
MOAR + Bagels - Ultra lite spawn mod 3.0.1-Experimental
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- SPT 3.10
- DewardianDev
- 112k Downloads
- 1.9k Comments
Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
Waypoints is now REQUIRED!!
A big thanks goes to DrakiaXYZ!
What is this?
This mod is a bot spawning mod similar to SWAG but it's focus is on performance.
Although it has a bepinex .dll, this is primarily a server mod; meaning that it works great with FIKA and generally has less stutter/lag spikes..
(3.10 is still what it is though )
Why this over SWAG/Donuts?
This is likely less performance intensive... maybe.
But donuts are great, and they have sprinkles..
Features:
- Expanded spawn locations (over 300 at present)
- New marksman and player spawns included!
- High configurability! Just open the MOAR bepinex f12 menu and read through the tooltips for each options.
- A ton of different presets, and the ability to create your own! (for those with the aptitude)
- Starting PMCS now works with presets out of the box.
- Configure your preset weightings with PresetWeightings.json (server config)
- Configure every maps bosses with the bossConfig.json (server config)
- Configure every maps bot quantities with the mapConfig.json (server config)
- Create your own spawnpoints with a keypress by turning on the advanced config in your bepinex settings.
Note: YOU BREAK THE WARRANTY BY DOING THIS, DO NOT COMPLAIN TO ME!
All of this and MOAR.
Q: How does MOAR choose it's spawn locations for bots?
A: The Cascading Wave Spawn Algorithm (think a drop in water):
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.
Q: How are waves distributed?
A: By default, MOAR now uses wave smoothing to prevent more than one spawn at time.
The quantity of waves is configurable of course, but they now are spaced regularly to provide a smooth, highly performant experience.
The idea is to avoid the client from doing it's botgen CPU work more than once in a particular period.
What do you mean???
Here's an example:
The BaseGame/SWAG may look something like this:
Game Starts [wavewawawawavewave --------- wave---- wave------------wavewawawa---- wave---------------] Game ends
This mod will do the following by comparison, depending on settings:
Game Starts [ wave---wave---wave---wave---wave---wave---wave---------wave---------wave---------wave---] Game ends
Basically you will have a smooth wave spread, with a leaning to the beginning of the raid by default (*cough* configurable...).
The above wave behaviour is dynamic, thus true for extended raid times (which is configurable under the map settings).
Moar now works with extended raid times out of the box, without configuration needed.
It will adjust if your raid time values are too long and let you know what it has changed in the console.
If you're really digging the mod, consider supporting my caffeine addiction ☕:
Compatibility:
Should work with most things except for OTHER SPAWN MODS
Known Incompatibilities:
Realism's Spawn changes
Turn of spawn changes in Realism if using that.
Raid Overhaul' boss
Turn the boss off in the config to prevent errors.
HIGHLY RECOMMENDED MODS:
So bots aren't dumb
So bots loot and move around more
So bots quest and move across the map
My other mods that go well with MOAR:
So bots level with you (like a real wipe)
So one can adjust the tedium of quests
If using SWAG/donuts, choose this or that.
=== INSTALL STEPS ===
1. Download the zip from the link on this mod page
2. Extract to your SPT folder
3. Play
Feel free to install the mod and play the game without ever looking at the config, just adjust what you like in the Bepinex.
==== Main Config (config.json) ====
This is the main config that is affected by presets.
The Bepinex basically controls this.
==== Boss Settings (bossConfig.json) ====
Change boss spawn settings.
==== Map Settings (mapConfig.json) ====
Map specific settings
Reference for hotzones:
Map Zones
3.1.1 Default Spawn Locations and BotZoneNames
==== Preset Settings (Presets.json) ====
Lists the presets and their overrides that will be applied to the the config above when said preset is enabled.
==== Preset Weightings (PresetWeightings.json) ====
This is a list of the presets from the presets.json, with relative (to eachother) weights (this controls how often each is seen).
This basically controls the "Random Preset" mode that runs default for MOAR
I'll update this some day with more some day...
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Version 3.0.1-Experimental
- DewardianDev
- 10k 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
- 7.3k 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.
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Version 2.6.5
- DewardianDev
- 2.3k Downloads
Major update
- Updates spawn timing for pmcs
- Updates marksman spawning method
- Fixes and rewrites all of the zone related changes.
- Set pmcOpenZones to ON be default.
- Fixed bug with hotzones
- Fixed bug with pmcQuantity not changing properly.
That's all for now.
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Version 2.6.1
- DewardianDev
- 6k Downloads
The "Micro-itty-bitty-Labs" Update
- One last ditch effort to fix the bug with trapped pmcs behind the gates on labs
Let me know it works!
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Version 2.6.0
- DewardianDev
- 1.8k Downloads
Updated Features:
- Update bossConfig:
Add other boss types that are possible for custom spawning
Make console verbose on changes - Make minSpawnDistance configurable via mapConfig
- Make snipers a bit harder, make them spawn sooner
Bugfixes:
- Labs spawn zone fix (feedback wanted, I don't play labs)
- Fix bug preventing custom bosses in bossConfig from being applied
- Error handling for max escort amount
- Remove sniper Spawnpoints from minSpawnDistance calculation adjustment
That's all for now, happy holidays!
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Version 2.5.7
- DewardianDev
- 2.8k Downloads
Small update.
- Sets minimum spawn distance for all spawnpoints on all maps.
- Randomized PMC spawning.
That's all for now.
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Version 2.5.6
- DewardianDev
- 5.2k Downloads
Sniper Bug fix
- Fixes sniper spawning.
- Added maxBotCapOverride option to mapSettings.json config.
That's all for now
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Version 2.5.5
- DewardianDev
- 2k Downloads
Feature Update
- Removed event related changes (should help people getting errors due to christmas event)
- Moar now handles EscapeTimeLimit changes for those extending their raid times.
BE WARNED: Moar will limit the maximum escapetimelimit to prevent performance issues.
For those using longer than 2x escapeTimeLimits, Starting Pmcs will be automatically disabled to prevent performance issues. - Zombies can now spawn without halloween event.
- Updated pmc spawning to be EXACTLY like live values. Now correct pmc quantities are GUARANTEED to spawn.
That's all for now!
DewardianDev Author
MOAR + Bagels - 3.0.1 Experimental
Experimental Update
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,
(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.
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.
Partizans karma logic is now removed, his spawn percent is all that determines his spawn chance now.
Spawn updates:
Players now have a few custom spawns and all the original spawns
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
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:
Requirements as of 3.0.0
Up until now MOAR has been a server-side only mod, as of the previous release, the .dll is required.
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.
Surviv0r1969
the preset like, more scavs, boss invasion etc the weightings.... does that mean percentage chance out of 100?
ARTUM86
Please help. How to make a specific faction to spawn? (BEAR only or USEC only?) Tried manually change the PMC config in SPT DATA:
"_isUsec": "Percentage chance PMC will be USEC",
"isUsec": 100
Didn't work.
Tried through SVM (same option - sadly - same results)
I am not saying that this mod is blocking it, I just don't know where to look at
ARTUM86
Can't spawn partisan on the factory map. Is he an exception that can't spawn there? Everyone else is spawning just fine.
RuncFunc
Great mod, but is there a quick and dirty way to remove the boss spawn rate changes that MOAR makes, i like how the bosses spawn less at lower levels with SPT Realism, so i don't get my shit pushed in walking around with an ADAR with M856. If i knew the spawn rate of Realism, i'd just change it to that, but i think it scales based on player level, so is there a way to disable changes and let Realism handle the spawn chances for just bosses instead?
DewardianDev Author
Performance changes, advancedConfig
RuncFunc
EnableBossPerformanceImprovements set to false in the config file?
Wonkers
is there a way to increase cultist spawn rates?
EternityXL
we are playing in default settings on fika and all of the bosses(glukhar,killa,goons trio,shturman,etc.) keep spawning in customs is there any way to change it?
ginoji
Hello Mister Mod maker ! I Love this mod and can't go without using it
But I cannot get kolontay to spawn on streets for the life of me and I don't understand why. Kaban can spawn just fine but even if I up the spawn rate of kolontay he still never spawns. LMK if user error if so my apologies
pitAlex
It is not good what you did, patching BotsGroup.AddEnemy. This prevents bots from adding enemies on the same side even if they get shot by them. This, in turn, breaks friendlyPMC mod, especially having "badGuy" mode on or when running with the Goons. You need to filter by EBotEnemyCause, and for your case, you need to look for EBotEnemyCause.initial as that is only done at spawn time.
EBotEnemyCauseEBotEnemyCause.initial
DewardianDev Author
Good to know
Waars
WTF do PMCs spawn next to me when I loot? Is this a joke?
pitAlex
Hey, I Just got a situation where I got spawned on top of a building in woods, at the mill. Not sure if you should mess with player spawns, I'm not seeing what is the point of that.
DirtyWindshield
Minor issue, not sure if intended or not. Using the latest version on fika dedicated, when there are more than one of us in a raid and one of us extracts and the others are near the extract, like 20 feet or less, because we all didn't extract at the exact same time as soon as one of us extracts a bot will spawn in at the extract right in front of us.
DewardianDev Author
Known spt/fika bug. not related.
bluefox22
is there a way to use the vanilla spawns and values for bosses while still using the mods spawns for scavs and pmcs?
RuncFunc
When trying to spawn on Interchange with the mod active (only thing i've changed is switch the moar preset to "live like") no bots spawn in. I have this issue too with other maps on occasion, something about a failure to generate a certain marksman class with a certain mosin loadout, which is an error with realism mod, but if i try to play interchange, no bots spawn 100% of the time, and they used to prior to installing the mod. i can see it's trying to generate the bots looking at the server log, but it gets hung up on the marksman class that it can't spawn every time..
erDeviTKD
Hi, I have a little query, is there any way to start the server with the custom preset instead of the random one?
rolog713
If I switched zombies on would it be a chance the spawn into a single raid or would it spawn them every raid. If it’s not a chance how would I make it so some raids they spawn and some raids they don’t?
SEALs
No bots spawn with this mod, no realism.
Lopmpoim
Hi, thanks for the mod i'm using the experimental version on 3.10.3 and have trouble of it ignoring the bot limit i set on the f7 panel (i set 15 and on the map there is at least 20 scavs and keep spawning) leading to huge freezes.
I'm also using RaidOverhaul which sets the raid time to about 3hours.
PortalPots
So not entirely sure what's causing this issue but ever since i installed this along side Entry point selector 2.0 it spawns me wherever basically make Entry point redundant. any assistance is appreciated and if you need logs or anything lmk tyia
DewardianDev Author
The issue is entry point selector is not supported at the moment.
PortalPots
Got it thank you for replying
enigmaburrito21
No PMCs or Scavs spawn when I use this mod. I disabled all the bot tweaks in Realism but still nothing.
Yumi
I have exactly the same
beikaqiu
I'm the administrator of a FIKA server that I use privately. I've encountered some issues when modifying the mod presets. Anyone can upload custom presets to the server. As a result, once a user changes a preset, all other users will be forced to change theirs accordingly. This has led some people to maliciously modify certain presets. I really hope there's a way to solve this problem, like restricting users from uploading custom presets to the server and so on.
DewardianDev Author
If you mean updating the presets.json on the server for fika, that is 100% on you to figure out your security around.
But I have considered a setting for client to limit settings.
如果您朋友不想按规定听,这并不是MOAR的问题。
Tannheuser
I'm really trying to get this mod working, but the performance is just constantly garbage, and I need some input. As soon as ANYTHING happens during a raid I get massive fps drops followed by a lot of stuttering. This means that MOST of my raid is subject to stuttering. I'll lose around 40% of my FPS over the course of the first 5 minutes of a raid when a lot of the spawning is taking place. These two issues combined make the game hard to play. If I am getting close to the end of a long raid, I will have lost another 20-30% of my initial fps, and the stutters will get worse.
I started out with "quiet raids" preset, because anything else is just a constant meat-wave of enemies. I have further decreased the max bots count to 18. I have decreased the PMCWaveQuantity to 0.5 to further reduce the BARRAGE of enemies thrown at you. Random spawns is enabled TO EVEN IMPOSSIBLY FURTHER decrease the experience of soloing the defense of Helm's Deep against every single orc in Tarkov.
I am not using Performance Improvements since it not even ironically reduces performance and has compatibility issues with every other mod known to mankind.
I AM using Realism (duh) with Spawn Tweaks, Boss Spawn Tweaks, OpenZones Fix and Increased Bot Cap disabled.
If I remove MOAR and instead use the current test build for SWAG I have zero performance issues. Zero stuttering. Performance doesn't degrade as bad over the course of a long raid. No modern Russian infantry tactics of non-stop throwing every single breathing organism in Tarkov at the player, without remorse.
Rant over. How the fuck do I improve performance and remove the stuttering? The answer CANNOT be to disable every feature of the mod.
DewardianDev Author
Make changes in the server config.json so they persist.
Perhaps try reducing waves in the mapConfig if you have a potato.
Also maybe try reducing maxbots to 15 or so.
Also as a reminder, I don't work for you, I owe you nothing.
This is a mod given freely to the community.
Use it or not
vismen
Я устал, без этого мода на Резерве одни дикие, с этим модом только босы с ЧВК-диких нет да что такое то!!!
fijicup
my sain menu isnt opening with f6. any ideas why?
Shturman
sorry for the late answer but maybe you should press f12 and check on SAIN if you changed the key for oopen the sain menu
stupidbullshit
Having a minor issue; the PMC waves seem to all pick the same area I spawned in to spawn no matter if I am PMC or Scav. I've tested with both Dynamic Maps and Raid Review to see the behavior, and it does not seem to matter what map.
I run MOAR on default settings, and do not use Realism.
DewardianDev Author
Turn on random spawns. If you don't wamy cascade spawning.
And read the mod description before commenting
stupidbullshit
I did, nowhere did it mention this would happen.
DarkstarBoards
Quick question, how do I stop the horde of raiders on labs? I tried setting the pmcBot setting in bossconfig to 0 and I still get swarmed. Thanks in advance!
zezika
I have an issue that some PMC's are spawning behind the Parking/Warehouse door in Labs.
Didn't add any custom spawns, using Livelike for the preset.
DewardianDev Author
This is known, I don't like labs so bugs there are bottom of the list.

zezika
hahaha It's a great mod regardless!
Blueford
I can confirm that this has a soft incompatibility with Realism. Had pretty much zero PMC spawns (or boss spawns, now that I think of it) with version 2.6.7, had pretty much zero spawns at all with 3.0.1.
I had to go into the out-of-game Realism configuration GUI and untick "boss spawn tweaks" and "OpenZones fix" ("spawn tweaks" was already off, but one should make sure it's off because that would probably break it too). I turned both of them off at the same time so, to be fair, I don't know for sure which one was the culprit and I don't really care, all I know and care about is that it fixed it.
After doing that, I went to test and Woods had turned from a horror game, where everything is dead silent and you keep jumping at shadows and expecting something to be around the next bend (although there never is), back into the ironically calming warzone we're all used to.
I also got a Rogue in the (metaphorical) killfeed on Woods, which means that spawn variety is working as intended too.
TunnelNugget
Thank you for posting this. I had this exact issue and this fixed it for me.
Teamson
thx man. this is so much appreciated!
egbog
Simply disabling spawn tweaks and boss spawn tweaks works for me. OpenZones fix is left on and I get normal PMC and boss spawns on latest MOAR and Realism
enigmaburrito21
This didn't work for me. Only when I remove MOAR from my Tarkov directory do Scavs and PMCs spawn.
Hairy0tter
Is there a way to see what preset the game is, incase I miss it on load up?
DewardianDev Author
Press end key.