Mod Details

Dynamic Goons

Dynamic Goons 1.1.1

Created by  inory

16.9K Downloads

SPT 3.11.4 Compatible

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

Latest Version 1.1.1
SPT 3.11.4

Updated Apr 8, 8:25 AM

Version Notes

Changelogs - Updated by Lillian

All credit goes to @Lillian

  • Updated to SPT 3.11
  • Refactored code
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FEATURES

- Map-to-map rotation for the Goons.

- Increased rotation chance the longer they stay on a map.

- Custom chat bot to help track the Goons’ location and rotation chances.

- Configurable spawn chances.

INSTALLATION

Simply drag and drop the contents of the zip into your SPT installation folder.

CHAT BOT

The mod introduces a chat bot that you can access via the in-game friends list. You can type commands to the chat bot to get the latest updates on the Goons’ reported locations and rotation chance.

available commands:

- goons track

- goons rotation

CONFIGURATION

{ “debugLogs”: false, “preventSameMapRotation”: false, “goonsSpawnChance”: 35, “rotationInterval”: 180 } preventSameMapRotation:

Prevents the Goons from rotating to the same map consecutively.

- true: The Goons will always rotate to a different map.

- false: The Goons will be able to rotate to the same map they were on previously I.E Customs → Customs.

rotationInterval:

Maximum time (in minutes) the Goons can stay on a map.

- Default 180 minutes (3 hours). The longer they stay on a map, the higher the chance they will rotate to a new one after a raid.

ROTATION

In base SPT, the Goons have a static 35% spawn chance per raid on their designated maps. However, this mod implements a rotation mechanic that simulates the Goons traveling through four maps: Customs, Woods, Shoreline, and Lighthouse. By default, the Goons typically stay on a single map for approximately 3 hours. Their spawn chances are adjusted to reflect their current location. For example, if they are on Customs then their spawn chance will be 30% (Configurable) on Customs, and 0% on other maps.

Rotations occur only at server start or after completing a raid. At these points, the mod evaluates whether the Goons should rotate to a new map, with the rotation chance increasing the longer they’ve stayed on their current map. This chance grows over time and is capped at 100%, ensuring they eventually move.

This is meant to simulate their behavior on live EFT.

According to the patch notes of patch 0.12.12.30, which introduced the Goon squad, they “do not stay in one location, but wander through them” and “if they are at one location, they will be absent from the others”

COMPATIBILITY

Should work out-of-the-box with Questing Bots, as that’s the system I’ve built the mod with in mind. From my limited testing, MOAR should also work without requiring any changes to the load order. However, this mod is not compatible with SWAG. If you want to use this mod with SWAG, you will need to load this mod after SWAG to overwrite their boss spawn changes.

CREDITS

- Chomp for providing mod examples.

- SPT Mod Development Channel for their discussions, which helped me a ton during development.

- A user on the Fika discord that posted their fix for Fika filtering out modded chat bots.

- Thank you to Lillian for updating the mod to 3.11!

Version 1.1.1
Download Mod Version
SPT 3.11.4
Latest Compatible SPT Version

4.9K Downloads

Created Apr 8, 8:25 AM

Updated Apr 8, 8:25 AM

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Changelogs - Updated by Lillian

All credit goes to @Lillian

  • Updated to SPT 3.11
  • Refactored code
Version 1.1.0
Download Mod Version
Unknown SPT Version
Latest Compatible SPT Version

8.6K Downloads

Created Jan 2, 5:57 AM

Updated Jan 2, 5:57 AM

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New Features

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

New Spawn Locations

Streets:

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

Factory:

  • Spawns everywhere on the map.

Labs:

  • Spawns everywhere except basement areas.

Reserve:

  • Barracks
  • Railway storage area.

Interchange:

  • Power station
  • Center of the mall.

Ground Zero (Level 21+):

  • Spawns everywhere.

Note

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

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

Version 1.0.2
Download Mod Version
SPT 3.10.5
Latest Compatible SPT Version

3.0K Downloads

Created Dec 2, 2024 at 3:26 PM

Updated Dec 2, 2024 at 3:26 PM

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Changelogs

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

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

Version 1.0.1
Download Mod Version
Unknown SPT Version
Latest Compatible SPT Version

366 Downloads

Created Nov 25, 2024 at 2:04 AM

Updated Nov 25, 2024 at 2:04 AM

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

sparrow8332

No matter if i have maps set to true or false in the mapconfig i keep getting the error:

[Dynamic Goons] Skipping map ‘factory4_day’ as it is not present in the locationList.

[Dynamic Goons] Skipping map ‘factory4_night’ as it is not present in the locationList.

[Dynamic Goons] Skipping map ‘tarkovstreets’ as it is not present in the locationList.

[Dynamic Goons] Skipping map ‘laboratory’ as it is not present in the locationList.

[Dynamic Goons] Skipping map ‘rezervbase’ as it is not present in the locationList.

[Dynamic Goons] Skipping map ‘sandbox_high’ as it is not present in the locationList.

[Dynamic Goons] Skipping map ‘interchange’ as it is not present in the locationList.

and goons never spawn on the above maps. Please help

0 Likes
Trenchf00t

I was wondering what your thoughts would be on a progressively higher spawn chance the longer the goons stay on a map?

1 Like

I think it’s a cool idea, but it’s outside the scope of the mod, sorry!

0 Likes

Ok, I made the required changes on my fork of your mod to support that feature. If you change your mind on it I could push it to you but I understand.

0 Likes
nsidekilla

10/10 would goon again

1 Like
firstname lastName

Mod working great. Have it installed below SVM with Goons set to 0% in SVM and in the map config files.

1 Like
Konvict

i want always goons in customs. How to do?

0 Likes

Hello, you can do this by setting all the maps to false except Customs(bigmap) in the mapConfig file. It’s inside the config folder of the mod.

0 Likes
crome4

Thanks for this awesome mod!

1 Like
ligma929130

dynamic gooning

0 Likes

goonsmaxxing

0 Likes
Gr_Falcon

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

0 Likes

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

2 Likes

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

0 Likes
I Must Bust

Will this conflict with MOAR?

0 Likes
inory

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

1 Like
RogueTech67

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

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

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

Sorry for being confused, thanks

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

Customs: 30%

Woods: 30%

Shoreline: 30%

Lighthouse: 30%

0 Likes

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

0 Likes
inory

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

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

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

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

Woods: 0%

Shoreline: 0%

Lighthouse: 0%

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

Hope that helps answering your questions.

1 Like
inory

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

1 Like

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