
SWAG + Donuts - Dynamic Spawn Waves and Custom Spawn Points 4.0.0
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- SPT 3.10
- nooky
- 430k Downloads
- 3.3k Comments
Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
SPT 3.10.x ONLY
REQUIRED MODS FOR SWAG + DONUTS
Waypoints by DrakiaXYZ
Unity Toolkit by Arys
STRONGLY RECOMMENDED MODS
SAIN by Solarint
Looting Bots by Skwizzy
Questing Bots by DanW
Unicorn (for more spawn points) by PenOkOh
None of this would be possible without PROPS, the creator of SWAG and DONUTS
SWAG (Simple Wave AI Generator) is a server mod that enhances the spawns in your SPT raids by giving you full control over each and every bot that spawns. This mod comes with a full set of spawn "patterns" built-in so all you have to do is install and play.
DONUTS is a client mod that provides a full in-raid spawn point editor and dynamic spawn system. Donuts comes with a full set of spawn "patterns" specifically created with and for Donuts built-in so all you have to do is install and play.
Together, SWAG + DONUTS provide complete spawn control, unpredictability and freedom. Bots in D2. Crackhouse. Streets Apartments. Interchange Railway. Exfils. Anywhere.
What is SWAG + Donuts?
SWAG + Donuts is a complete overhaul of the SPT bot spawning system. If you're not a fan of vanilla spawns for whatever reason then this is the mod for you. SWAG + Donuts is a combination of client (Donuts) and server (SWAG) mods that each handle certain parts of the spawning system in SPT in various ways and offer a wide variety of flexibility and config options. All PMC and SCAV spawn points are completely custom made for all maps and can be modified with many different parameters.
By default, SWAG + Donuts is packaged with a set of "spawn presets" that you can select in-game (F8 for GUI) among lots of other options you can tinker with, some you can toggle on/off mid-raid.
This is a big mod and be complicated for some - fear not, if all you want is to install a cool spawn mod and just play then you can do just that, the defaults are mostly tuned for a live-like experience. If you prefer that PMCs do NOT respawn during a raid then be sure to select any of the "starting-pmcs-only-*" presets from the Donuts F12 menu.
Features include
- in-game GUI (F9 default)
- custom spawn points and custom zones for all maps, created with a built-in spawn point editor
- various "spawn presets" available or create your own
- options for spawns you can toggle mid-raid, such as force bot type, spawn hard cap, hot spot boost and more (more info on these options below).
- add, remove, change any boss spawns or other bot types (add all bosses to all maps, spawn 10 Kabans and everywhere in-between)
- in-raid custom spawn point editor - edit parameters such as spawn timers, bot count, spawn distance from the player
- adjust bot squad size and chance, max PMC/SCAV counts per map, per preset and much more
For more info. please see the DONUTS and SWAG tabs above.
How To Install
If you have a previously installed version - I highly recommend you do a "fresh install" - completely uninstall the mod first. Just be sure to save any settings you have created or changed.
1. Download the zip from the link on this mod page
2. Extract to your SPT folder
3. Play
How To Uninstall
1. Delete 'SWAG' from user/mods
2. Delete 'dvize.Donuts' from BepInEx/plugins
3. Clear your temp files (via SPT launcher) just in case
Mod Compatibility
Any mod that changes SPAWNS is likely NOT compatible with SWAG
IF YOU USE REALISM MOD
first, make sure you have the latest REALISM installed. If you do then Realism will config everything for you - no changes needed.
If you want to use Realism Boss changes with SWAG:
go to the SWAG config.json and change these to true:
IF YOU USE SVM (Server Value Modifier)
Any of the following options should be DISABLED and are NOT compatible with this mod:
- any options under 'Events' (spawn related stuff)
- any options in the 'Bots' tab
Donuts Main Settings
Donuts On/Off
(default: Enabled)
Enables or disables Donuts completely. This must be toggled before a raid.
Despawn Option
(default: Enabled)
If enabled, any PMCs or SCAVs that spawn over your Donuts presets caps will be despawned on a 10 second interval down to your max cap. Note: despawning only occurs after a spawn points has been triggered, there may be brief periods of time where your bot count will be inflated. If you're not a fan of despawning please see the Hard Cap option below.
If disabled, Donuts spawns essentially have 0 max cap.
Bot Hard Cap Option
(default: Disabled)
If enabled, Donuts will skip any spawn points triggered over your Donuts preset caps. In other words, if you have an active alive bot count that is already at your Donuts preset bot limits then Donuts will skip spawns until a bot dies (sort of like vanilla).
If you do not wish to use despawning then I highly suggest using this option instead. You can also use both options along with the hotspot options in the Advanced Settings (see Advanced Settings section below)
Cool Down Timer
(default: 300 seconds)
Donuts spawn global cooldown. This number defines the time period that occurs after a spawn points is triggered and the max bots before cooldown value has been met (see: Donuts Spawn Point Config Explained). Once this time has passed then the spawn point can be triggered again.
Donuts PMC Group Chance
(default: Default)
This is a string value that defines the probabilities of certain PMC squad sizes. By default, all Donuts PMC spawn points are configured to spawn up to 5 bots, however, this can be changed to any number. Default is "Default", which is balanced set of probabilities for a live-like experience. "Max" forces the max possible number of bots configured by that spawn point (so, 5 bots by default). "None" forces all bots to spawn solo. All of these probabilities are configurable (see: Donuts Advanced Settings)
Donuts SCAV Group Chance
(default: Default)
Same as PMC Group Chance
Donuts PMC Spawn Difficulty
(default: Normal)
This defines the base game difficulty that is applied to your bot spawns. This is not the same as SAIN difficulty. Donuts dificulty is the same as base game difficulty, this option simply provides a more flexible way to define difficulty for your spawns separated by bot type.
Donuts SCAV Spawn Difficulty
(default: Normal)
Same as above.
Other Bot Type Spawn Difficulty
(default: Normal)
Same as above. Note: This applies to all bots other than PMCs and SCAVs that are spawned by Donuts, not SWAG.
PMC Raid Preset Selection
(default: Live Like (Random))
Select a Donuts spawn preset here. Choose from any of the pre-packaged spawn presets that come with the mod or feel free to experiment and create your own. Default is the Live Like (Random) preset, which is a random pool of live-like presets (more info please see: Donuts Presets Explained)
SCAV Raid Preset Selection
(default: scav-raids)
Same as above but specifically for SCAV raids. Default is the "scav-raids" preset specifically balaned for SCAV raids.
Show Scenario Selection
(default: Enabled)
If enabled, shows the preset being selected at the bottom-right of your screen when you load into a raid.
vvvvvvv FOR OTHER OPTIONS PLEASE KEEP READING BELOW vvvvvvv
Donuts Additional Spawn Settings

Force PMC Faction
(default: Default)
Forces a certain PMC faction, if desired. Default is random USEC or BEAR. Can be toggled mid-raid.
Force Bot Type for All Spawns
(default: Disabled)
Forces a specific bot type for all spawns. Can be toggled mid-raid.
Max Respawns for PMC/SCAV per Raid
(default: 0 - unlimited)
Sets a limit on how many PMC/SCAVs can respawn during a raid. Default is 0 which is no limit.
Spawn Hard Stop
Hard Stop: Time Left in Raid
(default: Disabled, 300 seconds)
If enabled, Donuts will stop spawning PMCs or SCAVs once ther eis n time left in your raid (defined by Time Left in Raid).
Hot Spot Spawn Boost
(default: Disabled)
If enabled, forces all hot spot spawn points to have a 100% chance to spawn (if triggered).
Hot Spot Ignore Hard Cap
(default: Disabled)
If enabled, all hot spot spawns ignore the Donuts hard cap (if enabled, see above). I recommend using the following for an optimial experience while saving some frames:
Despawn Enabled
Hard Stop Enabled
Hot Spot Boost Enabled
Hot Spot Ignore Hard Cap Enabled
Use Global Min Distance From Player
(default: Enabled)
If enabled, you can set the minimum distance (in meters) that bots should spawn away from the player (you). This option must be enabled for the values for maps to work.
Use Global Min Distance From Other Bots
(default: Enabled)
If enabled, you can set the minimum distance (in meters) that bots should spawn away from other bot spawns. This is useful if you want to avoid bots spawning too close to each other and killing each other too quickly. This option must be enabled for the values for maps to work.
Donuts Advanced Settings

Raid Load Time Delay
(default: 60 seconds)
This is the amount of time (in seconds) that Donuts is allowed to generate bot data during raid load. This is important for your starting bots to spawn with you, at the same time.
If this delay is too short then some bots may spawn late at the start. A longer delay means your raid load might take a little longer but your spawns should be more stable at the start.
Bot Cache Replenish Interval
(default: 10 seconds)
This is the time interval that Donuts "replenshes" bot data - in other words, Donuts generates bot data on a regular interval so that most of your bot spawns are instant.
Max Spawn Tries Per Bot
(default: 20)
Maximum number of times Donuts will try to spawn a bot (if it fails) before it skips. You generally never need to change this unless you know what you're doing.
Despawn Bot Interval
(default: 15 seconds)
This is the time interval that Donuts despawns bots (if enabled). Too short and your may experience a minor performance loss. Too long and Donuts may not be despawning bots fast enough - it depends on your settings.
Group Chance Weight Distribution
Low, Default, High
This defines the probabilities of certain group sizes separated by option.
Formula: individual weight / total weight = % chance
Example:
Default: 210, 210, 45, 25, 10
Group sizes of: 1, 2, 3, 4, 5 respectively
Total weight: 210 + 210 + 45 + 25 + 10 = 500
Solo bot spawn: 210 / 500 = 0.42 = 42%
5-man: 10 / 500 = 0.02 = 2%
etc...
Spawn Point Editor
If you plan to use the spawn point editor be sure to set key binds for creating and deleting spawn marker keys (see above screenshot).
For details on all parameters please see the section below: Donuts Spawn Point Parameters Explained
Donuts - Presets Explained
RANDOM PRESETS
Random presets are a collection of presets that are chosen at random given the weights defined by you.
The configs for these can be found here: BepInEx\plugins\dvize.Donuts\RandomScenarioconfig.json
Live Like
An equal chance for any of the live-like presets (live-like, alt2, alt3, alt4)
Starting PMCs Only
An equal chance for either of the starting-pmcs-only-live-like presets
Whole Lotta SCAVs
An equal chance for either of the morescavs presets with a small chance for "all-scavs"
ALL PRESETS
Any of the following presets can be selected from the Donuts F12 menu. Simply select a preset of your choice before the next raid and play, no need to set it every time.
live-like, live-like-alt
Presets that aim to provide a "live-like" experience with PMC respawns. live-like-alt has different starting bot spawn locations. If you do not wish to have PMC respawns in your raids then try starting-pmcs-only presets!
crazyraids
Increased spawn frequency on all maps, for all spawns, ~80-90% chance to spawn for each and all spawns. if the live-like presets don't offer enough action for you then try this.
impossibleraids
Increased spawn frequency on all maps to 100% for all spawns - if crazyraids doesn't offer enough action for you then try this.
quietraids
Decreased spawn frequency on all maps - for a more relaxed Tarky experience.
starting-pmcs-only-live-like, starting-pmcs-only-live-like-alt
Only spawn PMCs at the start - no PMC respawns. Alt version spawns starting PMCs at more random locations.
starting-pmcs-only-morescavs
Starting pmcs only but with more scavs.morepmcs
"live-like" but with more PMCs, fewer SCAVs. Good for PMC kill quests.
morescavs
"live-like" but with more SCAVs, fewer PMCs. Good for SCAV kill quests.
scav-raids
Live-like but with a minor twist - PMC spawns are sprinkled throughout maps rather than at live starting locations to simulate a SCAV entering mid-raid.
Donuts Spawn Point Parameters Explained
"MapName" - name of the map. be sure you use proper names, i.e. "bigmap" for Customs
"GroupNum" - spawn group. all spawns with the same GroupNum will share one trigger. in other words, if you have 3 spawn points in one group, and one of those trigger, then the other 2 won't.
"Name" - name of spawn. you can name them whatever you want
"Position": { - x,y,z coordinates of spawn position. this is provided by the in-raid spawn point editor
"x": 89.5103455,
"y": 4.672584,
"z": -158.156723
}
"WildSpawnType" - bot type, i.e. pmc, sptusec, assault, etc.
"MinDistance" - min spawn point radius (can be 0)
"MaxDistance" - max spawn point radius - this is the size of the spawn point. when using the spawn editor, enable "real size" markers to see the actual radius of your spawn point
"MaxRandomNumBots" - max number of bots to spawn. this is 1-max inclusive and it's random
"BotTriggerDistance" - distance to player for spawn trigger. once the player is within this distance then the spawn timer will start
"BotTimerTrigger" - spawn timer. if the player is within trigger distance this timer will continue to run
"SpawnChance" - spawn chance %
"MaxSpawnsBeforeCooldown" - once this many bots have spawned the spawn point will enter a cooldown (wait for 180s, default, configurable in F12 menu)
"IgnoreTimerFirstSpawn" - if true, once player is within BotTriggerDistance the spawn will trigger regardless of timer. If false, the timer must run at least once for the first spawn trigger.
"MinSpawnDistanceFromPlayer" - the min distance from player that bots should spawn. this is to hopefully prevent bots spawning too close to you.
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The Rules of DONUTS
Rules
1. Bots will only spawn in same level/height as the spawn marker
2. Bots will only spawn in maximum distance (radius) around the spawn marker
3. One random spawn marker will be picked in a group
- if the timer is passed its eligible to spawn (Unless IgnoreTimerFirstSpawn is true for the point. It will be set to false after a successful spawn)
- if they are within the BotTimerTrigger distance the point is eligible to spawn.
- If the SpawnChance is reached, it is eligible to spawn.
- Validate that the spawn is not in a wall, in the air, in the player's line of site, minimum distance from the player. It will attempt to find a valid point up to the Bepinex Configured Max Tries specified.
- One to MaxRandomNumBots from the Spawn Marker info will be generated of type WildSpawnType
4. Timers will be reset if there is a successful spawn or a failure from within a group.
5. If a spawn sucessfully spawns up to their MaxSpawnsBeforeCooldown number, then it is in 'cooldown' until the timer specified in the bepinex config is reached.
Assumptions
- Spawns within a group will be on/around the same bot trigger distance otherwise only the closest spawn will be enabled.
- Each unique or standalone spawn should be given its own group number.
Donuts - Not Enough Bots? Too Many? - Start and Wave files Explained, ScenarioConfig, RandomScenarioConfig Explained
Donuts spawns bots using two json config files defined per map located here: dvize.Donuts\patterns\<preset_name>\map_waves.json or map_start.json
_start: This is your starting bots config
MinCount, MaxCount: This is the range of ALL starting bots for that type
MinGroupSize, MaxGroupSize: This is the range of group size for each starting spawn
Zones: Spawn zones - Donuts will select a random set of coordinates from each zone defined here. For starting bots specifically, Donuts will use each Zone until all points have been used then Donuts will repeat points afterward. For more info on custom zones and how to use them please see the section below: Donuts Custom Zones
_waves: These are all of your bot waves for each map
Please see the section Donuts Spawn Point Parameters Explained for more info on these parameters.
ScenarioConfig file defines all of the PMC and SCAV max bot caps for each map, for all presets. If you want to change the number of total PMCs and/or SCAVs in your raids then this is where you would do it. If you create a new preset be sure to add it to this file.
RandomScenarioConfig file defines "random pool" packages of presets that you can randomly cycle through. You can create a new random pool in this file, add any presets you want (try adding all of them, why not) and give each preset a weight. Weights work like this: individual weight / total weight = % chance
Then select the random preset pool from the preset selector in the Donuts F12 menu.
Donuts Custom Zones
All Donuts spawn points are hand-created and completely customizable. All spawn points are defined here: dvize.Donuts\zoneSpawnPoints
Each map contains a list of custom zones that each have their own list of coordinates (created by the Donuts spawn point editor). You can add/change/remove any zones or spawn points.
Example: customs_start.json
Hotspot Example:
How to use custom zones and zone keywords
Once you have zones and spawn points defined (like the above) you can use those zones in the Donuts pattern spawn files
i.e. customs_waves.json:
You can specify zones by zone name or use a built-in zone keyword:
- "start": uses all zones defined in the _start.json zone spawn point files
- "hotspot": uses all zones labeled with "hotspot" anywhere in the name
- "all" : uses all zones listed in the zone spawn point file for the corresponding map
Donuts Custom Zone Maps
SWAG Config and Boss Config
For General SWAG options: user\mods\SWAG\config\config.json
For Boss options: user\mods\SWAG\config\bossConfig.json
For spawn configs (to modify, add, remove):
Named bosses (Killa, Tagilla, etc.)
user\mods\SWAG\config\bosses\
Other "bosses" (Raiders, Rogues, Cultists, SCAV snipers, etc.)
user\mods\SWAG\config\other\
"Custom" bosses and Event bosses (Santa, Punisher mod boss, etc.)
user\mods\SWAG\config\custom\
SWAG config.json Options Explained
disableAllSpawns
Quick way of disabling all of a certain type of spawns. If true, then all spawn chances for that type are set to 0 for all maps.
bossDifficulty
bossEscortDifficulty
In-game difficulty that gets assigned to bosses and their guards - "asonline", "easy", "normal", "hard", "impossible" are all valid options. "asonline" randomly chooses between easy, normal, hard and impossible.
Spawns - useGlobalSpawnChance
if true (default) then the spawn chances defined per map (see above) are used. If false, then the spawn chance defined in the boss config files are used instead.
By default, SWAG adds all bot types to all maps, however, they're only configured to spawn once at the start of the raid in a random zone (default). This is entirely configurable, as well as adding more bosses if you wish (see: SWAG: How-To - Modifying boss spawn configs).
For example, if you quickly wanted to add more cultists to other maps, simply change the above numbers and you're set. If you want to change up when and where they spawn then that's where modifying spawn configs comes in.
SWAG bossConfig.json Options Explained
If set to -1 (default), then any number of bosses can spawn. If set to 0, then no bosses spawn. If set to 1 for example, then only 1 boss can spawn. If you have multiple bosses set to spawn for one map then SWAG will randomly pick one.

Boss Spawns - useGlobalBossSpawnChance

By default, SWAG adds all bot types to all maps, however, they're only configured to spawn once at the start of the raid in a random zone (default). This is entirely configurable, as well as adding more bosses if you wish (see: SWAG: How-To - Modifying boss spawn configs).
For example, if you quickly wanted to add more gluhar to other maps, simply change the above numbers and you're set. If you want to change up when and where they spawn then that's where modifying spawn configs comes in.
SWAG: How-To - Modifying boss spawn configs
All bosses in SWAG are pre-configured for all maps. By default, bosses are configured to spawn on other maps with a random zone and at time -1 (see examples below)
Example: gluhar

And so on. You can add, remove or change any of the boss files to your liking but they must be valid values, otherwise you will experience problems.
FAQ
How do I know this mod is actually working?
Two ways - you'll see some SWAG load up in your server console along with your server mods (and hopefully no red text)
Additionally, you need to check that Donuts shows up in your BepInEx F12 menu, if it doesn't then it's not installed correctly
Is this mod compatible with x, y, z?
See: Mod Compatibility tab above
Can I use base game vanilla spawns with this mod?
No - once upon time this mod supported that but I no longer want to maintain an old spawning system. If you prefer base game spawns I highly recommend BetterSpawnsPlus by PreyToLive or other spawn mods.
Does this mod impact performance?
Short answer is yes. The longer answer is it can make both a positive and negative impact on your performance depending on your settings. For example, if you used lower bot caps, tweaked some presets to spawn bots closer to you, etc, you can save a lot on frames. The despawn and hard cap options also help in this regard.
I like long raids (60 min+), will these spawns work for me?
Yes - SWAG + Donuts spawns go on forever, raid time is irrelevant.
REMINDER - THIS IS A WORK IN PROGRESS - I'm always open for improvements, please give me feedback in the comments or find me in the SPT Discord!
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Version 4.0.0
- Arys
- 18k Downloads
SPT 3.10.x ONLY
REQUIRED:
SWAG + Donuts v4.0.0 for SPT 3.10.x
Summary of changes
- Complete rewrite of Donuts code
- Spawns are more consistent now, no more boss spawn issues unlike in SPT 3.9
- Improved performance
- Added debugging option for users to verify spawns are working as intended
Known issues
- The Donuts F9 configuration menu's background may become transparent during or after a raid
- Will be fixed when the UI gets reworked
- The "Force All Bot Type" setting does not work correctly when set to any option other than "Disabled" (the default setting)
Thanks to
- Shibdib: fixed up SWAG-related issues such as boss and raider spawns
- Lacyway: fixed issues relating to Fika compatibility
- MaTSix: as a SWAGnuts preset maker, provided excellent feedback to help fix issues with the mod
- Huge thanks to all the testers, for providing feedback in each Release Candidate build
- And of course, big thanks to Nooky and Props for making SWAGnuts, this update wouldn't be possible without their work in the first place!
See full changes here: https://github.com/Nympfonic/Donuts/releases/tag/v4.0.0
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Version 3.5.1
- nooky
- 105k Downloads
SPT 3.9.x ONLY
SWAG + Donuts v3.5.1 for SPT 3.9.x
Huge thanks to props and Archangel from the Fika discord for their hard work!
IF YOU HAVE PREVIOUSLY INSTALLED SWAG + DONUTS PLEASE READ:
Delete this folder first: <YOUR_SPT_FOLDER\BepInEx\plugins\dvize.Donuts\Config
Donuts will recreate this with updated default settings. If you wish to keep your old Donuts settings then you do not have to do this step but I highly recommend it as many default values have changed.
Fixes
- fixed spawn chance checks: Donuts would continuously check the same point that would result in low spawn chance points spawning bots anyway
- fixed random preset selection not working as intended
- fixed slow bot prep/raid load on subsequent raids
- fixed list of coordinates per selected zone note being properly randomized
- fixed starting bot available zones not getting reset properly after all zones were used (resulting in some number of starting bots not spawning in some cases)
Other Changes
- global minimum spawn distance to player/bots improvements - this check should be faster overall for solo bots especially; spawn point selection by Donuts is a little smarter now, if a coordinate is too close then Donuts will retry the next coordinate defined to that zone (at random) until all coordinates have been exhausted, then it fails that zone and moves on to the next spawn.
- global min spawn distance to player/bots now ENABLED by default again, sorry for the close bots
- global min spawn distance to player/bots values adjusted
- added presets: crazyraids, starting-pmcs-only-quietraids
- added new spawn points to Factory, Lighthouse
- added new starting spawn points to Ground Zero
- PMC Donuts bot caps increased slightly for all starting-pmcs-only presets
- PMC Donuts bot caps increased slightly for morepmcs preset
- SCAV Donuts bot caps increased slightly for morescavs preset
- Max Spawn Tries Per Bot (advanced settings) is now set to 1 by default
- code optimizations
- SWAG: added options for Ground Zero High Level. Kollontay and Cultists have a chance to spawn by default.
Known Issues
- Boss problems: I'm aware there are some users experiencing issues with boss spawns, it doesn't affect everyone so it's difficult to troubleshoot but it's on my to-do list!
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Version 3.5.0
- nooky
- 19k Downloads
SPT 3.9.0-3.9.1 ONLY
SWAG + Donuts v3.5.0 for SPT 3.9.0-3.9.1
SWAG + Donuts v3.4.0 for SPT 3.8.x
Sorry everyone for the wait, I hope it was worth it.A huge thank you as always to props, this update would not have been possible without him.
SWAG + Donuts now requires Unity Toolkit by Arys (in addition to Waypoints). Please download and install that first!
UnityToolkitUnity Toolkit allows for more performant and optimized code in SWAG + Donuts, a huge thanks to Arys for developing this!
For SPT 3.9.x ONLY: Please use DanW (Author of Questing Bots) AI Hostility Fix mod to fix buggy base game AI hostility: https://github.com/dwesterwick…ityFix/releases/tag/1.0.0
Please use the hub release of this once that is ready.IF YOU HAVE PREVIOUSLY INSTALLED SWAG + DONUTS:
You must uninstall and delete all SWAG + Donuts files first! All mod folders in addition to the BepInEx mod config file- com.dvize.Donuts.cfg file from BepInEx\config folder must be deleted.
MAJOR CHANGES
NEW: In-game GUI
Donuts now has a GUI (all credit goes to props!). Accessible with F9 by default.
NEW: zoneSpawnPoints folder
This new folder contains all the spawn points available for Donuts to use. Each spawn points is assigned to a custom zone (defined by you). These spawn points and zones are used by the new spawn config files (read below). All spawn points are entirely configurable, feel free to add/change/remove any as you see fit or try creating your own.
NEW: map_start.json, map_waves.json files (patterns folders)
map_start - configs for all starting bots, PMC and SCAV.
map_waves - configs for all bot waves/respawns
For details on how these work please see the mod page > Donuts tab.
NEW: Max PMC/SCAV Respawns per Raid
You can now set the maximum number of PMC/SCAV respawns in each raid. Default is 0 which is unlimited.
NEW: Despawn Interval & Replenish Bot Interval
You can now change the interval at which Donuts despawns bots. Previously this was 10 seconds, now the default is 15 seconds.
Replenish Bot Interval is the frequency at which Donuts generates bot data during a raid for later use (so that bots spawn immediately when triggered).
OTHER CHANGES
- global minimum distance options are now DISABLED by default. if you don't want bots spawning too close to you then you need to enable this! keep in mind when using this option that if Donuts detects the spawn point is too close then it will skip that spawn entirely.
- performance improvements and code optimizations (thank you props, Arys for Unity Toolkit!)
- start of raid performance improvements: Donuts now only generates bot data it needs as defined by your starting bots configs. In other words, if you use lower bot counts/caps then Donuts needs to do less work = more performance.
- all presets have been changed to the new spawn config system; some presets have been removed
- SWAG: TotalBossesPerMap for all maps changed to from 1 to -1, this means any number of bosses can spawn per raid. If you do not want the chance of multiple bosses spawning in your raids then you need to change this!
FIXES
- fixed cooldown timers not working as expected
- fixed some grouped timers from not being reset properly resulting in too many spawns in some cases
- fixed bots sometimes "leaking" through the hard cap
- lots of other minor fixes, I forgot them all to be honest
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Version 3.4.0
- nooky
- 2.7k Downloads
SPT 3.8.x ONLY
SWAG + Donuts v3.4.0 for SPT 3.8.xFor all who have been waiting so patiently, this one is for you. Please read the SWAG + Donuts v3.5.0 for SPT 3.9.0 changelog for a full list of changes.
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Version 3.3.5
- nooky
- 80k Downloads
SPT 3.8.0 ONLY
This update includes performance improvements, bug fixes and some new stuff.Performance Improvements
Some Donuts code has been refactored from running every frame and instead runs every second which should provide a significant performance boost. Huge thanks to Chomp for the idea and DanW (Questing Bots mod author) for using some of their code!
Global Minimum Spawn Distance From Player Improvements
Before this update the code for checking player distance from bots was slow at certain times which would still cause certain bots to spawn too close to the player. Now this code has been improved greatly so that it checks this distance value just before the bot is ready to spawn instead of earlier in the process which makes this check far more accurate.
NEW: Global Minimum Spawn Distance From Other Bots (Optional)
Similar to Distance From Player, these values set a minimum distance that bots can spawn from each other. If this check fails then that spawn will be skipped. Default is disabled.
NEW: Set your own Despawn Interval (Advanced Settings, Optional)
Under the BepInEx Advanced Settings for Donuts you can adjust how fast Donuts despawns bots in your raid. By default this is set to 10 seconds. Note: lowering this value may affect your performance!
DONUTS PRESETS
All spawn points re-balanced
SWAG
all boss spawn chances updated to match live (Kollontay added to Ground Zero)
-
Version 3.3.4
- nooky
- 18k Downloads
SPT 3.8.0 ONLY
This in a minor update that adds compatibility and support for Punisher mod by GrooveypenguinX and Raid Overhaul mod by DjLang for custom bosses.
NEW: Legion - Raid Overhaul Custom Boss
The future SPT 3.8 update of Raid Overhaul will include a custom boss, Legion. To enable, go to bossConfig and scroll down to custom bosses. For more info, stay tuned for the new RO update
(thank you DjLang!)
OTHER CHANGES- Punisher compatibility improvements for SPT 3.8 (contributor: GrooveypenguinX)
- Labs added to Killa in bossConfig (was previously missing)
-
Version 3.3.3
- nooky
- 5.2k Downloads
SPT 3.8.0 ONLYThis update includes a number of fixes and improvements that should bring more consistency to spawn counts and PMC/SCAV numbers on all presets, especially at the start of raid.
Additionally, this update includes performance improvements with bot spawning stutters many people experience, special thanks to DrakiaXYZ!
Be sure to install Waypoints 1.4.2+ for the best possible performance.
As always, thank you all for reporting issues and providing feedback and thanks for using this mod! A special thanks to Nahl from the SPT discord for all of their time spent testing many of the changes below.
NEW: Despawn PMCs or SCAVs
You can now enable/disable despawning for either PMC, SCAV or both (thank you Solarint for the suggestion!)
NEW: starting-pmcs-only-late-scavs (preset)
Same as starting-pmcs-only-live-like but 0 SCAVs spawn at the start of raid (Default is some SCAVs may spawn). With this preset there is a 2-5 minute window from the start of raid before SCAVs can start spawning. This preset has also been added to the random selections of "Starting PMCs Only (Random)" from the Donuts preset selector.
FIXED
- Global Minimum Spawn Distance From Player for Each Map not working as intended
- Customs: SCAV sniper in odd places (was using an incorrect bot zone, thanks Nahl!)
PRESET CHANGES
- spawn point balancing for all points, all presets
- starting-pmcs-only-live-like-alt: some starting PMC points have been changed on certain maps for added variety
- live-like-alt-2: now uses the same starting PMC points as above for added variety
- starting-pmcs-only (all presets)
- balanced all SCAVs - SCAV pop on all maps should be much better (especially smaller maps)
MAP SPAWN CHANGES
- Woods
- re-grouped points so that it is less crowded in Zone_RedHouse at the start of raid
- Customs
- re-grouped points so that it is less crowded in ZoneCustoms at the start of raid
DONUTS
- performance improvements (contributor: DrakiaXYZ)
- improved some Donuts menu option descriptions for clarity
- re-adjusted default Global Minimum Distance From Player values for all maps to more sensible levels
SWAG
- re-zoned some bosses and other types (like Bloodhounds) so that no "boss" share a zone (by default). This is to avoid any spawn blockage due to zone sharing (thank you Luna for the suggestion!)
-
Version 3.3.2
- nooky
- 7.4k Downloads
SPT 3.8.0 ONLY
NEW: Global Minimum Spawn Distance From Player for Each MapInstead of a single value for all maps you can now set the global min spawn distance per map from the F12 menu. The global option must be enabled for these to work, otherwise the spawn point parameter is used instead (in the Donuts spawn files).
CHANGES
- all presets, all maps re-balanced
- added new SCAV hot spot spawn point to Old Gas on Customs (all presets)
FIXED
- boss-mania Labs properly spawns bosses instead of PMCs
- Woods Big Mountain cliff spawn point where bots would fall off and die
- Ground Zero spawn points inside of the bank, 2nd floor in particular would get pretty crowded
To Install
1. download zip
2. unzip to your SPT directory, overwrite if needed
3. play
-
Version 3.3.1
- nooky
- 3.9k Downloads
SPT 3.8.0 ONLY
NEW: Global Min Spawn Player Distance option
If enabled, uses this distance (in meters) for ALL spawns as the minimum spawn distance from the player (you). Disabled by default (uses the spawn point configs instead).
- balanced all presets: minor increase to SCAVs; Labs and Factory should be more consistent in spawn count
- fixed Donuts Force Bot Type option
- fixed broken Woods spawn point by the big mountain
- fixed missing scav snipers on Lighthouse and Streets
-
Version 3.3.0
- nooky
- 8.4k Downloads
SPT 3.8.0 ONLY
SWAG + Donuts v3.3.0A huge thanks to the SPT development team for all of their time, efforts and hard work on releasing SPT 3.8 to the masses!
This is a big update - a lot of things have changed for both SWAG and Donuts. Please take a few minutes to read through the changes as well as the mod page, as I've re-written a lot of the mod page for more clarity. Thank you for using this mod and enjoy!
SAIN is no longer a requirement though it is strongly recommended along with Looting Bots and Questing Bots. Waypoints is still absolutely required, please make sure you have the latest version installed.
DONUTS
The majority of spawn points have been completely overhauled. I've created hundreds of new spawn points for all maps that correspond to custom zones. Additionally, some PMC starting points have been adjusted from their live counterparts for better map spread and balance. Each preset has been balanced separately for their given purpose.
Please see the Custom Zones sections of the mod page for more details.
NEW: Ground Zero spawn points and presets
Custom spawn points have been created in custom zones (see: Donuts - Custom Zone Maps). All starting PMC spawn points are separated by zone and side of map. In live, PMC spawns can be a bit too close to each other on Ground Zero. I've adjusted starting PMC spawns so that they make more sense in regards to location. There are 2-3 points per zone, 1 on each side.
NEW: Force All Bot Type
You can now force PMC or SCAV spawns for all spawn points from the Donuts F12 menu. This can be toggled mid-raid. I've removed the "all-scav" and "all-pmcs" presets since they are no longer necessary with this option.
NEW: PMC/SCAV Hotspot Spawn Boost
If enabled, forces all spawn points labeled with "Hotspot" to always spawn (100% spawn chance) when triggered. This can be toggled mid-raid.
NEW: PMC/SCAV Hotspot Ignore Hard Cap
If enabled, all spawn points labeled with "Hotspot" ignore the "Hard Cap" option. I'll explain with a couple of examples:
Despawn Enabled
Hard Cap Enabled
Spawn Boost Enabled
Hotspot Ignore Hard Cap Enabled
Customs - 10 PMC, 10 SCAV caps
- Raid is full (20 bots total)
- Player enters hot spot area
- Hot spot spawn point is triggered (100% chance)
- Donuts spawns bots over the cap (ignore hard cap is enabled)
- Donuts begins despawning bots furthest away from you down to the max caps
For an optimal experience I suggest enabling all 4 options above, you'll get extra hot spot spawns but save on FPS with the hard cap.
PRESET CHANGES
- some presets removed
- all Donuts caps are now the same for all presets by default. Configurable in the ScenarioConfig.json.
- boss-mania
- all PMCs removed - it's you vs everyone now
- bot type is more random now and includes a chance for Bloodhounds, Raiders or Rogues to spawn in addition to named bosses
MISC CHANGES
- 'INS' and 'DEL' default key binds removed from spawn point editor (not set by default now)
---
SWAG
All SWAG config files have changed name, location or both. Please be sure this is a clean SWAG install. All SWAG files have changed in some way and use a new directory structure:
user\mods\SWAG\config\bosses
user\mods\SWAG\config\custom
user\mods\SWAG\config\other
user\mods\SWAG\config\bosses\goons.json
or
user\mods\SWAG\config\other\cultists.json
etc...
Some older SWAG options have been removed (mostly because I don't want to maintain old features anymore), some new options have been added, please read the below:
NEW: disableAllSpawns
This new option provides a simple way to disable all bosses or other bot type spawns.
NEW: useGlobalSpawnChance & useGlobalBossSpawnChance
Set these to true to use the map spawn chance defined in config.json or bossConfig.json.
If set to false then SWAG will use the "BossChance" defined in the spawn files (i.e. user\mods\SWAG\config\bosses\kaban.json)
NEW: Add other bot types to all maps
You can now add/remove other bot types (i.e. rogues, raiders, etc.) by adjusting the map spawn chance. By default, SWAG adds a single spawn of each bot type to all maps each in a random zone. All spawns are configurable, you can add/remove as much as you would like, see: user\mods\SWAG\config\other\ and the mod page for more info.
- SWAG difficulty "asonline" is a valid option and now randomly selects between easy, normal, hard and impossible.
Arys Author
Note: If you get an infinite loading screen, please update your UnityToolkit to v1.2.0
ConnorHatesGames
hello! If I set a hard cap of 10, could I randomize the number of spawns below that number?
for example,
I set factory to have a hard cap of 8: with 4 PMCs, and 4 Scavs
could I randomize the number of spawns to be 1-8? every raid could have a different number of spawns, 2 pmcs, 3 scavs. and another raid no pmcs, but 4 scavs
I'm not sure if this is possible with SWAG+Donuts since I am very new to it, but in previous versions of SPT I have used Luas Spawn Rework that worked this way
Thanks!
3up to 25 characters long
Hello. In the SWAG config.json file, I set Sniper Scav and Raider to be false (everyone else true) and their spawn chance (sniper scav in Customs, Raiders in Reserve) to be 99, yet they're not spawning. Am I doing something wrong?
Foreiinas
You want sniper scavs and raiders to be at 99-100% spawn rate? If that's the case, why you put false on their spawn setting?
3up to 25 characters long
I thought "false" means they'll spawn since they're all under "disableAllSpawns". The bosses and others are true, and yet I haven't seen them either (not skilled enough to confront them anyway). When I open this file the first time, they were all set to false by default, which means by default they would spawn as in the original game, right?
Besides, sometimes I'd like to simply disable all ai spawns so I set all of them to true, and they didn't spawn as I wished
Foreiinas
Hmm, well for me if I wanted to disable bot spawn(s) I simply set percentage to zero. I never use true / false for spawns, because I'm used to check spawn percentage.
Anyway for future if you want spawns to work for bots, always leave "enable / true" and just change percentage. Sometimes you can forget to change true / false or enable / disable. But you can spot percentage easer, well for me at least.
3up to 25 characters long
Ok, will try setting them to true and change whatever stats I can find and see how it goes. Thanks for replying
3up to 25 characters long
They are still not spawning. I tried changing stats, and in both true and false scenarios, but don't see anything changed. Thus I had to remove SWAG and Donut to complete any raider-kill quests.
I also saw the debug mode options in F9 menu, but where do I look at the results of debug mode? Are they presented in the SPT.Server page? I was hoping to see why raiders and scav snipers are not spawning
Whiplash
I'm getting an error:
nooky and props-SWAG + DONUTS 3.5.3 is not compatible with the current version of SPT. It was made for SPT: ~3.10.0
I have the latest UnityToolkit 1.2.0 and everything has been extracted accordingly.
SPT 3.11.1
Kaosak
Well obviously 3.10 mod is not compatible with 3.11 SPT
Whiplash
Ah. My bad. Will do better next time.
CollinFool
So for the extra spawn points that we can make, I can set a new group and customize the entity that will spawn there, and I can place it. However, I never see any entities spawn at my custom points, like one I made for cultists on Night Factory on the roof of the new living quarter section. They just never spawn there, even with a 100% chance. I've also tried writing the information to the json but that also didn't work.
matsix
You can't create custom spawn points for special bots like cultists. You can only create custom spawn points for scavs and PMC's. Boss and special bot type spawns are currently limited to default tarkov spawn zones. Arys is going to eventually move boss spawns over to donuts instead of being handled through SWAG in a future update which will allow you to do what you're trying to do.
CollinFool
Ah, ok, I wasn't aware of this. thank you!
1Leggedgamer
So I had this mod for older version and had a problem with bosses not spawning. I remember I was told to change something in the f9 but I don't remember what it was does anyone know or remember.
Thank for this great mod makes SPT just that more enjoyable
matsix
You don't need to change anything anymore, the old version had an issue with boss spawns, this new version fixed that issue.
TarkovTerd
you gotta go to user/mods/swag and thats where you will find all the boss configurations
DeadJokerZ
So now the "Spawn Point Marker" only use to get spawn coordinates only? And the "Donuts Spawn Point Parameters Explained" part in the description is now obsolete? The presets generate by it no longer usable since the "F9 UI update". I think its a waste to remove that feature because players (especially low-end players) can take advantages of highly customizable spawn points and BOT TYPES. SWAG/Donuts was a versatile mod after version 3.2.5/ before Version 3.3.6 (Before spawning BossTypes FollowerTypes by Donuts will result in floating Gear bug). Also im not a big fan of combining Pmc Usec and Pmc Bear bot types into 1 PMC type spawn.
matsix
Yes, the spawn maker still uses a pretty outdated format. It's only good for getting coordinates now and a lot of what is in the description on this page is obsolete, correct. I know Arys plans on updating the spawn maker but there's other things that are more important that need attention currently.
AHuman
I've been wondering if there is anything regarding zombies in Swag/Donuts, I wanted to have the events in my playthrough but not many options exist for spawning zombies at the moment.
Arys Author
It's planned for the future, still working on bugfixes first
Err0rkatze
I second this! Having a mix of PMC's, scavs and zombies has been my favourite 'new' experience, it's amazing.
Sedentary
for bot difficulty, is "as online" more difficult than "easy" ?
ChrisHIM
Afaik "as online" can spawn all difficulties. So yes it will be more difficult as "easy" only
Sedentary
if i also use sain, will swag bot difficulty conflict with sain difficulty?
Arys Author
"As Online" means random difficulty ranging between easy to hard difficulty.
SAIN's difficulty presets are MODIFIERS for that particular bot difficulty.
SWAGnuts's bot difficulty is the actual difficulty bots spawn with.
For example, SAIN's normal difficulty settings will apply to normal difficulty bots
Sedentary
thanks for answering. I would like to ask another question
at the beginning of the raid , sometimes pmcs will spawn very close to me, i chose "live-like" as preset. what should i do to change it ?
Arys Author
Increase the "minimum spawn distance from player" for PMCs in the F9 menu, see the mod page for more details.
IonizedSalmon
when using this. scavs are no longer hostile?
killertyphoons
same here, but also PMCs are not hostile either. Trying to figure out what is going on.
Edit: Made sure Tarkov was up to date (there was an update) > Did a fresh install > copied my mods that don't modify behaviors > fresh installed SWAG + Donuts and required mods. Now everything is working fine.
Arys Author
If your bots are standing still and not moving, it's a known bug I'm looking into.
If they are actively moving but not attacking you then you will need to provide your mod list
IonizedSalmon
swag + donuts
sain
looting bots
questing bots
waypoints
bigbrain
unity toolkit
server value modifier (only changed option is stash space which has been changed to reflect an account with all the extra stash lines bought)
this is everything i have installed
Arys Author
Sorry, I'm not sure why you're having this issue. There isn't any issue with your mod list, and I've checked with other players who run those mods as well, and they don't have this issue.
IonizedSalmon
I was able to figure it out. There's a bug that happens with swag + donuts in combination with sain when you select unheard edition. it causes mark of the unheard to be active permanently. it only happens when they're together for sone reason unknown to me. just sain or just swag + donuts is fine
jnich89
I get stuck on "loading PMC's". It will not generate this for me so I have to close the game out. Does anyone know how to fix this?
xm855n
ya same. every few raids i get an error that says: "TypeError: Cannot read properties of undefined (reading 'filter')" and it happens right as SWAG is loading in the server.
i have tried disabling most other mods and i still get this error. it seems like when it tries to generate their loadout it gets stuck on some items/weapons, and theyre all vanilla items. but i cant seem to figure out why or how to fix it.
Arys Author
Usually due to custom item mods with bad data being added to a bot, via a bot loadout/progression mod.
That being said, it should retry if a bot fails to generate after 5 seconds but I can look into reducing the timeout from 5 seconds to a shorter time
voffon
Is there a possibility of 3.9.8 version getting fixed? I tried SPT 3.10 but really hated the bad performance with all the stutters, laggy nades etc.
Arys Author
No unfortunately
Bewa
Love your mod.
Would be neat if we could tie boss spawn chances to specific scenario configs in donuts
For example, MOAR provides a preset called "Boss Invasion" which makes multiple bots spawn in the map
Our group is using weightings via RandomScenarioConfig.json it looks like this:
We want to be able to also include a 2% chance that, multiple bosses spawn, but AFAIK it's not possible.
Thank you!
Arys Author
Won't be until I migrate boss spawning from SWAG (server mod) to Donuts (client mod) unfortunately; aiming to be as in-depth as PMC and Scav configuration in Donuts.
Bewa
Hey no worries, im just happy it's on your board
Thanks for the mod brotha
MikePancake
I don't know why, but I'm getting the occasional crash-to-desktop when PMCs and scavs fight and kill each other. I saw no red error messages in the SPTserver.exe.
Foreiinas
Same, I told them in discord about this, even loggings doesn't say what's wrong. My guess Donuts still has it's problems while generating bots, and bot loadout generation mods causes crash after Donuts fails to generate bot data.
Arys Author
Swagnuts does have high memory usage atm, will try to improve it in the next release.
A temporary solution is increasing the pagefile size and making sure it's on your SSD if you have one.
MikePancake
Done. SPT and EFT files are all in my SSD. Will wait for next update. Thank you for your awesome work!
Tauken
For those who also have infinite loading screen i can share solution for my situation.
If you have installed PityLoot, then...uninstall it. I noticed for me its connected with static loot, not with bot generation in all kinds.
Idk why it happened, but it seems like overweighting by amount of loot mod wants to spawn, especially if you have no-Flea like me and there is tons of "get in-raid" quests.
Foreiinas
Well I do had pity loot, but haven't had any infinite load screens, but random crashes to desktop. But not sure what caused crashes, pitty loot, other mod or Donuts itself.
Err0rkatze
I have not checked out the new version yet, but will this include settings for zombies? Honestly, it's the only thing I'm still using MOAR for.
Arys Author
Yes, it's planned for the future
Timmons
Works just like I remembered. Thank you for bringing swag back.
chigagad
First, thanks for the final release!
I'm trying to modify Raider spawns. In the wave config for labs I see
The regular bosses have a single number which is obvious. I don't understand what the comma seperated values do. Is it an array of random numbers the mod will pick? Or is it like 1st to 4th wave 1 escort (+1 "boss"), 5th to 7th wave 2 escorts (+1 "boss") and so on? If it's the latter, would removing numbers limit the number of waves and/or is there a way to adjust the time between boss waves?
Another thing I've encountered is that on labs, Raiders will spawn at wrong trigger points. E.g. I open parking gate and raiders will spawn at parking, hangar gate and somewhere on the stairs near the main elevator even though I did not trigger those exfils. Is this by design?
Arys Author
The number of escorts is randomly selected from that list so there is a 8/15 chance of the boss only having 1 escort bot, 6/15 chance of having 2 escorts, and 1/15 chance of having 3 escorts.
I don't know about the raider spawn triggers, that was handled by someone else.
chigagad
Thanks!
Zolar-XII
For those that, even installing the Unity Toolkit v1.2.0, and still got the inifinite loading screen, i change my mod load order (put it all the way to the top) and it work¡¡¡¡ give it a try
Kaosak
Can confirm, also worked for me
wheresmyglock19
how do you change load order for plugins i thought you could only do that for the mods?
Arys Author
This would imply you have two versions of UnityToolkit inside your plugins, so it was trying to load the old version instead.
Client mods are loaded in alphabetical order except when a mod depends on another afaik so making the new UnityToolkit folder appear at the top would've fixed the issue.
I recommend making sure you do not see UnityToolkit.dll in the "BepInEx/plugins" folder. It should always be in a folder called "UnityToolkit" within "BepInEx/plugins".
Brilique
i Still have the infinite loading screen. Fresh Install. Put Unity Toolkit on the Top of the load order^^ asking for help in the discord, only answer i got was that it could caused by mods which adds new items (in my case WTT's Pack'n Strap and some weapons i think)
Zolar-XII
when you got the inifinite loading screen, if you move your mouse arround, can you hear the pointer go thru the options on the main menu?
you know, when you hover the mouse over one option, it makes a sound, thats what i am taking about, try to move the mod and toolkit all the way to the top see if that make it work
jonsoe
Thanks for the work you guys put into all this, absolutely insane.
JuulTeam6ix
Im happy swag donuts is back, however I do have a question:
what would it take to duplicate MOAR's "insanity" preset for Swag? I like swag more out of the two overall, but the ability to effortlessly make bosses spawn on the map is amazing. Its quite literally the only thing keeping me from switching over to swag.
Arys Author
Won't be until I implement custom boss spawning logic in Donuts. Currently SWAG handles it in the server side but it's rather limited imo
JuulTeam6ix
oh okay that's fine, i was just wondering bc how MOAR does it is just so damn effortlessly where before i would have to manually go into boss spawn json files and input it in, and that sucks doing every time i wanna turn on or off that option and half the time it doesn't work because another mod (like SVM) bypasses it. Much rather just have that option built into the mod menu like MOAR, but S=D is better overall
destarcke
thank you so much for this mod
SashaSwan
yes!!! Now my pc is not going to stutter, no MOAR bullsh*t

frugyman
it's actually worse for me..Like I swithced to swag, but then every 10 to 15 sec, I was lagging and i would froze for like 4secs..While with MOAR, I don't get that. This is the first time I have a performance problem with swag.
SashaSwan
it needs a custom config. I follow guide https://github.com/DeadLeavez/MISC/blob/main/Performance.md
TeaCrab131
MOAR has a lower value of Max Active Bots in the server, and it respects AI Limit from Questing Bots - I think that's the case?
SWAG... well it's hard coded in the `config.json` file. I'm not sure if it respects the AI Limit set in Questing Bot or Looting Bot.
I did not do thorough testing on this, but anecdotally it feels like this is what's going on after I changed the JSON config for SWAG and saw the frame rate improve sub-proportionally.
Arys Author
Idk about Looting Bots, but Questing Bots' AI Limiter does NOT limit number of bots currently on the map. It limits its own custom AI questing logic to the number of bots you specify; bots further away from you will not be doing quests.
Basically, Questing Bots' AI Limiter and SWAGnuts' bot count limits do different things.
If you want to reduce max number of bots (including raiders and rogues) in the map, go into SWAG config to change that.
If you want to change max number of Scavs or PMCs, they are also individual values in the Donuts folder, within the ScenarioConfig.json
ezlife
@SashaSwan thanks for the tip, it wasnt easy to find the balance between performance and vitality esp with my solo fika dedi setup. highly recommending it.
Netnikogo
dad is home
wheresmyglock19
infinite loading screen even with unity toolkit, I'll go cry now.
TheArsonist
same...
Sasuke_Kun
Finally !
So for tweaking boss spawning rate, do i only have to edit the "bosses " folder or " bossConfig json" folder or both ?
Arys Author
Only in the bossConfig.json if you have "useGlobalBossSpawnChance" set to true.
If you want more boss customization, set "useGlobalBossSpawnChance" to false, and change the configs inside the "bosses" folder.
matsix
bossConfig.json
wang1120
https://imgur.com/a/YVsPmwm
just a note: In streets_start.json, when a bot spawns at "new streets pmc start crash site_Start" with the coordinates x: 219.696228, y: 4.736937, z: 486.5584, it gets stuck inside a room and cannot get out. I personally deleted this spawn coordinate.
Arys Author
Thanks for reporting, will be removing this spawn point for the next release
ZeroArcSnow
Hey not sure if this has been fixed or not but, using the RC7 version of SWAG + Donuts more specifically the plugin. It seems to cause infinite loading bug (no bundles loading) when playing with Realism. Wondering if this version fixes it. I tried to ask for help in the Donuts thread in the pub but only 1 person chimed in. No one else bothered to give any sort of advice.
Arys Author
I am only aware of the infinite loading screen caused by having the wrong version of UnityToolkit.
Can you please try the SWAGnuts hub release with the new UnityToolkit?
If you still get an infinite loading screen, please send me the following logs on discord:
\user\logs\server-yyyy-mm-dd-xx.log
\BepinEx\LogOutput.log
\Logs\log<date><version>\<date>_<version> traces.log
TheArsonist
I am also getting this issue with Realism.
fallenq
Yay, finally. I had to play with MOAR which i don't really like, so thanks for the release. I'm obviously gonna wait for some time before changing but still. Thank you so much for this mod.
tomcruise123
Is the issue with no AI spawn in factory back in the testing version fixed?
Arys Author
Yes that was fixed