Featured MOAR - Ultra lite spawn mod 2.6.7

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 alternative to SWAG/Donuts that 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.

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  • 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.

  • Version 2.5.3

    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!


    <3 :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

  • 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 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 1 Thumbs Up 1
  • Latest version of MOAR seems to conflict with Configurable Footstep Mod.

  • During the halloween event (with infected) it will stop spawning npcs after the original raid time is done even if i extended it.

  • As of version 2.6.6 on SPT 3.10.2 with FIKA Dedicated Client (havent gotten around to updating to 2.6.7 or SPT 3.10.4 just yet), PMCs still spawn in closed parking garages on Labs 😞 2025-01-0521-53_-232.2_1.1_-425.5_0.0_1.0_0.0_-0.1_0.png?ex=677c9772&is=677b45f2&hm=4242212f04b7bb60c30d8b8de449367cf925318e9bdde2114d2b6f08b84a785c&

    • 3.10.5,2.6.7 equally

    • .. yeah I need to make an exception on the openzones for labs specifically.

    • You guys seeing raiders spawn? I had accounts of people saying they weren't spawning

    • Yeah, they were spawning for me just fine

    • Oh, and I had OpenZones off for PMC's I'm pretty sure, so no Idea what's going on with that

  • Hi. Love the mod. I just have a slight issue. All the scavs are charging towards me. Any config that triggers that?

    • that's behaviour, not spawning.

    • Found the issue. It was my mistake. Thanks!

  • s this mod Override Raid Overhaul regarding Time limit. can i use this along with Raid Overhaul but use your Spawn SEtting?

    • im using both. and when loading the server it shows it adjusts raid times, but ive had no issue with raids being endless so far. so whatever values it changes doesn't affect the actual raid timer imo but i havent stayed in raid over 2-4 hours to find out.


      just FYI

      [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


      [MOAR] EscapeTimeLimit set too high on rezervbase

      EscapeTimeLimit changed from 59940 => 200


      [MOAR] EscapeTimeLimit set too high on shoreline

      EscapeTimeLimit changed from 59940 => 225


      [MOAR] EscapeTimeLimit set too high on tarkovstreets

      EscapeTimeLimit changed from 59940 => 250


      [MOAR] EscapeTimeLimit set too high on woods

      EscapeTimeLimit changed from 59940 => 200


      [MOAR] EscapeTimeLimit set too high on gzLow

      EscapeTimeLimit changed from 59940 => 175


      [MOAR] EscapeTimeLimit set too high on gzHigh

      EscapeTimeLimit changed from 59940 => 175



      these are the values set by MOAR. its still plenty of time for me, but if you intend on staying +2 to +3 hours in factory or smaller maps it would have to be adjusted. i personally never spend over an hour in a raid usually. sometimes might use a whole hour but rarely. i'll either die before then or extract from injuries.

  • Look like the bots sometimes are spawning less than 10 meters from my character.. there is a way to config this to something like 100 meters> ?

  • Thanks for ur mod, but I found that pmc and scav won't attack zombies, they still only attack me, do I need to do anything in settings?

    Thumbs Up 1
    • nothing you can do at the moment. you could turn on halloween in svm maybe?

  • Hi,


    I seem to be having an issue with PMC spawning. Every time I load in a raid with the "Enable bosses" setting turned off, I get 0 PMCs only scavs. This issue presists even with the StartingPMC setting turned ON.


    Tested on a fresh build and latest mod files with this mod being the only one running.

    • You mean disable bosses enabled in the bepinex correct?


      Latest mod files as in 2.6.6??? There was a bug like this 7 versions ago or so.

    • Negative, I mean the raid settings not the bepinex setting.


      I'll try disabling bosses from bepinex menu and test if pmcs spawn or not with this setting turned on. I'll report back.


      Yes. 2.6.6

    • Don't use the in game raid settings. Use MOAR's bepinex.


      This is user error.

    • no worries, i adjusted your code to accept the raid settings option of disabling bosses from there. no longer do i need to use the bepinex setting to turn it off!


      Thank you for your work on the plugin, keep up the good work!

  • Thanks for the mod. On 2.6.6 only PMCs spawn in Labs, no raiders spawn.

    • No raiders spawn??


      Hmmm

    • There were no raiders, only PMCs. And also no raiders spawned inside Reserve bunker several times in the row.

    • strange. Will look.

  • Been loving the mod, just one question. Do the smugglers spawn with this? Saw a some things about them with 3.10 but I have yet to find any myself. Currently on a lvl 20 playthrough

    • I just had a wave of them merc me on Customs while using MOAR, so yes, at least with (mostly) default config settings. They are quite rare though; even reviewing my raids I've only seen them that one time.

    • If you know there internal name (maybe skier or something) you can set their spawn chance on whatever map they're on via the mapConfig.

    • Thanks guys that helps. I'll look into their bot name but for now I'm gonna ride it out.Don't mind them being rare as long as they are there

  • For some reason, this mod isn't working on Streets. I used the preset to spawn more PMCs but for some reason, the only bots on the map are sniper scavs. Nothing else is spawning at all...not sure if it's because of some incompatibility with other mods. I don't have any other mods that affect spawn rates.



    Edit: I figured out my problem, I had enabled "PMC open Zones ON" and "PMC/Scav player openZones ON" at the same time so it conflicted. :P

    Would be nice if you could only have one or the other "enabled" so that if you enabled one, the other was greyed out. :)

    • I didn't know they conflicted! This is good to know.


      Will look into this

      Thumbs Up 1
  • D:\EscapeFromTarkov\SPT_Data\Server\database\locations\tarkovstreets\base


    "MaxBotPerZone": 2,

    "MaxCoopGroup": 8,

    "MaxDistToFreePoint": 250,

    "MaxPlayers": 4,

    "MinDistToExitPoint": 10,

    "MinDistToFreePoint": 90,

    "MinMaxBots": [],

    "MinPlayerLvlAccessKeys": 0,

    "MinPlayers": 3,

    "Name": "Streets of Tarkov",

    "NewSpawn": true,

    "NewSpawnForPlayers": true,

    "NonWaveGroupScenario": {

    "Chance": 50,

    "Enabled": true,

    "MaxToBeGroup": 2,

    "MinToBeGroup": 1

    Hi, more fps on streets, minimum bots

  • I’m not entirely sure, but it seems that if you enable openzones for all bots and remove all hot zones from mapConfig, then FPS will not drop so much, because the main problem is a large concentration of bots in one place. In the tests that I conducted using debugging bots in CWX Mega mod and Dymanic maps, the number of bots in the zone did not exceed 3 in about 3 out of 5 tests, of course, not counting bosses who have followers, they always exceed the limit. Basically the limit was exceeded by 1 and mostly it was scav, I don’t know what this is connected with. if someone reads this in an attempt to improve productivity, try doing what I did above, maybe it will help

    • Correct, openzones add X number of bots to the pool.

      In the case of pmcs the ignore the limit.

      Scav openzones do not ignore limits.

  • hello , who is "peacemaker" and "pmcBot"? or "pmcBot" just is pmcs? thx

  • Hello,


    Scavs/PMCS are not spawning in on ground zero for me. Spawns appear to be fine on every other map. All MOAR settings are on default.


    Mods installed:

    Algorithmic Level Progression

    MOAR

    Entry Point Selector

    shiny airdrop guns

    mroe checkmarks

    item info

    All the clothes

    ammo stats

    looting bots

    SAIN

    server value modifier


    Let me know if there's any other information I can provide to help. Much appreciated.

    • I'm unsure if entry point selector is compatible with my openzones changes.


      Make sure you are on latest Moar and remove a few mods to troubleshoot.

  • Not sure what's happening but I am not getting any spawns on Factory night. Not sure of other maps but I went back to 2.6.1 to test and it worked fine. I think I had the issue with the one before 2.6.6 as well but at the time I was going to be and didn't update till just a little while ago to 2.6.6. I'll test other maps to see if it's an issue anywhere else.

    • I tested Factory day and no bots and I tested Interchange and only a couple of bots spawned but none were moving at all.

    • Strange. I am not seeing spawning issues of any kind.

      I'll investigate, but maybe try turning off openzones settings.


      You may have a mod conflict.

    • I can't figure out what the issue might be. My only option is to delete mods until it works. Ugh!

    • OK, it seems that the app affecting MOAR is Entry Point Selector mod. I am not sure how it affects it but even changing the order doesn't solve it.

  • its very sad that this mod dont have "spawned only pmcs" like in swag+donuts. anyway thanks for it good work

    • what are you saying?

      You mean like a preset?

      Just make one, it's easy to do.

    • i guess im dumb as bricks, i cant figure out how to do this type of preset. will test it out then better. im just was used to preset from donuts
      (actually found out its "distribution")

    • A preset that sets scavQuantity to 0 is all you need for this. May also increase pmcQuantity.

      You can look at the morePmc preset and adjust if you like.

  • There a way to get Reshala to spawn? Was looking at the config for the bosses and don't see Reshala on there.

  • I am getting pretty bad stutters like others in the comments. I've tried just about everything (deleting preformance mod, changing maxBotCap, changing wave distribution, turning off startingPMCs) and I am still taking some massive stutters and frame drops. I don't think my PC is the issue as I have a 5800x3d and 4070 super, but I could be wrong. Is there anything else I can try or is SPT 3.10 just not very optimized?

    • Does this happen regularly or occasionally?

      I also have frametime drops, but only occasionally and usually only when looting. The client simply stops for 2-3 seconds until it continues normally.

      Usually after 2-3 minutes in the raid.

      But it usually stops towards the middle and end of the raid.

      Never had this problem in 3.9.8.

    • It's pretty regularly all throughout the raid. I would say it happens every 30 seconds to a minute. I'll go from 90-100 frames all the way down to 70 and sometimes even below. It seems to happen when I come in range of the bots. I don't know if it's this mod in particular or just SPT, but it's making it almost unplayable as I've died many times now due to frame drops in gun fights.

    • Not related to this mod in particular.
      Some have seen the "performance" mod help, but it can cause bot spawning issues (or so I've heard) so YMMV.

      In any case, this is already a very bloated comment section, let's keep the comments here mod related.

      On that note, take a look at the potato setting recommendations above and maybe try that.

  • is there a way to choose the amount of pmcs spawned? I wanted a more live like experience without respawn of pmcs , I tried to reduce the number of waves ( 2 for pmcs and 5 for scavs ) but now only appear 2 pcs and 2 or 3 scavs the whole match

    • Quantity, or choose the amount per map in the mapConfig.

      Thumbs Up 1
  • Hello,

    why do I have the value "maxBotPerZone": 3 sometimes the number of bots in the zone reaches 8-10, for example in the dormitory at the customs when Reshala spawns there. Is this due to the fact that the dormitory is a hot zone? or is it because the bosses don’t care about the limit of bots in the zone? This really affects on my fps

    • This mainly affects scavs.

    • scavs ignore limits?

    • scavs/marksmans do NOT ignore limits.
      Other bots may, it depends.

  • Really like all the updates you are bringing to this, but something is still not wokring correctly. For example on shorlines I never get bots to spawn in certain areas, like Zone_StartVillage, zone_roadtocustoms, allthough I use all openzones settings and even added them to scavhotzones, also I'm never seeing more than one scav at once, while I put the maximum number per squad to 4.

    Luas Spawn Rework back in the day, had an option to define the number of squads that would spawn immediatly and even set the number of individual bot types to spawn. Would something like that be possible?

  • Hello,

    is there way to tune out scav raids? What i am looking for is to set up how many PMCs will be on raid scav. As of right now there is same amount of them as in PMC raid. I am looking to have something similiar like on live raids.

  • Your committment to improve and develop this mod is absolutely great! Thank you very much!

    Heart 1
  • Not sure if I'm just cursed, but since the 2.6.5 update, PMCs and bosses have started spawning on top of me. Almost literally in one case; 2 seconds between spawn and being shot at (as measured by Raid Review). By sheer luck I survived that, upon which another PMC promptly spawned in front of me and head,eyes'd me instead.


    Below is a list of the mods I think might be interacting to cause this; I have plenty more than this though, and can provide the full list (and/or mod configs) if needed:

    • BossNotifier (I know they just fixed a bug where it notifying you broke boss AI, maybe it was breaking spawning too?)
    • MOAR 2.6.5 (configuration left alone aside from turning "startingPMCs" on; was on my way to report this when you released 2.6.6)
    • EFTAPI
    • Performance Improvements 0.2.2
    • Raid Review
    • SAIN 3.2.1
    • SVM 1.10H4
    • Unity Toolkit 1.0.1


    Reading the comments below, maybe Performance Mod is to blame? I left it on default configuration for everything, if that helps at all.

    • Which map? Starting pmcs?

    • Woods and Customs. though mostly woods (trying to get Jaegers quests out of the way).


      The config options that tries to force PMC spawns to all occur right at the beginning of the raid.


      EDIT: I can send you screenshots of my Raid Review maps with the spawn points relative to my location, if that would help.

    • Turn off startingPmcs

  • Most of the AIs start attacking each other as soon as they spawn, resulting in very few people on the map.If I want to keep the number of AIs on one of the maps fixed at 18, for example, if two AIs die, two new AIs will immediately respawn, ensuring that there are always 18 AIs on the map at all times. How should I set this up?

    • Just turn off startin NPCs and set you macBotCap to 18.


      And read the FAQ above before posting again.

    • Thank you for your response, but I always read all the text you send before asking, including testing it myself.



      I set it to 18, but the AI always spawns less than 18, especially towards the end of the game. If I kill too many AI, there will even be a long period with no AI spawning in the middle.



      Can this mod, like SWAG-Donuts, replenish the AI count to the map limit in a timely manner, regardless of how many AI have been killed?

    • This is a wave mod not swag.

    • OKey~ thank you!

  • I have a problem, PMCs are not spawning, I have the latest version 2.6.6 installed and open zones are disabled. When version 2.6.1 was installed, everything worked fine. Here is a list of installed mods:

    Audio Accessibility Indicator, Waypoint, DynamicMaps, Lootingbots, Lootvalue, Moar, Sain

    • This may be due to base game.

      Second report I've heard on this.

      Are you on SPT 3.10.3?

    • If you roll back to 2.6.1 and it fixes it let me know.

    • SPT 3.10.5. I roll back to 2.6.1 and pmc don't spawning

  • Version 2.6.6

    Small update


    • Updated bosses/rogues/raiders/etc.. to have MOAR run the spawn chance roll instead of spt.
      This should fix a number of boss invasion/boss spawning bugs!

      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:

    Thumbs Up 1 Heart 1