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
-
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
-
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!
-
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
-
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.
-
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
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
Ayre
hooray!