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Mod Details

RTT - RaidTimeToy

RTT - RaidTimeToy 1.1.1

Created by spicymanp

2.8K Downloads

SPT 3.11.4 Compatible

A simple raid time tool that allows you to shorten or lengthen your SPT raid times. There's some randomness if you enjoy keeping things mildly spicy.

Latest Version 1.1.1
SPT 3.11.4

Updated Jun 29th, 2025

Version Notes

Fixed :

  • Trains should arrive and leave according to settings in config (no longer always at 2mins into a new raid).
  • There should no longer be any unexpected changes in raid times, raid times should only change between server restarts (if you changed them OR if you selected random mode).

Apologies for the fuckery! :S

Thanks to DenNoch & InTheNightfall for reporting the above issues.

Enjoy!
<3

This download is externally hosted.
Always scan for viruses.

Simple tool to adjust your raid times.

8PDDCMx.png

Features

  • Global, per-map, category, and random raid time multipliers
  • Easy config
  • Clean, color-coded console output

Configuration

Edit config/config.json to control how raid times are set.

You can use:

  • Global multiplier: Set all maps to the same value
  • Per-map settings: Fine-tune individual maps
  • Categories: Group maps and set multipliers for each group - you could even make your own groups if you like
  • Random mode: Randomize all raid times each server restart

What are map categories?

Just another way of handling variety in raid time multipliers.

I have created a few default groups which you can change to whatever makes sense to you.

Currently the maps are split into the following groups :

  • Small maps : Factory
  • Medium maps : Customs, Reserve and Interchange
  • Large maps : Shoreline, Woods, Streets and Lighthouse
  • Expensive maps : Labs

How RaidTimeToy Picks Which Multiplier to Use

When the mod sets the raid time for each map, it checks your config in this order:

Random Mode

If randomMode.enabled is true, a random multiplier (between minMultiplier and maxMultiplier) is used for all maps. This overrides all other settings.

Global Multiplier

If randomMode.enabled is false and globalMultiplier is true, the value of raidTimeMultiplier is used for all maps. This overrides per-map and category settings.

Per-Map Settings

If both randomMode.enabled and globalMultiplier are false, the mod checks if the current map is listed in perMapSettings. If it is, that value is used for this map.

Categories

If the map is not in perMapSettings, the mod checks if it’s included in any categories group. If it is, the category’s multiplier is used.

Default Multiplier

If none of the above apply, the mod uses the value of raidTimeMultiplier as a fallback.

⏩ Priority Table Setting Used When…

  • randomMode - If enabled, always used for all maps
  • globalMultiplier - If enabled (and randomMode is off), used for all maps
  • perMapSettings - If set for a map, used for that map
  • categories - If map is in a category, used for that map
  • raidTimeMultiplier - Used only if none of the above apply

⚠️ If Multiple Are Enabled

  • Random mode always wins (even if global is also enabled).
  • Global wins over per-map and categories.
  • Per-map wins over categories.
  • Categories win over the default.

Tip: If you want to use per-map or category settings, make sure both randomMode.enabled and globalMultiplier are set to false.

Example:

{ “enabled”: true, “globalMultiplier”: false, “raidTimeMultiplier”: 2.0, “randomMode”: { “enabled”: false, “minMultiplier”: 1.0, “maxMultiplier”: 3.0 }, “categories”: { “smallMaps”: { “multiplier”: 0.5, “maps”: [ “factory4_day”, “factory4_night” ] }, “mediumMaps”: { “multiplier”: 1.5, “maps”: [ “bigmap”, “reservbase”, “interchange” ] }, “bigMaps”: { “multiplier”: 2.5, “maps”: [ “shoreline”, “woods”, “lighthouse”, “tarkovstreets” ] }, “expensiveMaps”: { “multiplier”: 3.0, “maps”: [ “laboratory” ] } }, “perMapSettings”: { “factory4_day”: 1.5, “factory4_night”: 2.5, “laboratory”: 3.0, “bigmap”: 1.5, “woods”: 2.0, “shoreline”: 2.0, “interchange”: 2.0, “reserve”: 2.0, “lighthouse”: 2.0, “tarkovstreets”: 2.0, “sandbox”: 2.0 } }

Version 1.1.1
Download Mod Version
SPT 3.11.4
Latest Compatible SPT Version

1.6K Downloads

Created Jun 29th, 2025

Updated Jun 29th, 2025

Virus Total Results

Fixed :

  • Trains should arrive and leave according to settings in config (no longer always at 2mins into a new raid).
  • There should no longer be any unexpected changes in raid times, raid times should only change between server restarts (if you changed them OR if you selected random mode).

Apologies for the fuckery! :S

Thanks to DenNoch & InTheNightfall for reporting the above issues.

Enjoy!
<3

Version 1.1.0
Download Mod Version
Unknown SPT Version
Latest Compatible SPT Version

375 Downloads

Created Jun 23rd, 2025

Updated Jun 23rd, 2025

Virus Total Results

Train Times Update

You can now change the arrival, waiting period and departure times of trains.

Enjoy!

<3

Version 1.0.0
Download Mod Version
Unknown SPT Version
Latest Compatible SPT Version

768 Downloads

Created Jun 14th, 2025

Updated Jun 14th, 2025

Virus Total Results

Initial public release.

A simple raid time tool that allows you to shorten or lengthen your SPT raid times.

There’s some randomness if you enjoy keeping things mildly spicy.

InTheNightfall

Not sure if this is due to a setting I have on or what, but it seems that after every raid the mod applies the multiplier. So to keep the time that is initially set upon server start I have to shut down and restart after every raid.LSyWRLp

0 Likes
DenNoch

Hi. On the map lighthouse train always arrives 2-3 minutes after the start of the raid. No matter what settings I set in the config. I tried to run the mod on a clean SPT without other mods.

serv.png

1 Like
Vorax

Would this be able to adjust raid times for Scavs as well?

0 Likes
S_gamez

One thing i never see in other mods is some that can change when the train will arrive at lighthouse and reserver that is in the mod custom raid times mod by Refringe

0 Likes
PCG

how does it effect timed exfils like the train in reserve

0 Likes
goatonabicycle

Nice :) I like the randomness idea. It adds some nice potential for spice and stress to raids. :thumbup:

1 Like

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