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MOAR + Bagels - Ultra lite spawn mod 3.0.1-Experimental
Created by DewardianDev
102.9K 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!!
A big thanks goes to DrakiaXYZ!
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 )
Why this over SWAG/Donuts?
This is likely less performance intensive... maybe.
But donuts are great, and they have sprinkles..
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)
- 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!
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???
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 ☕:
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:
So bots aren't dumb
So bots loot and move around more
So bots quest and move across the map
My other mods that go well with MOAR:
So bots level with you (like a real wipe)
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...
5.8K Downloads
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!
7.2K Downloads
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!
18.3K Downloads
Something Update
- Updated something (I can't remember anymore)!
- Added a second announce for when game starts.
That's all for now
4.1K Downloads
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.
2.3K Downloads
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.
5.9K Downloads
The "Micro-itty-bitty-Labs" Update
- One last ditch effort to fix the bug with trapped pmcs behind the gates on labs
Let me know it works!
1.8K Downloads
Updated Features:
- Update bossConfig:
Add other boss types that are possible for custom spawning Make console verbose on changes - Make minSpawnDistance configurable via mapConfig
- Make snipers a bit harder, make them spawn sooner
Bugfixes:
- Labs spawn zone fix (feedback wanted, I don't play labs)
- Fix bug preventing custom bosses in bossConfig from being applied
- Error handling for max escort amount
- Remove sniper Spawnpoints from minSpawnDistance calculation adjustment
That's all for now, happy holidays!
2.8K Downloads
Small update.
- Sets minimum spawn distance for all spawnpoints on all maps.
- Randomized PMC spawning.
That's all for now.
5.2K Downloads
Sniper Bug fix
- Fixes sniper spawning.
- Added maxBotCapOverride option to mapSettings.json config.
That's all for now
2.0K Downloads
Feature Update
- Removed event related changes (should help people getting errors due to christmas event)
- Moar now handles EscapeTimeLimit changes for those extending their raid times.
BE WARNED: Moar will limit the maximum escapetimelimit to prevent performance issues.
For those using longer than 2x escapeTimeLimits, Starting Pmcs will be automatically disabled to prevent performance issues. - Zombies can now spawn without halloween event.
- Updated pmc spawning to be EXACTLY like live values. Now correct pmc quantities are GUARANTEED to spawn.
That's all for now!
2.0K Downloads
Bug Update
- Remove old spawning system
- Bump pmc spawns a bit
That's all for now.
1.1K Downloads
Bug update
- Fixed a major bug caused by old presets
- Added test to check presets (I'm learning I swear), this should tell the user exactly what they have done wrong if they have altered/made custom presets.
- Fixed issue when disabling bosses everything was disabled
Thanks for your understanding while I nip all these bugs you guys are helping me find!
843 Downloads
The "Okay I think it's working now" Update...
-
Fixes a bug with pmcs not spawning.
-
Fixes an error on game start.
And the additions from last update below! Server Rewrite!!
*Sincere thank you to the following testers that helped me out with this one: *DICEY, DipDubya, Sully -
Added ZOMBIES!
-
Rewrote PMC spawning
-
Added "Starting PMCs" config to bepinex (can be used with random preset)
-
Fixed aggression issues
-
Added LONG REQUESTED bossConfig.json file to control boss spawning on any map (Just add the bots and the percentage in the server config)
-
Rewrote a lot of the descriptions in the bepinex menu (yes the difficulty settings are now clarified, be confused no more!)
-
General other fixery and tweakery took place...
Hopefully that's all for a bit, sorry for the rocky start folks!
Have fun!
1.1K Downloads
**USE 2.5.2 ABOVE!
The "I'm sorry, I'll make it better!" Update BUGGED**
That's all for now!
4.6K Downloads
3.10 UPDATE!
The "Really very alpha" build!
- Fixed client bepinex settings not applying to client until after raid end (now it resets immediately).
- Fixed a number of small issues with boss spawning. (I suggest keeping gradual invasion on for boss invasion!)
That's all for now!
Many thanks to DrakiaXYZ for all the help!
4.9K Downloads
Small Patch
- Fixed an issue where the bepinex config wasn't saving when applying custom values on reset.
- A few small optimizations for an incoming update.
That's all for now.
1.1K Downloads
EXPERIMENTAL BETA - Major Release
- FULL Bepinex (F12) configuration added!
- Full FIKA server support, Moar now has two modes, fika (configurations saved on the server) and normal (configurations saved on the client).
- A total of 14 optional presets, adjust how often you see them on random in the "PresetWeightings" config.
- An announce banner is now displayed on game start telling you which preset was chosen for the given raid.
- Add your own Presets easily:
- Add a Preset in the servermod > config/advanced/Presets.json
- Add a weighting for the config (of the same name) in the servermod > config/PresetWeightings.json
- Users can now switch between Custom (defined in the bepinex), Random (randomized by the presetWeightings), or directly select just one Preset to use.
- Regardless of your choice, the waves get rerolled at the end of every raid.
Meaning even if you keep a certain Preset selected, no two raids will feel exactly the same.
Bots will get their locations/quantities rerolled regardless for some variety. - Rewrote/fixed a number of issues with spawning, limits to spawning.
- Fixed boss/rogues/raider spawning functionality.
- Fixed bossOpenZone functionality
- Fixed a bug that was causing most bots to be easy <<<<< feel free to reduce the difficulty a bit if you are getting chewed up!
REMEMBER, STARTING PMCS CAN CAUSE PERFORMANCE ISSUES, IF YOUR CPU IS A POTATO DO NOT ENABLE IT.
Legends like LUA, CJ, and Drakia were a huge help in getting up and working with bepinex, many thanks go to them!
**That's all for now, feedback hugely needed!
**
2.2K Downloads
Fika/Memory optimization update
- Reduces total memory usage to 1/300th!
My caching method was using far more memory than needed and I didn't notice until running the update on a dedicated server with 2gb total memory. - No gameplay changes, may notice a speedier load time on server start/onRaidEnd.
That's all for now!
304 Downloads
Bug fix
- Fix for morePmcGroups and related presets causing game not to load.
And in case you missed it, version 2.2 brought PRESETS!
Major update 2.2 !!!!!
Adds presets (Similar to swag, easy to create your own)
Adds STARTING-PMCS setting and presets!
Adds "moreGroups" option in the config
That's all for now!
262 Downloads
Bugged, upgrade to the above version!!!!
Major update!!!!!
Adds presets (Similar to swag, easy to create your own)Adds STARTING-PMCS setting and presets!Adds "moreGroups" option in the configFixes a number of small bugs!
That's all for now!
1.8K Downloads
Map fix update
- Fix Ground Zero high Spawning
- Fix Streets spawning
That's all for now.
4.7K Downloads
Minor update
- Adds pmc/scav difficulty setting (0 - 1.5, defaults 0.3/0.5)
These affect the bots spawned difficulty: easy,medium,hard,impossible.
Similar to SWAGs setting of the same name. - Adjusted waves for all maps, waves should be a lot more consistent in general.
Factory should be less of a gong-show. - Fixed spawning issue where pmcs would spawn on rooftops in streets of tarkov.
431 Downloads
The "Moar is less" update:
- Dramatically simplified all code and configs.
- Removed all code not related to spawning/waves
- Built/tested for use with FIKA
- Maintained all the boss/invasion config options.
That's all for now!
6.8K Downloads
Major Release
- Added POOP-like bot difficulty!
PMCS difficulty is now dependent on their level, fear the Chads... laugh at the Timmy's!
Scavs difficulty progresses as the raid does, just like in live! - Rewrote config files, split them into spawning/difficulty settings
- Added an example folder for ease of copying!
Let me know what you think!
And have fun!
Big thanks to Props!!! for their contributions to the original POOP!
339 Downloads
Silly dependency fix
1.6K Downloads
Fixed config
693 Downloads
Small Fix:
- First wave of scavs spawn immediately on raid start
- PMCs first waves will also spawn a little sooner
This was done to address the initial lull in action at the beginning of games.
Have fun!
908 Downloads
Major Fix
- Fixes PMCs not spawning on maps other than Factory.
194 Downloads
Bumped version for AKI 3.6.1
- A few small fixes
LET ME KNOW IF ANYTHING IS NOT WORKING FOR 3.6.1
This version is broken!!!
Use 1.2.8 above!
1.3K Downloads
Bug fixes:
- Fixed issue with custom map settings for customs and factory not working
- Fixed issue with scavs/pmcs spawning where snipers normally would.
190 Downloads
Major Experimental Update (Need feedback on pmc/scav balance)
- Changed how zones are attributed to different bot types (scavs/pmcs).
- Usec/Bear will now spawn in separate zones, as not to kill each other as often before the player can interact with them.
- Scavs will not initially spawn in the same zones as PMC's in general
- Scavs will no longer have a chance of spawning in boss specific spawn zones (IE rogues).
- Due to changes, groups (small chance) of both PMC's/Scavs spawn more often.
- Config updated to reflect "Online" amounts of pmcs/scavs, BE CAREFUL WITH OLD VALUES FOR defaultScavWaveMultiplier and defaultPmcWaveMultiplier
- Lowered variance in quantities of bots due to random math, quantities should feel much more consistent once set.
Config Change
-
bossOpenZoneBossChanceBuff Renamed: mainBossChanceBuffThis can now be set whether bossOpenZones is enabled or not.
-
botWaveChanges Renamed: enableMod
This now enables/disables the entire mod.
-
defaultScavWaveMultiplier and defaultPmcWaveMultiplier have had their values tweaked, try setting them to 1 (or using the new config) to get a feel before changing them.
Bug fixes:
- Major bug fix that was preventing spawning pmcs on Streets of tarkov now resolved.
5.4K Downloads
Bug Fix:
- Small bug fix for lighthouse that was preventing rogues from spawning
1.3K Downloads
RAIDERS/ROGUES added
-
Added the following config options to enable random rogue/raider group spawns:
"randomRaiderGroup": false,
"randomRaiderGroupChance": 10,"randomRogueGroup": false,
"randomRogueGroupChance": 10,
Boss logic updates
-
New option to give a flat buff to the spawn chance of "bossOpenZone" effected bosses to compensate for them being harder to find:
"bossOpenZones": true,
"bossOpenZoneBossChanceBuff": 15,
EOD now optional for AI PMC
- You can now set "pmcsHaveEOD":true, to have all AI PMC's recognizable by their Edge of Darkness edition badging in the death screen.
Bug Fixes:
- A number of bug fixes around how bosses spawn, they should be a lot more consistent now.
- Fixed a semi-major bug around maxBots for pmcs limiting pmc spawning as well as map based limits on scav maxBot numbers.
- Improved debug output to give a better sense what is currently active.
643 Downloads
The "Quinnemineminem"s request Update...
You're welcome yah dirty animal.
Boss Spawning/Config Behaviour Change:
- The "bossInvasion" now contains only foreign bosses in the invasion group. Leaving all original bosses untouched.
- One can now have bossOpenZones off, and bossInvasion on, so that only invading bosses will spawn everywhere.
- This also allows separate spawnChance control with the invading bosses via the bossInvasionSpawnOverride and original bosses via mapSettings bossChances.
Enjoy!
60 Downloads
The "I forgot one thing" Update....
Bug fix:
- Small bug fix that was reducing sniper spawns on some maps.
99 Downloads
Config Change
-
Added sniper difficulty settings that work the same as the pmc/scav difficulty settings:
"sniperDifficulty": 1,
The current setting of 1 means you will have around 50% normal, 30% hard, 20% Impossible snipers.
Feel free to lower/higher it if you'd prefer. -
"bossInvasionSpawnOverride" can now be set to 0 to turn off.
Bug fixes:
- Major bug fix that was effecting all spawning limits, namely marksman/rogue/raider spawning.
All of these bot types shouldn't have issues spawning again. - Major bug fix around setting BossChance and the bossInvasionSpawnOverride being applied when invasions weren't active.
All should be well now in the bossSpawn setting department.
A NOTE ON RAIDER/ROGUE SPAWNING CHANCE:
This has been requested a lot.
IF you want to adjust the VANILLA raiders/rogues spawn chance.
Add the following to the config.json "defaultBossSettings" for any map that has either raiders or rogues:
For rogues add this:
"exUsec": {
"BossChance": 100
},
For raiders add this:
"pmcBot": {
"BossChance": 100
}
Obviously adjust to your liking. or set it to 0 if you don't want them.
502 Downloads
Bug fix:
- Fixes an issue with setting mapSettings - BossChance on some maps, all maps now working as expected.
Kudos to @TheWreck for identifying this!
404 Downloads
Config Changes
-
Added two mapSetting configs that control special POI spawns:
"scavSpecialZones": [
"ZoneDormitory"
],
"pmcSpecialZones": [
"ZoneDormitory"
],A preset similar to vanilla is included with the default configs.
Basically these values guarantee at least one wave at some point during the map at these locations.
These waves will also have +1 allowable bot chance.
Keep the "maxBotPerZone" in mind when playing with these if you are wanting massive gunfights.
Though in my testing that value isn't a strict rule, I'm not sure how it's counted.
Yes repeating these values, adds more waves, so [ "ZoneDormitory", "ZoneDormitory","ZoneDormitory" ] will work, but if the zone is already saturated, the wave will simply not spawn any further bots, so don't go too ham here.How do I add my own???
Easy, here's a map of the zones.
And, here's a List of the zoneNames for each map to add to your config
Difficulty balance improvements
-
The following settings now work as intended, and should result in a much more familiar feel.
"scavDifficulty": 0.5,
"pmcDifficulty": 0.5,Basically there was a bug previously that made this difficulty scale terribly.
How it now works...Setting 0: Will get you 60% easy bots
Setting 0.5: Will get you 90% medium bots << this is recommended for POOP
Setting 1: Will get you a mix of 45% medium, 35% hard bots, 20% impossible
Setting 2>: All Impossible (just for you sociopaths,)
Bug fixes:
- Small bug fix around "smarterPmcs": true, where pmcs would spawn with rogue brains and not shoot usec players at distance.
- Changed a setting around starting time that should allow waves to start a bit earlier instead of having the 20~ second lull at the beginning of some maps.
578 Downloads
Config Changes
- Added two configs that control max PMC/Scav wave sizes.
"defaultGroupMaxPMC": 4,
"defaultGroupMaxScav": 3, - Changed the name of defaultMinBotPerZone to defaultMaxBotPerZone
Performance improvements
- Changed spawn mechanics so spawns shouldn't overlap.
- Reduced the allowable time each spawn has to produce bots.
200 Downloads
FIXES defaultMinBotCap/maxBotCap not working!
This is actually a major change.
276 Downloads
NEW minor version release 1.1.0
This was a large rewrite!
Do not use your old config!!
New config.json instead of config.js.
Many bugs were fixed, hopefully less introduced!
Bosses/Boss spawning/Boss Locations should now work correctly!!
(A major bug around incorrect zones was fixed).
New configuration options:
"scavDifficulty": 0.3,
"pmcDifficulty": 0.3,
"defaultScavStartWaveRatio": 0.5,
"defaultScavWaveMultiplier": 0.7,
"defaultPmcStartWaveRatio": 0.9,
"defaultPmcWaveMultiplier": 0.5,
New difficulty wave settings, I'd recommend to try the defaults above before tweaking!!
Internal values are high, so I will tune this from feedback.
"additionalScavsPerWave" has been removed for now!
This was causing dead areas on the map, and preventing pmc and other slots from being filled in my testing, to balance this I have given all waves a small chance to have higher numbers.
I need testing around balance here.
PMCS will likely be in groups now, it's now random from 1 - 4 when they spawn.
Usec/Bear balanced spawning
PMCS now spawn by default mostly at the beginning of the raid
"defaultPmcStartWaveRatio": 0.9,
FEEDBACK NEEDED FOR BALANCE!
Cheers all for your feedback thus far!
763 Downloads
Fixed a potential issue with boss spawns.
54 Downloads
Fixed aki version!
95 Downloads
Not quite yet...