc.


      If you play with the "Default with Harder PMCs" preset the differences between PMC difficulties easy to impossible are the CQB reactions, the hit reaction, the aiming speed and the base vision.

      Heart 2
    • Excellent explanation @phenom.

  • Hey, friend!

    Can you update link for 3.9.x version please? <3

    Google Drive says what file not found D:

  • Sniper scavs dont seem to spawn?

    • This was an issue, it's fixed in 2.7.0 + and 3.0.0

  • Hey there! Working on setting up MOAR for the first time.

    In SWAGnuts I always liked having the map's default boss set to 100%, and then (depending on the size of the map), 2-4 other bosses spawn with their goons over the course of the raid. So I could be fighting Shturman on Woods, and then here comes Kaban and his homies from sniper rock to mess up my attack. Or I'm clearing Resort on Shoreline, I've killed Sanitar, and I think I'm good, but suddenly my gun jams and around the corner runs Kollontay with his walloping stick trying to take my teeth out.

    In order for this to happen, I imagine on bossConfig.json, I gotta set boss %s on each map, and then on config.json, I gotta do something like


      "bossInvasion": true,
      "bossInvasionSpawnChance": 5,
      "gradualBossInvasion": true,


    My inference is that Invasion = true means bosses can come to other maps. Chance = 5....is that that each boss has a 5% chance? or 5% chance another boss will show up at all? Gradual = True, again I infer this just means they don't all spawn at once and instead come gradually.

    I'd appreciate your insight @DewardianDev and am really grateful for the mod!

    Also, is there a way to set how many friends Sniper Scavs have? I'm only seeing True/False there.

    • bossInvasionSpawnChance: 5 is indeed a 5% chance for each boss.

      But there is a "mainBossBuff" chance or some such in the config/bepinex you specifically can set to 100.

      So with the above settings and the mainBossChanceBuff set to 100 you should have everything you need.

      Heart 1
    • Cool cool. I really appreciate the response. I have a couple follow up questions.

      Does the bossInvasionSpawnChance: 5 override the bosschance numbers for each map? Or do those values interact? Is that 5% per wave, or is it overall (i.e. does it reroll?)

      Does there exist a modifier that caps the number of bosses that can spawn per map? Or even, like a % chance an additional boss spawns? like

      FirstBoss: 100
      SecondBoss: 50
      ThirdBoss: 25


      etc etc

  • Any body else had scav's / PMC's spawn within a couple of feet of you? I was on the middle of the stairs to the top machine gun nest in Ground Zero since someone was pushing the doors, any ways, had to reload to went to turn around and run back up the stairs.

    At the top of the stairs I saw an enemy spawn in (there was nothing and then I saw it fall out of the sky) and land, and then did some weird animation, took out his gun and shot me (since I was in mid reload).

    • You can install a radar and test it for yourself, I haven't had any issues so far.

    • Hey FrostHail. just curious but what do you mean by installing a radar?

    • Yeah, this is a constant issue for our group in Fika. Fully geared PMC's will spawn in next to a player and instantly kill them. I was hoping this mod would fix or address that but it might be an issue with Fika or the base game.

    • Reaperone search "accurate circular radar" in SPT hub.

    • Try 3.0.0, it has a delay that helps prevent the instant appearing next to you.

      There are occasions the base game just doesn't honor the spawn distance if all other spawns are filled, 3.0.0 helps this by adding spawns to the map, so more spawns = less chance a spawn being forced to an unused spawn next to you. (At least that's my understanding of what is happening, this is all running on the default spawn system, I just tweak it.... a lot).

  • Hello, why is Pity loot incompatible? Aren't both mods completely different things?

  • Hello, I'm using SVM and your mod. Is there a way to separate the goons spawn chance from the "main boss chance"? Right now on SVM, I have reshala on 0% and goons at 100% on customs, this mod is overwriting the reashala chance as I'm now forced to fight both reshala and goons, when the goons spawn, which is not 100%

    • In the MOAR mod folder go to config, edit bossConfig.json and find the section for customs. "bossKnight" are the Goons spawn percentage and "bossBully" is Reshala.

    • Thanks, I thought I had to copy that file into the server folder, one more thing regarding load order and boss spawns, since this mod is after SVM in my load order, I should disregard the configs I set in SVM in favor of the "bossConfig.json"?

      Thumbs Up 1
    • what overrides what depends on the load order. So if you have MOAR after SVM (which is how it should be I think) the values in bossConfig.json are the ones that are applied, doesn't matter what you set in SVM.

      Thumbs Up 1
    • Umm this is correct in theory, but I made a change to cache the bot data, as I was tired of other mods breaking stuff and me figuring that out after asking someone a million questions.

      Anything you do after moar is loaded to bots/chances/waves will largely not exist if you put the moar before it. :)

      Thumbs Up 1
  • 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?

  • hi

    how can i over and over spawn same boss?

    kill boss and spawn it again. or can you add it ? thx

  • Major update coming soon.


    Currently in RC3, will be releasing in the next few days.

    Thumbs Up 2 Happy 1 Heart 1
  • 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.

    Heart 1
    • Thanks buddy.

    • New spawning rework is in experimental stage now.

      New release coming soon that should bring all the fixes to spawnpoints.

      Thumbs Up 1