Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
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Version 3.1.2
- DewardianDev
- 1k Downloads
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.
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Version 3.1.1
- DewardianDev
- 1.7k Downloads
Small Bug fix
- Removes additional pmc spawns that may have been sneaking in.
That's all for now!
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Version 3.1.0-RC5-Beta
- DewardianDev
- 5.1k Downloads
Update to version 3.11.3
- Additional sniper spawns disabled.
- Additional spawn points re-added.
That's all for now.
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Version 3.0.1-Experimental
- DewardianDev
- 11k 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
- 2.4k 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!
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.
ginoji
Hello I love this mod but I've been having a problem using it with SAIN. Scavs don't shoot when vanilla scavs is enabled. spt 3.10. Uninstalling MOAR and scavs shoot again. Would love advice on how to fix
cofffin
Even with the values cranked up to impossible the bots seemed to just stand around. I think something got borked with the latest update.
alisen
I ask the mod creator in bossConfig, I see neither Reshala, nor Shturman, nor the Sectants likely to appear, nor do I see the spawn of the “bloodhounds” group. Is this so, I understand it wrong, or are they missing in the mod, thanks.
lamplighter
Reshala = bossBully
Shturman = bossKojaniy
Bloodhounds = arenaFighterEvent
Sectant = sectantPriest
alisen
ok thanks for the clarification, sectant and Bloodhounds do not appear in bossConfig in the author's mod unmodified?
alisen
is it compatible with this mod: ABPS - Acid's Bot Placement System by acidphantasm, thank you
lsass
No
gaming11
Was playing labs with Starting PMCs, and boosted values of pretty much everything except the distribution slider.
I ran around the entire map 5 times before 1 pmc spawned and then ran another 3 before a second did.
majorandry
If I only want to spawn zombies and no other bots, how can I do that? Thanks
sd4ds4dg56
Is it possible to only spawn zombies using this mod? I mean no scavs and pmc, just zombies🤔
Spooks
hey is there a way to increase raid time? this mod overrides raid overhauls changes to the raid timing.
ToniRonza
Use the mod SVM - Server Value Modifier. With this tool you can change nearly every aspect of your game.
MatosCS
thanks for the fast fix! i was going crazy trying to figure out why my labs raid turned into a battlefield
TheSaladGuy
Does this override event ai spawns or works together with them?
nozemi
Have a problem - PMCs from the same faction with me attacking me. I have SVM, where I toggle, that this impossible, yet it`s happening. I tried to switch load order, toggle on/off that parameter in SVM, but still I got killed by allies. I used custom preset, set AI and quantity of bot as online, toggle teamfight off in BepInEx.
Mods, that I use, that tweak AI:
SVM
NoBossPMC
LockableDoors
FairFight
Waypoints
BigBrain
NoGrenadeESP
NoBush (Reupload)
DewardianDev Author
I overwrite this.
If you want friendly pmcs use another mod for bot spawning.
APBS or whatever it's called is an excellent alternative.
nozemi
Oh, okay. That`s a shame, because mod is good. Thank you for answer.
Aled
Hello!
i am using Server Value Modifier [SVM] and and MOAR
but MOAR boss spawn preset always overwrite SVM boss spawn preset
can i turn off MOAR boss spawn setting?
Thanks a lot
DewardianDev Author
You can just delete the bosses you don't want altered in the boss config (the line for each map)
Or you can use the boss config to make your alterations as intended.
Aled
I deleted some lines on bossConfig.json
TYSM for the response btw
LegitGamer1017
I am running Version 3.0.1-Experimental on 3.10 and I'm having an issue with PMCs and Bots getting stuck behind the garage door. Usaually it's like 3+ of them.
DewardianDev Author
On labs, this is a carry over bug I need to get rid of.
It is known.
ShowerChocolate
Without this mod, I had 3 Raiders spawn on top of me randomly (literally right in front of me as I was looting a body) down in the underground bunker area.
Does this mod at all stop the game from just dropping enemies right on top of me, or is that not within the scope of this mod?
DewardianDev Author
This doesn't change Raider behaviour.
That is what happens when you pull the switch sometimes
Keistutas
Hello,
Can someone explain or help me tweak the settings. I'm using presets, but if I choose "more scavs" preset, theres only couple of scavs in the raid I manage to kill 1 or 2, but there's piles of dead PMC bodies eveywhere, same with "live like" preset I'm constantly fighting PMC's , tried out the "Quiet raid" option but then the raid is just dead I just can't seem to find the sweetspot. I'm using FIKA idk if that has anything to do with this.
I just like to have more Scavs in my raids and not only PMC's
DewardianDev Author
Scavs spawn later in the raid a bit.
But you can just increase their quantity, or reduce the quantity of pmcs.
Additionally if you have starting pmcs turned on, that's likely the cause.
Keistutas
Thank you for the fast reply I think your suggestions worked, good luck in your future projects
sonicbruce
that really issue here , why PMS and other bot always chasing me when the game star ???Very strange
SpunkyMcGoo
We're pretty much back up to parity with 3.10 now, except for SAIN being dead. Here's hoping someone can step up and fix SAIN. I think I'm ready to start playing SPT again now that we have this though
poneais
RAWR! wait long to RAWRRRRR!

Netnikogo
DAWWWWWNNNNNNNNNNNN dad is HOME !
watsy
Fucking Legend... Enjoy your Beer :-).... You have just got the game off the ground again for me and Im sure many others... Im not gay but I fucking love you lol
TheSaladGuy
Does this include infected and smugglers from halloween event respectively?
M1A-Z
Hi,
Will this mod have a preset selection and a separate preset selection for players who will run a PMC or SCAV raid in the future? (Like SWAG + Donut config)
DewardianDev Author
I could do this.
I'll look into it.
DewardianDev Author
Hello 👋
I have returned after a hiatus and am working on updating my mods.
Updates soon!
04mykl
please bring back the 2.3.1 file, link is ded
Shturman
i hope we get a update for 3.11 please,this is a must have mod
Cosm1c Gam3r
SWAG+donuts is dead
Thats why I found this alternative mod, but I see it is not updated to SPT 3.11.3 which I downloaded recently.
As of now no any spawn mod for 3.11 ?! Daym WTH!?
NieR
update for 3.11 plz

Jonnecy
Any chance of this getting an update for 3.11 ?
Dante406
version 2.3.1 and 2.3.0 links are dead plz fix
Boge
Yes, please fix!
Dante406
i mean i would just use Swag+donuts but has bugs and performance issues on 3.9.8
Surviv0r1969
the preset like, more scavs, boss invasion etc the weightings.... does that mean percentage chance out of 100?