MOAR - Ultra lite spawn mod 2.3.1

Please do not ask when mod authors will update their mods to 3.9.X
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 2.3.1

    Small Patch


    • Fixed an issue where the bepinex config wasn't saving when applying custom values on reset.
    • A few small optimizations for an incoming update.

    That's all for now.


    8) :thumbup:

  • Version 2.3.0

    EXPERIMENTAL BETA - Major Release


    • FULL Bepinex (F12) configuration added!
    • Full FIKA server support, Moar now has two modes, fika (configurations saved on the server) and normal (configurations saved on the client).
    • A total of 14 optional presets, adjust how often you see them on random in the "PresetWeightings" config.
    • An announce banner is now displayed on game start telling you which preset was chosen for the given raid.
    • Add your own Presets easily:
      • Add a Preset in the servermod > config/advanced/Presets.json
      • Add a weighting for the config (of the same name) in the servermod > config/PresetWeightings.json
    • Users can now switch between Custom (defined in the bepinex), Random (randomized by the presetWeightings), or directly select just one Preset to use.
    • Regardless of your choice, the waves get rerolled at the end of every raid.
      Meaning even if you keep a certain Preset selected, no two raids will feel exactly the same.
      Bots will get their locations/quantities rerolled regardless for some variety.
    • Rewrote/fixed a number of issues with spawning, limits to spawning.
    • Fixed boss/rogues/raider spawning functionality.
    • Fixed bossOpenZone functionality
    • Fixed a bug that was causing most bots to be easy <<<<< feel free to reduce the difficulty a bit if you are getting chewed up!

    REMEMBER, STARTING PMCS CAN CAUSE PERFORMANCE ISSUES, IF YOUR CPU IS A POTATO DO NOT ENABLE IT.


    Legends like LUA, CJ, and Drakia were a huge help in getting up and working with bepinex, many thanks go to them! <3



    That's all for now, feedback hugely needed!

    8) :thumbup:

  • Version 2.2.2

    Fika/Memory optimization update


    • Reduces total memory usage to 1/300th!
      My caching method was using far more memory than needed and I didn't notice until running the update on a dedicated server with 2gb total memory. :/
    • No gameplay changes, may notice a speedier load time on server start/onRaidEnd.


    That's all for now!

    8):thumbup:

  • Version 2.2.1

    Bug fix


    • Fix for morePmcGroups and related presets causing game not to load.

    And in case you missed it, version 2.2 brought PRESETS!


    Major update 2.2 !!!!!

    Adds presets (Similar to swag, easy to create your own)

    Adds STARTING-PMCS setting and presets!

    Adds "moreGroups" option in the config


    That's all for now!

    ?( :thumbup:

  • Version 2.2.0

    Bugged, upgrade to the above version!!!!


    Major update!!!!!


    • Adds presets (Similar to swag, easy to create your own)
    • Adds STARTING-PMCS setting and presets!
    • Adds "moreGroups" option in the config
    • Fixes a number of small bugs!


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


    Will update wiki soon :/

  • Version 2.1.0

    Map fix update


    • Fix Ground Zero high Spawning
    • Fix Streets spawning


    That's all for now.

    8) :thumbup:

  • Version 2.0.1

    Minor update

    • Adds pmc/scav difficulty setting (0 - 1.5, defaults 0.3/0.5)
      These affect the bots spawned difficulty: easy,medium,hard,impossible.
      Similar to SWAGs setting of the same name.
    • Adjusted waves for all maps, waves should be a lot more consistent in general.
      Factory should be less of a gong-show.
    • Fixed spawning issue where pmcs would spawn on rooftops in streets of tarkov.


    8) :thumbup:

  • Version 2.0.0

    The "Moar is less" update:


    • Dramatically simplified all code and configs.
    • Removed all code not related to spawning/waves
    • Built/tested for use with FIKA
    • Maintained all the boss/invasion config options.


    That's all for now!

    8) :thumbup:

  • Version 1.5.0

    Major Release

    • Added POOP-like bot difficulty!
      PMCS difficulty is now dependent on their level, fear the Chads... laugh at the Timmy's!
      Scavs difficulty progresses as the raid does, just like in live!
    • Rewrote config files, split them into spawning/difficulty settings
    • Added an example folder for ease of copying!


    Let me know what you think!
    And have fun!
    8):thumbup:


    Big thanks to Props!!! for their contributions to the original POOP!

  • Version 1.4.1

    Silly dependency fix

  • Version 2.3.1

    Small Patch


    • Fixed an issue where the bepinex config wasn't saving when applying custom values on reset.
    • A few small optimizations for an incoming update.

    That's all for now.


    8) :thumbup:


    ------------------------------------------------------------------------------------------------------------


    Major Release 2.3.0 Brought the following:


    • FULL Bepinex (F12) configuration added!
    • Full FIKA server support, Moar now has two modes, fika (configurations saved on the server) and normal (configurations saved on the client).
    • A total of 14 optional presets, adjust how often you see them on random in the "PresetWeightings" config.
    • An announce banner is now displayed on game start telling you which preset was chosen for the given raid.
    • Add your own Presets easily:
      • Add a Preset in the servermod > config/advanced/Presets.json
      • Add a weighting for the config (of the same name) in the servermod > config/PresetWeightings.json
    • Users can now switch between Custom (defined in the bepinex), Random (randomized by the presetWeightings), or directly select just one Preset to use.
    • Regardless of your choice, the waves get rerolled at the end of every raid.
      Meaning even if you keep a certain Preset selected, no two raids will feel exactly the same.
      Bots will get their locations/quantities rerolled regardless for some variety.
    • Rewrote/fixed a number of issues with spawning, limits to spawning.
    • Fixed boss/rogues/raider spawning functionality.
    • Fixed bossOpenZone functionality
    • Fixed a bug that was causing most bots to be easy <<<<< feel free to reduce the difficulty a bit if you are getting chewed up!

    REMEMBER, STARTING PMCS CAN CAUSE PERFORMANCE ISSUES, IF YOUR CPU IS A POTATO DO NOT ENABLE IT.


    Legends like LUA, CJ, and Drakia were a huge help in getting up and working with bepinex, many thanks go to them! <3


    That's all for now, feedback hugely needed!


    8) :thumbup:

    Heart 1
  • I'm not 100% sure if the client mod will work on a dedicated Fika setup.

    I've done a lot of testing and none of my custom client side tweaks (and any preset at all) are being applied.

    It's probably because I host my games on a dedicated client, while I play separately on the game client.

    I think it should work without the client mod right?

    Today i changed my setup, removed the client mod and made some customs presets in "Presets.json" and tweaked the PresetWeightings.json, looks like it works that way but just wanted to ask if the client mod is only optional or contains important features. :)

    • The bepinex side of things will likely not work with a dedicated client.. unknown as I haven't used it.

      The server will work fine.

    • I would think the client mod would work actually.


      No reason it shouldn't.

      Make sure you hit the pull from server button before making changes and save after.


      That should be all you need to do.

  • Hi, just a curious question.
    Was playing with a friend earlier, and we got swampped by the Bloodhounds. I guess they are considered "Bosses" in a way, is there a way that MOAR might control their spawning and if we could disable them, as spawning on Customs i/e every now and then, we dont exactly enjoy getting gatted by a boss group straight off the spawn (Yes we did survive). While I'm not entirely sure if this is the correct place to ask this, I would still like to try.

    • There is a way, but it's not straightforward for most users.


      I may just make a config for bosses so regular folks can adjust this.

  • My impression is that the StartWaveRadio tooltip in Bepinex and the explanation here on the page contradict eachother.


    The tooltip says that 0 is the weighing spawns towards the beginning of the raid, and 1 is at the end of the raid? Or am I misunderstanding something? Wouldn't be the first time lol

    • It does, fixing the in game bepinex tooltip in next release

  • Another question is could I use SAIN with MOAR? Because i can see MOAR also has its own AI difficulty settings.

  • Quick question, Donuts + Swag is not compatible with SVM (changes from one of the mods will be overlapped by another), is MOAR compatible with SVM's bot changes?

  • Been doing some testing in Customs, Woods and GZ. At least 20 raids one after another.


    Starting bot spawn location seems to be exactly the same in every raid (using dynamic maps to watch the bots). Switching preset in f12 and changing values in custom preset makes no difference. Only way to have different starting bot spawn locations for me is to exit the game to desktop and start it again then start a new raid.


    Same goes for bosses and when i choose to disable them in f12 they still spawn. If i exit game, edit the config so bosses don't spawn and then restart game and enter a new raid then bosses do not spawn as expected.


    I have also tested the build you provided in this comment section with same results.

    • Make sure you are on 2.3.1.
      Sounds like you are having the issues that were resolved in 2.3.0.

      As for the spawn location randomization, I'll make sure that's still being done.
      I might have forgotten to randomize the waves by location.
      Thanks for the feedback and testing.

      Heart 1
    • I did fresh 2.3.1 reinstall before i started testing ( i always delete previous versions i don't like overwriting).


      Testing is the least i can do, your other mods ALP and All The Seasons are must have for me and Moar is heading towards that direction as well so thank you!


      Waiting patiently for the next version.

  • Hi lads, need some help. This is what I would like to adjust:


    1. PMC spawn only at the beginning of the raid (6-7 bots).

    2. Scavs (3-4 bots). No more waves if it is 10-15 minutes before the end of the raid.

    3. Bosses, scavs snipers etc. spawn as default.


    I believe someone has an experience in these settings.

    • try preset starting-pmcs-only-live-like or you make custom preset.

      startingPmcs: true

      scavWaveStartRatio: 0.8 or 0.9 (maybe?)

      bosses spawning first anyway and sniper spawns can be accelerated with reducedZoneDelay i think.

      maybe lower the maxbotcap if you want or reduce defaultScavWaveMultiplier and defaultPmcWaveMultiplier just a bit.


      you should give the new presets a try (clientside plugin or change weightings in PresetWeightings.json if you want to change it serverside)

    • Thanks man, I have tried that, however, it does not work properly. Only 1-3 PMC spawn at the beginning, 7-8 scavs, and Reshala at customs :)..... Ohh, I am so tired to find a solution, it was so easy to adjust it with SWAG, but it seems to be broken now.

    • Make sure you're on latest.

      2.3.1
      The above custom changes sound correct.

      Remember to hit "Save" after you are done making changes.

  • Is anyone else having problems getting PMCs to spawn on Ground Zero high level?

    Nothing spawns but scavs, guards, or bosses.

    • Ya same for me. Did about 6 raids and no pmc at all.

  • Thanks for the mod.

    I seem to be having an issue with presets not working. Not sure if they're supposed to change the visible configs in the f12 menu when changed an saved or they just update the settings in the background but i've had a couple factory raids with "more scavs" and had 70% pmcs spawn in both straight away and they kill all the scavs before i can get to them. I've also tried to set the spawn rates in the f12 to have scav start wave ratio at 2.0 and saved it before raid but it made no difference, still had majority pmcs and again the 5 usec killed all the rest and then just ran around doing nothing for the rest of the raid as until the odd bear or scav spawned again and they killed them.


    i've had a look in the configs and presets, and increased the scav spawn multi in there, hopefully that works but seems odd that the f12 adjustments/presets don't have any effect.


    Would also be good to have a scav only preset options to stop the pmcs from killing all scavs

    • Are you on latest?

      2.3.0 has a bug that doesn't store configs correctly.


      Use 2.3.1

    • yep, re-installed it too. had to edit the config file to have scav spawns at 2.0 and insert a line for initial pmcs spawns with false, pmcs still spawn initially but not at the same rate and it allows for bosses to spawn first.


      may try and have a fiddle and add my own preset to only spawn scavs during a raid but i've only messed around with others' mods and never really created my own lines of code so have a limited understanding, so if you do add that before i do that would be amazing.


      other than that though, thanks again for the mod, especially as this is the only viable option now that swag/donuts has been left in a sorry state

  • Does anyone else have the problem that Killa doesn't spawn (probably despawned, BossNotifier called him out, but nowhere to be seen on DynamicMaps) on Interchange anymore?

    /e

    i fixed it by adding this to advmapsettings


    "defaultBossSettings": {

    "bossKilla": {

    "BossChance": 100

    }

    }

    • Dynamic maps may not be showing him correctly.

      If you have questing bots use the debug tool to see the character panel.


      I have seen zero issues with bosses of any kind as of 2.3.1

      Thumbs Up 1
    • I'm using a dedicated fika client, i can't pull out the config manager for questing bots. these changes only affect my dedicated host.


      Yesterday i did some testing and noticed bosses like knight, big pipe etc are sometimes spawning and despawning shortly after. i went to the blip and i saw their weapons floating in the air. cant really say why.... maybe because its vanilla behavior and they are removed when shouldnt spawn.


      unrelated to this question, to avoid another comment, are there any spawns around D2 and Dome on Reserve? i hardly find any bots in this area (combined with QB).

      I'm not sure if you enhanced the vanilla spawn system only or defined your own (additional) spawn points to spread them out more. HotZones did not help because they are limited to a small area.

  • Hey, I just uninstalled Swag/Donuts so I could try using MOAR instead, but now nothing except bosses spawn on my maps.

    I don't have any other mods that spawn AI's and MOAR is last in the load order so I am a bit confused as to what the issue is.

    Hoping you have an idea what the issue could be, thanks.

    • 1. Make sure you're on latest.

      2. Uninstall swag server mod, sounds like you forgot to remove it.

      As the only thing the swag does server side is remove pmcs and scavs

    • Thanks got it working now, just ended up doing a fresh install of SPT and now I've been slowly adding mods and testing it out.
      Only problem now is that if i change presets in the F12 menu, it crashes the game and spits out some errors in the server console.


      Edit:
      It seems that every time i hit ''Save'' in the F12 menu, ''BossChance'' crashes the server, even if set to 0%. Effectively making it impossible to change and save any settings without the server crashing and I don't know if it actually saves the changes.

    • This is strange. Redownload 2.3.1 to make sure you have the right version.


      Good luck.

      :(

    • Yeah been there done that and sadly it had no effect.


      Changing values in the config file itself seems to be fine tho, so I'll just have to manage with that.

  • Hey Dewardian, thank you so much for this mod.


    I just have a small question about raid times. I have my raid times set to 4 hours, effectively forever. I didn't use any mod to do this, I just changed the values manually in the server json.


    I am just curious how this affects the waves? Sometimes I notice that after the first 20 mins or so, the server gets completely dead. Is that because the spawn waves are cut up into x pieces evenly per the raid timer? I hope not but I have a feeling that's what's happening. If it is, I could be compelled to set the timers lower.


    If that's the case, I have a feature request -- a toggle to change modes, so that the waves could come every x amount of time, +/- some rng?


    Cheers and thank you again, can't live without this mod.

    • Multiple the wave multiplier by the raid time increase.

      If it's normally 40 minutes, and you set it to 4 hours you'll need a 6x multiplier to get the waves working correctly.


      Or, my recommendation to reduce ram usage (more waves larger data storage) reduce your raid time to something more manageable. Like 2x. And adjust the PMC/Scav multipliers accordingly.

    • I figured out to increase the multiplier: they are both set to 10x, while at the same time reducing the max bot count quite low. This works pretty well, every time someone gets whacked a new person spawns.


      I might reduce the timer because of the RAM issue, though.


      Thank you so much for your response, goated mod.

      Heart 1
  • Hey sorry to message as I've previously asked for support before but is there anyway without using the boss invasion to have other bosses on different maps (eg. Killa and Tagilla on factory)

    • Not currently.


      I'll likely make a config for this.

  • great mod,

    I am facing an issue with the most recent version or two,

    I get no PMC spawn on ground zero and every time there is a boss, tested version 2.2.2 and there I got normal spawns with PMCs,

    this happens on ground zero, reserve and customs were working fine, have not tested any other maps.


    Next I want to test version 2.3.0



    EDIT: 2.3.0 is the same for me with no PMC on GZ, also I think worth mentioning is that only thing that I have changed is to enable starting pmcs in the config

    • Known issue, try this alpha build.


      Release with the fix coming soon.

      Heart 1
    • 2.3.1 is latest by the way. Don't report bugs on anything other than latest branch.


      The GZ bug is fixed for 2.3.2

      Heart 1
    • thank you

  • Something with this mod is crashing my game, and I'm pretty sure it's something to do with how the boss invasion system is handled:


    at G:\sptlauncher\user\mods\DewardianDev-MOAR\src\Spawning\Spawning.ts:603:36

    at Array.forEach (<anonymous>)

    at buildWaves (G:\sptlauncher\user\mods\DewardianDev-MOAR\src\Spawning\Spawning.ts:602:16)

    at Object.action (G:\sptlauncher\user\mods\DewardianDev-MOAR\src\Routes\routes.ts:158:21)

    at DynamicRouterMod.handleDynamic (C:\snapshot\src\di\Router.ts:55:61)

    at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:59:69)

    at HttpRouter.getResponse (C:\snapshot\src\routers\HttpRouter.ts:36:24)

    at processTicksAndRejections (node:internal/process/task_queues:95:5)

    at SptHttpListener.getResponse (C:\snapshot\src\servers\http\SptHttpListener.ts:130:22)

    at IncomingMessage.<anonymous> (C:\snapshot\src\servers\http\SptHttpListener.ts:64:38)

    [2024-11-12T20:17:08.710Z] error: TypeError: Cannot set properties of undefined (setting 'BossChance')

    at G:\sptlauncher\user\mods\DewardianDev-MOAR\src\Spawning\Spawning.ts:603:36

    at Array.forEach (<anonymous>)

    at buildWaves (G:\sptlauncher\user\mods\DewardianDev-MOAR\src\Spawning\Spawning.ts:602:16)

    at Object.action (G:\sptlauncher\user\mods\DewardianDev-MOAR\src\Routes\routes.ts:158:21)

    at DynamicRouterMod.handleDynamic (C:\snapshot\src\di\Router.ts:55:61)

    at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:59:69)

    at HttpRouter.getResponse (C:\snapshot\src\routers\HttpRouter.ts:36:24)

    at processTicksAndRejections (node:internal/process/task_queues:95:5)

    at SptHttpListener.getResponse (C:\snapshot\src\servers\http\SptHttpListener.ts:130:22)

    at IncomingMessage.<anonymous> (C:\snapshot\src\servers\http\SptHttpListener.ts:64:38)


    that is the error I am getting. The game freezes, and hangs until I close it via task manager

    • Try changing the load order. Likely a conflict with svm or some other mod you are using.


      Also make sure you installed correctly.

    • If you've broken config files the above could also happen.

    • the only editing to the config files that I've done would have been through the f12 menu, but i will try with the load order

      Thumbs Up 1
    • alriight, so its not to do with the load order, and none of the other mods i have installed would affect boss spawning, other than svm, which i haven't touched the bot spawning area of

    • I haven't seen this before, put Moar first in load order (include all other mods afterward, there is a load order mod just for this).


      If you have realism turn of boss changes.


      It appears as though something either through the config or another mod is breaking the boss chance value.

      Or removing a boss.

  • Great, thank you!

  • Thanks for the update ,i would like to ask if the difficulty modifier of this mod interfers with any of the sain config , now bots laser me this update even after lowering the difficulty from the f12 menu. Keep the good work <3 .

    • Easy/medium/hard/impossible are presets for Sain.


      Swag and Moar simply apply those presets to bots.


      Sain controls the difficulty of those presets.


      Do feel free to turn down the difficulty.


      Make sure you are on 2.3.1, the was a bug in 2.3.0 that was not saving the config correctly.


      You could have turned it down on 2.3.0 and it may not have been taking effect correctly

    • Thanks for the clarification. <3

  • When I turn on dynamic map mod and observe, there are cases where four scavs spawn in one place at the same time. How can I reduce this?

    • This is intended. You can reduce the Scav group chance.

  • Is there any support for custom weapon mods? Like, bots spawn with custom stuff or nah?

    • This is unrelated to spawning.
      See ALP (Algorithmic Level Progression) for that.

    • ok, thx

  • perhaps a superfluous question, maybe it has already been asked. would it be possible to trigger the initial spawns in the loading screen and the additional waves after player spawn?

    it's fine the way it is just a bit predictable if you know that the map is empty for a short time and since the spawns drag down the frametime, you could at least save this phase since spawns are generally poorly optimized in EFT I think.

    this would be super cool as an optional config, but it's really not a priority.

    • This could be done, but you only get between 4 and 10 seconds before spawns occur, with questing bots and ai limiter this prevents the spawns landing on you anyway, and with Moar the spawns are not forced near you, so you won't know if the next corner has a spawn or across the map.


      I get this thought, but holding the player in a black screen while his happens doesn't feel like an improvement to me.


      Personal taste I guess.

  • Hey there seems to be a bug with the map Ground Zero. The low level versions spawns bots quite hesitantly compared to other maps, the count of PMCs is low, but with some finetuning i can fix that.


    The high level version doesnt spawn PMCs at all.


    I tried it even with only this mod and Dynamic Maps to make sure, that there isnt a mod conflict.


    I tested both on version 2.3.0 and 2.3.1

    • hmm, I'll take a look. Ground zero is weird.

    • Try this build and get back to me.

    • I have the same issue. I play GZ low with 12 botcap all other values default, bots don't hit that limit, usually their number stays at 7-9. Sometimes no pmcs spawn at all, sometimes i get 1-2 initial pmcs then all scavs. Even when pmcs kill scavs, more scavs spawn. If scavs kill pmcs, next spawns are more scavs.


      Out of 15 test raids ( go in raid, stay hidden to watch the bots for about 10 minutes, exit raid repeat) it was 2 times that i saw 5 pmcs out of 12 bots total.


      Gonna try the build you provided in the link too.

    • Looks good to me, spawns are working like they should

      Heart 1
    • Will go into next build.

  • In f12 is Custom values the default values of Moar in general and is Livelike preset considered the default?


    For example if i select custom and only touch the maxbotcap setting will the game play as livelike preset with altered botcap?

    • Exactly.

      Live-like is the same as default settings.
      Custom if unchanged is the same as default settings.

      Thumbs Up 1
  • very nice v2.3 update!

    Bevor i had every boss spawning 100% on labs every time(baseconfig), now nomore. But one "bug" remains, on labs some bots spawn on the garageexfils behind the gate -> locked outside(baseconfig), any solutions?

    • I'll have to look at that.
      I need to do some work on labs/streets, as I never go there :|

    • Added what is hopefully a fix for this.
      Try this and get back to me please.

      I'll add the fix to the next release.

    • hey, sadly now i have the old problem again, all bosses every time.. :/

      https://imgur.com/a/vJWtxwL i only added in the map config some hotspots on other maps and the wavecounts. tried deactivating bossinvasion/0%chance with no success.. Barely on labs most times for quests, so no huge problem, but lab-quests arent fun if you get nonstop swarmed by rogues/raiders/guards/bosses/pmcs xD (deactivated bosses also in the mainmenu/stash to no success)

    • did you update to 2.3.1?

      and try with default configs.
      It is quite easy to break things.

  • F12 menu update is top tier. Maybe in the future you could add in the F12 menu, sniper scavs option? either slider for percentage or simple on / off toggle? Since boss toggle is in.


    Other feature would be awesome, bot cap option based on maps, not just 1 bot cap option overall.


    Side not, I remember I have searched sniper scavs config file in SPT files and couldn't find it. Same folder where you tweak bosses. I tweak sniper scavs ( SWAGnuts has built in config option ) because I want to get every single fps boost. When I don't need them for quests I want to disable them.

    • bot cap option based on maps < this is possible via the advancedConfig.
      Take a look at factory.

      No way currently to neuter snipers. :(

  • Thanks for this mod! I noticed that snipers don't spawn on rooftops in Streets Tarkov. I noticed this in the previous version of the mod. The quest to shoot snipers is impossible to complete.

    • This seems to be in 2.3.0 also, i don´t have seen any sniper scavs in this release.

    • I made a streets patch above you guys can try and leave feedback on if you have time.

  • Sick update! Quick question: on starting pmcs only, how many pmcs get spawned per map? Is the pmc count as online like 10-12 for customs? If not, is there a way to adjust it?

    • WaveConfig.json in the servermod.

      The Wave multiplier multiplies the base amount.
      All values are tweaked to be as online by default.

      Heart 1
    • Turn on debug, on startup and you can get an idea of how many pmcs will spawn.

      morepmcs will give you 1.2 times the base amount.
      At the end of every raid, whether you change settings or not, it will reroll.

      Depending on the map, you would normally get 8 - 12ish pmcs that spawn, but that will change every time you load in (it is randomized) so sometimes may be more or less.

      Heart 1
  • Im a dumb ass but what is FIka again???

    Happy 1
  • woah, I sense another banger

    Happy 1
  • Hello! I've noticed that scav raiders have stopped appearing inside the command bunker in the Reserve location. Is this related to the bot spawn navigation mesh?