Featured Dynamic Goons 1.1.0

Please do not ask when mod authors will update their mods to 3.10 or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

Simulates the Goons rotating from map-to-map in SPT.

[tabmenu]
  • Version 1.1.0

    New Features

    • The Goons can now rotate to any map in the game.
    • Rotations can be individually toggled on/off per map via the new mapConfig file.

    New Spawn Locations

    Streets:

    • Spawns inside and outside of the cinema.
    • Spawns in the Concordia parking lot.

    Factory:

    • Spawns everywhere on the map.

    Labs:

    • Spawns everywhere except basement areas.

    Reserve:

    • Barracks
    • Railway storage area.

    Interchange:

    • Power station
    • Center of the mall.

    Ground Zero (Level 21+):

    • Spawns everywhere.

    Note

    The vanilla Goons are very aggressive. They may aggro AI PMCs, or the player, and push out from their designated spawn locations.

    Spawn zones are subject to change, if you have any feedback regarding their spawn zones let me know.

  • Version 1.0.2

    Changelogs

    • Updated for SPT 3.10.
    • Fika is now compatible by default and no longer needs patching. (Thanks, Archangel!)
    • Adjusted value in the rotation chance calculation to make the chance rise more slowly at the beginning and dramatically increase towards the end of the rotation interval. As a result, Goons should stay on a map for longer now.
    • Updated chat bot to use MongoID.
    • Updated to use new 3.10 endpoints.

    Let me know if you encounter any issues, happy Goon hunting! :vodka:

  • Version 1.0.1

    Fixed unintentional hard dependency on Fika
    Tweaked default spawn chance to reflect live values

  • Thanks for this awesome mod!

    Heart 1
  • dynamic gooning

    • goonsmaxxing

  • is it possible to have goons on labs?if not with that mod can i modify it my self on spt files?not just goons but all bosses if possible

    • Hey man, I believe it is possible to configure it yourself if you're using MOAR. I'm not very familiar with MOAR configs, so you might have to look around its documentations on the mod page. But I like the idea of having the goons roaming on all the maps, I'll see if I can implement it myself soon™.

      Heart 2
    • thank you for your suggestions.ill try that.Yeah that would be a very good idea for those who are brave to have bosses on labs 8o

  • Will this conflict with MOAR?

    • Hello, I'm pretty sure they're still compatible, but note I've only tested this before in the 3.9 version of MOAR.

      Thumbs Up 1
  • So in EFT live, patch notes of patch 0.12.12.30, which introduced the Goon squad, they "do not stay in one location, but wander through them" and "if they are at one location, they will be absent from the others".


    1) So currently in SPT (0.14.9.1.30626 (27 Jun 2024) - SPT-AKI 3.9.8 (19 Aug 2024)) the Goons have the below chances/percentage to spawn on a map when a raid is started without this mod?

    2) And this mod just allows us to change those chances for the (4) available maps?


    Sorry for being confused, thanks


    https://escapefromtarkov.fandom.com/wiki/Bosses


    Customs: 30%

    Woods: 30%

    Shoreline: 30%

    Lighthouse: 30%

    • about to ask the same. also think it should loaded last in case it needs to override something i guess?

    • Hi, No worries, I could’ve provided more detail in the mod description. To answer your questions.


      1) Yes, without this mod, in base SPT every raid you play on those maps with have around a 35% chance of spawning the Goons.


      2) Not quite, this mod makes their spawn chances dynamic to simulate them moving from map-to-map on those four locations. For example, if they are supposed to be on Customs the spawn chances for them will look like this:


      Customs: 30% (You can config the spawn chance)

      Woods: 0%

      Shoreline: 0%

      Lighthouse: 0%

      After every raid there's a chance for them to move to a new map. The longer they stay on a map (up to 3 hours by default), the higher the chance they will rotate to a new map.

      Hope that helps answering your questions. 8)

      Thumbs Up 1
    • @ezlife Depends on which bot spawn mod you're using, if you're using MOAR or QB it should work fine without needing to mess with load order. But if you're using SWAG then yes, you need to load this mod after SWAG or else SWAG will overwrite this mod's spawn changes.

      Heart 1
  • This mod gives an error referencing FIKA, if you do not have it installed the server will not run.

    • Hello, sorry that was unintentional. ;( It should be fixed now!

  • baba

    Heart 1