Featured MOAR + Bagels - Ultra lite spawn mod 3.1.6

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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.

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  • Version 3.1.6

    The "MOAR PRESETS" update!

    • Added quite a few new presets to try out!
      REMEMBER, you CAN set the random preset weightings in the presetWeighting config
      (think of these numbers as tickets added to a bucket and you randomly pull one out).
      Set any preset you don't want used when on random to 0.
      Fika users: Set all to 0 except for the one you want to effectively have that be set on server.
      Spt users: just select the preset in your bepinex menu if there is one you prefer.
    • Updated a number of configs to help with performance
    • Updated Partizan spawn logic (He can now spawn anytime, properly).
    • All bossConfig changes that are off of default will print to server, feel free to go update the bossConfig.json if you don't like these.
    • Reduced total bots on certain maps (lighthouse/streets) these are overrides that dramatically help performance.
      If you don't like good frames, adjust those in the mapConfig.json for each map.

    That's all for now.


    8) :thumbup:



  • Version 3.1.5

    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!
    8) :thumbup:

  • Version 3.1.4

    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. 8) :thumbup:

  • Version 3.1.3

    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.

  • Version 3.1.2

    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. 8) :thumbup:

  • Version 3.1.1

    Small Bug fix


    - Removes additional pmc spawns that may have been sneaking in.



    That's all for now!

    8) :thumbup:

  • Version 3.1.0-RC5-Beta

    Update to version 3.11.3


    - Additional sniper spawns disabled.

    - Additional spawn points re-added.


    That's all for now. 8) :thumbup:

  • Version 3.0.1-Experimental

    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!

    8) :thumbup:

  • 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

  • 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 4 Thumbs Up 3
    • :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.

  • I think it would be better to state in description that the 'wave count' is actually the total number of bots as 1 wave means 1 bot, at least that's what I've concluded after reading the code, unless ofc I'm wrong

  • I have a question about PMC bot spawning, specifically on scav raids. I'm trying to go for as much of a Live-like experience as possible, and so I'd like to have scav raids where the player scav spawns in mid-raid and PMC spawns are diminished based on how far into the raid the player scav spawned, to simulate PMCs who have already died/extracted. I've already handled spawning player scavs mid-raid, but I don't know if there's a way to limit PMC spawns like I want with MOAR. The best I can think of is to reduce the PMC wave frequency and spread it out evenly over the entire raid, but I don't think that will actually reduce the total number spawned, it will just spread the total number out across the full length of the scav raid while causing them to spawn in big chunks.


    Is there any way to reduce PMC spawns like that with MOAR (or any other mod you might be able to recommend which is compatible), just for scav raids? And, if not, would you potentially consider adding that functionality in a later update? Thanks very much for your time.

  • Love this mode, but i only have one issue, every raid on reserve has all bosses, and only reserve.

  • Hi, I've had a rather significant issue on Lighthouse, there's a botzone:_destroyed at coords -89 / 35 / 412 that seems to cause a massive lag spike and generates a ton of errors when bots spawn in that area, seems they get stuck or the pathing isnt correct.
    I've posted about it on discord and someone else had the same issue.
    After some testing, it seems that zone in particular is the culprint or potentially the zones around but i'm not too sure, im not a dev XD.

    Would it be possible to remove it somehow by myself ?
    Otherwise great mod :thumbup:

    • Having this issue too, you can remove this specific spawnpiont in config\Spawns\scavSpawns, haven't tested if it works tho

  • keep on getting a bug where every Boss in the game spawns in on map dont know why i play on *quiet raid* & *live like* just custom with nothing modified , however i have 2 mods that might change it and its * BOSS NOTIFIER * and *BOSS NERF * i dont know iff these are incompatible..... BTW boss nerf just gives them lower health i dont think it changes behavoiur

  • After using this mod, the zombies will only chase me but not attack me :/

  • If I understood correctly, this works like this – quantity affects the number of waves. So, if I set the value to 2.0, does that mean twice as many waves? In other words, the higher the value – the less time between waves?

    As for distribution – I didn’t fully understand what it actually means. What’s the point if I set it to 0.1, 0.5, or 0.9? If it’s 0.5, will all the waves be only in the middle? And what if I want them to appear throughout the whole raid – how can I do that?

  • there was an issue where I would spawn in the exact same spot everyraid has this been fixed???

    • Another person wrote the same thing before you – but my friends and I haven’t experienced this issue. We’re also using SAIN, FIKA, MOAR, and many other mods. Could it be a conflict with some other mod? Or maybe something in the BepInEx settings?

  • Having issue, both with and without fika, where I always spawn at the same infil. Restarting the server changes the infil I spawn at, but still the same each time again until restart. Issue exists on every map.

    • reinstall all. Im not have this problem

  • If I run this mod + SAIN + FIKA Server + FIKA Dedicated Client, I get complete silence on the map. The only difference between the version where FIKA Dedicated + Server works and mine is that in the working copy there's a fika-client file.

    When I create a raid through the regular client (the game), everything works perfectly — no issues at all. But when using Headless, there's a problem. It feels like there are no PMC or bot spawns, or maybe just very few — like 1-3 per map in 40 minutes.

  • Hi, could you please tell me about the parameters pmcWaveDistribution and pmcWaveQuantity?

    I don't fully understand how they work now. Could you please explain? I want the waves to come more frequently – so that something is always happening on the map – but without having a huge number of enemies. And yes, I have a 9800X3D, so I can handle anything.

    Could you explain in more detail what happens if I increase or decrease each of these parameters? For example, if I raise a value, will they appear later or sooner?

    Also, for some reason, after a while, the map becomes completely quiet and no one else appears.

  • Hmmmmm, something wrong with my MOAR. In lab, there are only PMCs but without any raiders.

    • If you go into the map config it shows there are not spawn for scavs. You have to add that.

  • Hi, is your mod compatible with "Dynamic Goons"?  

    hub.sp-tarkov.com/files/file/2499/
  • When setting the max bot cap lower the mod just completely ignores the setting and continues to spawn a ton of bots, I have it set to 8 but every time I start a raid it eventually fills up with like 20-30 bots, I've tried changing the setting both in the config AND in game to no avail, anyone else having the same issue or know what could be causing this? I don't have any other mods that change the spawns...

    • Use the config.json > maxBots

      Remember:
      There is an maxBotOverride for certain maps.
      You likely need to remove or adjust these values in the mapConfig.json

    • Thank you!

  • How do I control the spawning of cultists?

    I don't see any control options for cultists.

    I would be very grateful if you could answer me.♥️

    • First they only spawn at night.


      If you want to adjust their spawn rate for any particular map, use the bossConfig.json
      There is a name reference at the top of the file to cultistPriest or some such.

      Use that name exactly as written in the example, for each map you want to have adjusted, adding the desired spawn change as a numerical value (similar to the rest of the file).


      so it should like:

      woods: {
      priestSomething: 50,
      otherBoss: 30
      }

      Heart 1
  • Why do cultists spawn during the day?

    • that's not this mod. You are likely seeing a PMC with the special edition thing.

  • How to make PMCs from their factions shoot at each other?

    • They do.
      It's only teammates that don't

  • i keep spawning in the same location each time

    • me too issue with this mod

    • i think its just luck because i achieved a different spawn

  • I'm getting an Error on my Fika server while using MOAR and SAIN. It floods the headless host side with this error. I don't get this error when I remove MOAR from Fika server.


    [Error

    SAIN] [SAIN. Components. PlayerComponentSpace. PlayerSpawnTracker] : [ [getEnemyPlayerComponent() . AddPlayerManual() .addPlayer()] : ] : [Init PlayerComponent Failed for Bot12 : 68463d790d87012ee004ca53]

    [Error

    SAIN] [SAIN. Components. PlayerComponentSpace.PlayerComponent] : [[AddPlayerManual() .addPlayer(). Init()] : ] : [System. Collections. Generic.KeyNotFoundException: The given key 'Eyes' was not present in

    the dictionary.

    at System. Collections. Generic.Dictionary 2[TKey, TValue].get_Item (TKey key) [0x0001e] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0

    at SAIN. Components . PlayerComponentSpace. PersonClasses. PersonBaseTransformClass. . ctor (SAIN. Components. PlayerComponentSpace. PersonClasses. PersonClass person, SAIN. Components. PlayerComponentSpace.PersonClasses.P

    layerData playerData) [0x00031] in <b415dlfeef1d4ac295355e1478ea0043>:0

    at SAIN. Components. PlayerComponentSpace. PersonClasses. PersonTransformClass. . ctor (SAIN. Components. PlayerComponentSpace.PersonClasses.PersonClass person, SAIN. Components.PlayerComponentSpace.PersonClasses.Playe

    rData playerData) [0x00008] in <b415dlfeef1d4ac295355e1478ea0043>:0

    at SAIN. Components. PlayerComponentSpace. PersonClasses. PersonClass. . ctor (SAIN. Components.PlayerComponentSpace. PersonClasses. PlayerData playerData) [0x00012] in <b415d1feef1d4ac295355e1478ea0043>:0

    at SAIN. Components. PlayerComponentSpace. PlayerComponent. Init (EFT. IPlayer iPlayer, EFT. Player player) [0x00015] in <b415d1feef1d4ac295355e1478ea0043>:0 ]

    • This is likely not related to moar.
      Reach out to the mod author in discord on the sain channel.

      Thumbs Up 1
    • Thank you for your response.

  • I have tried using this with just SAIN and the scavs dont shoot when vanilla scavs are turned on 3.11

    • Having the exact same problem here.

    • yeah its annoying

    • Yeah unknown.
      IF you want potato scavs just adjust them under sains individual bot config.

  • Any chance for a raid delay option like SWAG? I don't really have the fastest CPU in the world but I want the map to be populated before i load in.

    • No.
      The idea of this is the opposite of performant.
      This mod is performance based.

  • Can I edit the BepInex while in my stash and have it reflected in raid as long as I pull from the FIKA server and save after changes?

  • Having issues with ZOMBIES not aggroing other PMCs/SCAVS/Bears. They come after me just fine, but seem to ignore the other bots running around.


    Seems to have happened when I installed SAIN that just got updated. Should I try changing load order or does anyone have any advice?

    • Zombies are not well implemented.
      So the majority of mod authors are not using them atm.
      Apologies.

    • I know its asking alot, but is there anyway you can create a patch or version that is compatible with SAIN bots? Or is it only possible with the individual author who makes the mods to do that?

  • MOAR keeps resetting my EscapeTimeLimit timers, i have mine set so i have a real life 24 hours, 1440 minutes, on each map and it keeps setting them to much MUCH lower, like 1 or two hours.

    I use 24 hours to test a few things like AI behavior after X time and what not. how can i fix this?

    • Don't use Moar, it generates wave data based off of the length of the raid.
      That data is multiplied by your raid time, and sucks up your memory.

      At something like 24 hours, you'd consume 3gb of memory or so just in wave data, and would dramatically reduce the performance of the game as it iterates through that mess.

      If you really want to run 24 hour raids, do not use this mod.
      Try using APBS (I think that's what it's called).

      OR choose a more sane amount of time to spend in raid.

  • I was looking for MOAR 2.3.1 for 3.9.X for a long time because the link to sp-tarkov is broken. If the author of the mod reads this please re-upload the file. Finally managed to find

    in Sierra site-archive

  • There's a strange problem for me: the first raid always has a botcap of 10, no matter what preset it use. But the second and next raids are all okay.

    The mods about bots in my files: MOAR, ALP(equip growth), sain, bigbrain, waypoints,

    • I found I should click the SAVE button in F12 MOAR settings before the first raid and it will be okay.

      Thumbs Up 1
  • pmc spawning right behind me on woods while looting is really awesome. just great.

    • If you are running fika, stay together.

      Otherwise, I haven't seen this.

  • sometimes it crashes and says there is no mod for the weapon at skav.

    • that is a warning, the crash is not related.

  • does this mod allow me to spawn in bots manually?