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Mod Details

MOAR + Bagels - Ultra lite spawn mod

MOAR + Bagels - Ultra lite spawn mod 3.0.1+experimental

Created by DewardianDev

108.5K Downloads

SPT 3.10.5 Compatible

Ultra lite bot spawning mod, that expands spawn points and works great on servers. Highly recommended to be used with SAIN/QB/LB for an immersive live-like experience. Highly configurable. Built for use with FIKA.

Waypoints is now REQUIRED!! pepescream

<3 <3 A big thanks goes to DrakiaXYZ! <3 <3

hummm What is this?

This mod is a bot spawning mod similar to SWAG but it's focus is on performance.
Although it has a bepinex .dll, this is primarily a server mod; meaning that it works great with FIKA and generally has less stutter/lag spikes..

(3.10 is still what it is though ;( )

:nikitathinking: Why this over SWAG/Donuts?

This is likely less performance intensive... maybe.

But donuts are great, and they have sprinkles.. thonking

Features:

- Expanded spawn locations (over 300 at present)

- New marksman and player spawns included!

- High configurability! Just open the MOAR bepinex f12 menu and read through the tooltips for each options.

- A ton of different presets, and the ability to create your own! (for those with the aptitude) :kekw:

- Starting PMCS now works with presets out of the box.
- Configure your preset weightings with PresetWeightings.json (server config)

- Configure every maps bosses with the bossConfig.json (server config)

- Configure every maps bot quantities with the mapConfig.json (server config)

- Create your own spawnpoints with a keypress by turning on the advanced config in your bepinex settings.
Note: YOU BREAK THE WARRANTY BY DOING THIS, DO NOT COMPLAIN TO ME! pepelaughing

All of this and MOAR.

**Q: How does MOAR choose it's spawn locations for bots?

A: The Cascading Wave Spawn Algorithm (think a drop in water):**

MOAR now looks at where you spawn, and roughly makes bots spawn in a ripple outwards from that location.
The result of this means you generally need less bots to have the same amount of action.

Q: How are waves distributed?

A: By default, MOAR now uses wave smoothing to prevent more than one spawn at time.

The quantity of waves is configurable of course, but they now are spaced regularly to provide a smooth, highly performant experience.
The idea is to avoid the client from doing it's botgen CPU work more than once in a particular period.

What do you mean??? pepemad

Here's an example:

The BaseGame/SWAG may look something like this:

Game Starts [wavewawawawavewave --------- wave---- wave------------wavewawawa---- wave---------------] Game ends

This mod will do the following by comparison, depending on settings:

Game Starts [ wave---wave---wave---wave---wave---wave---wave---------wave---------wave---------wave---] Game ends

Basically you will have a smooth wave spread, with a leaning to the beginning of the raid by default (*cough* configurable...).

The above wave behaviour is dynamic, thus true for extended raid times (which is configurable under the map settings).

Moar now works with extended raid times out of the box, without configuration needed.

It will adjust if your raid time values are too long and let you know what it has changed in the console.

If you're really digging the mod, consider supporting my caffeine addiction ☕:

Buy Me a Coffee at ko-fi.com

Compatibility:

Should work with most things except for OTHER SPAWN MODS

Known Incompatibilities:

Realism's Spawn changes
Turn of spawn changes in Realism if using that.

Raid Overhaul' boss
Turn the boss off in the config to prevent errors.

HIGHLY RECOMMENDED MODS:

SAIN

So bots aren't dumb

Looting Bots

So bots loot and move around more

Questing Bots

So bots quest and move across the map

My other mods that go well with MOAR:

Algorithmic Level Progression

So bots level with you (like a real wipe)

Quest Difficulty Tweaker

So one can adjust the tedium of quests

If using SWAG/donuts, choose this or that.

=== INSTALL STEPS ===

1. Download the zip from the link on this mod page

2. Extract to your SPT folder

3. Play

Feel free to install the mod and play the game without ever looking at the config, just adjust what you like in the Bepinex.

==== Main Config (config.json) ====

This is the main config that is affected by presets.
The Bepinex basically controls this.

==== Boss Settings (bossConfig.json) ====

Change boss spawn settings.

==== Map Settings (mapConfig.json) ====

Map specific settings

Reference for hotzones:
Map Zones

3.1.1 Default Spawn Locations and BotZoneNames

==== Preset Settings (Presets.json) ====

Lists the presets and their overrides that will be applied to the the config above when said preset is enabled.

==== Preset Weightings (PresetWeightings.json) ====

This is a list of the presets from the presets.json, with relative (to eachother) weights (this controls how often each is seen).

This basically controls the "Random Preset" mode that runs default for MOAR

I'll update this some day with more some day... :/

Version 3.0.1+experimental
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SPT 3.10.5

Latest Compatible SPT Version

10.4K Downloads

Created Feb 15th, 10:05 PM

Updated Feb 15th, 10:05 PM

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3.0.1 Experimental Update

  • Added performance improvements option to the "advancedConfig"
    This does a number of things to reduce unused AI and improve general performance on the worst maps for it.
    It turns down zyrachis chance of spawning, reduces the guard max bot counts for bosses (increases min slightly to compensate), reduces rogue spawn chance across the board.
    Turn off to make lighthouse spawn more rogues/zyrachi and have streets reduce it's fps back to an unplayable level.
    OR
    add the following line to the bossConfig to increase the chance of rogue spawning on lighthouse if that is what you are after."lighthouse": {
    "exUsec": 45,
  • Major update to Pmc aggression and the introduction of faction based pmc aggression
    (pmcs will work with and be friendly to their own faction if this is turned on) don't worry, all pmcs still have a strong desire to murder you.
    This solved a long running bug that was causing performance issues, where pmcs that spawned together would murder each-other.
    Now we have much less shooting in the beginning of raids, and with SAIN, watchout, as teams will use tactics functionally again!
    Read the tooltip in the bepinex for more information.
  • StartingPMC logic updated
    Be aware, you can now no longer use the cascade system with startingPmcs.
    If you want to use both the cascade system and startingPmcs the closest you can do is reduce pmc distribution to the 0.1.
  • The 100% Partizan bug, and a few bugs around bosses have been fixed!
    Partizans karma logic is now removed, his spawn percent is all that determines his spawn chance now.

Spawn updates:

  • Vanilla player spawns have returned! Players now have a few custom spawns and all the original spawns
  • PMC/SCAV spawns are now separated!
  • PMCS now have 100+ spawns they can use per map.
  • Moved all spawns to the config/Spawns folder, you can view your added points in there.
  • There are now button bindings to add/remove custom spawns of each type to the bepinex advanced section. NOTE: You may tempted to add a ton of spawnpoint; my strong recommendation, is there is kind of an art to spawn placement.
    I'd suggest placing far less than you think you need. Keep an eye on the associated file in: config/Spawns folder to watch your spawnpoint changes.
    MOAR culls spawpoints within a certain distance of eachother, so adding a ton in a certain area won't necessarily result in the behaviour you think it will.
    Also avoid placing spawn-points in areas that a regular bot wouldn't be able to walk to, it can make the bot potato on spawn. (think tops of rocks, inside locked doors).
    After adding spawns, it is advised to run the culling algorithm on your spawns via the advanced config, simply turn on "ActivateSpawnCullingOnServerStart" and run the server once. Then turn it off, and you're good to go.
    This process removes unneeded duplicates and processing.
    It is my hope that the community will begin to create packs that they can share of their custom spawn-points, which I will then parse and start incorporating in builds.

FIKA PLAYERS

  • Many fixes have been attempted to fix the spawning apart bug, this is known, and this version has seen improvements there. For now, I have gone with a solution that should have players either spawning together, or near to each-other (50 meters).
    If you see this bug, know it's being worked on, and top of mind form me. Do feel free to report it in the Discord > Fika > DewardianDev mods chat.
    Logs/map/location do help track down issues.

Bugs to watch out for:

  • If you spawn without exfils and you are on a clean install of this version of MOAR, REPORT IT.

Requirements as of 3.0.0

  • Waypoints is now required!
  • The MOAR.dll is now required (both on clients and dedicated).
    Up until now MOAR has been a server-side only mod, as of the previous release, the .dll is required.
  • Now more than ever, SAIN and Questing bots/Looting bots are highly recommended to get bots moving.

That's all for now!

8) :thumbup:

Version 3.0.0+alpha
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Unknown SPT Version

Latest Compatible SPT Version

7.3K Downloads

Created Feb 5th, 2:54 AM

Updated Feb 5th, 2:54 AM

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MOAR + Bagels - 3.0.0 Alpha Release
This is experimental and likely to have a few bugs, but is now stable enough to get feedback from the broader community.

Change Log:

  • Added more than 300 new spawn points, new Marksman spawns, and new player spawns included.
    Expect bots in unexpected locations.
  • Added the cascading wave spawn algorithm: MOAR now looks at where you spawn, and roughly makes bots spawn in a ripple outwards from that location.
    The result of this means you generally need less bots to have the same amount of action.
  • Added key to check preset your preset ('end' by default)
  • Updated starting PMC functionality, MOAR will do what it needs to make sure your game is running the way it should.
  • Optimized performance for lighthouse and streets.
  • Many many bug fixes (this is effectively a rewrite)
  • There are a lot of changes, and I will slowly start updating the mod page description, for now please just try it out and leave your feedback.

Requirements as of 3.0.0

  • Waypoints is now required!
  • The MOAR.dll is now required (both on clients and dedicated).
    Up until now MOAR has been a server-side only mod, as of this release, the .dll is required.
  • Now more than ever, Questing bots / Looting bots are highly recommended.

That's all for now!

:) :thumbup:

Version 2.6.7
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Unknown SPT Version

Latest Compatible SPT Version

18.3K Downloads

Created Jan 5th, 2025

Updated Jan 5th, 2025

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Something Update

  • Updated something (I can't remember anymore)!
  • Added a second announce for when game starts.

:S :thumbup:

That's all for now

Version 2.6.6
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Unknown SPT Version

Latest Compatible SPT Version

4.1K Downloads

Created Jan 3rd, 2025

Updated Jan 3rd, 2025

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Small update

  • Updated bosses/rogues/raiders/etc.. to have MOAR run the spawn chance roll instead of spt.
    Basically this preemptively culls bosses that will not spawn (if they lose their roll), and assign those that succeed a 100% spawn rate.
    This may help with load times and mods like ALP in particular, as when the bot isn't in the pool, the game will not run the loadout generation on them!
  • Updated the preset announce to be a bit earlier, after the game is confirmed to load in, but before the player spawns.
  • Updated a few small things in presets.

That's all for now.

8) :thumbup:

Version 2.6.5
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Unknown SPT Version

Latest Compatible SPT Version

2.3K Downloads

Created Jan 2nd, 2025

Updated Jan 2nd, 2025

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Major update

  • Updates spawn timing for pmcs
  • Updates marksman spawning method
  • Fixes and rewrites all of the zone related changes.
  • Set pmcOpenZones to ON be default.
  • Fixed bug with hotzones
  • Fixed bug with pmcQuantity not changing properly.

That's all for now.

8) :thumbup:

Version 2.6.1
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Unknown SPT Version

Latest Compatible SPT Version

6.0K Downloads

Created Dec 22nd, 2024

Updated Dec 22nd, 2024

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The "Micro-itty-bitty-Labs" Update

  • One last ditch effort to fix the bug with trapped pmcs behind the gates on labs X/

Let me know it works!

?(:thumbup:

Not quite yet...