Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
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Version 3.1.0-RC5-Beta
- DewardianDev
- 3.7k 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
- 2.3k 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
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.
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?
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..
somtam
Same problem, no or low amount of scav spawns on interchange.