<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>The Forge - SPT Mods</title><link>https://forge.sp-tarkov.com/mods</link><atom:link href="https://forge.sp-tarkov.com/mods/rss?order=created&amp;versions=4.0.13%2C4.0.12%2C4.0.11%2C4.0.10%2C4.0.9%2C4.0.8%2C4.0.7%2C4.0.6%2C4.0.5%2C4.0.4%2C4.0.3%2C4.0.2%2C4.0.1%2C4.0.0&amp;featured=include" rel="self" type="application/rss+xml"/><description>Latest SPT mods on the Forge - for SPT versions: 4.0.13, 4.0.12, 4.0.11, 4.0.10, 4.0.9, 4.0.8, 4.0.7, 4.0.6, 4.0.5, 4.0.4, 4.0.3, 4.0.2, 4.0.1, 4.0.0</description><language>en-US</language><lastBuildDate>Tue, 17 Mar 2026 14:52:41 +0000</lastBuildDate><item><title>Softcore Meds</title><link>https://forge.sp-tarkov.com/mod/2631/softcore-meds</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2631/softcore-meds</guid><description><![CDATA[<h1>Features</h1>
<h3>1. Restore Limbs with Stims</h3>
<p>Now you can restore destory limb with stimulator,  just that simple.
Current only apply to <strong>“eTG-change regenerative stimulant injector”</strong>.</p>
<h4>Balance</h4>
<p>Not without some <strong>debuff</strong> to balance gameplay, Include side effect:</p>
<blockquote>
<ul>
<li>Hands Tremor  (60s)</li>
<li>Tunnel Effect  (60s)</li>
<li>Energy Drain (equals the amount of limb max health, reduced by the “Metabolism” skill)</li>
<li>Hydration Drain (equals the amount of limb max health, reduced by the “Metabolism” skill)</li>
</ul>
</blockquote>
<h3>2. Quick Access Limb Selector</h3>
<p>Also works with limb selection via the quick access slot.</p>
<h3>3. Multi-Limb Surgical Restoration</h3>
<p>Restore multiple destroyed limbs with a single surgical action, consuming resources based on the number of limbs.
Currently applies to <strong>“Surv12”</strong> and <strong>“CMS”</strong>.</p>
<hr />
<h2>Demo GIF</h2>
<div class="tabset"><div id="tabset-5-panel-1" class="tab-panel"><div class="tab-title">Restore Limbs with Stims</div>
<div class="tab-content"><p><a target="_blank" class="external-link" href="https://imgur.com/p0OADSZ" rel="noreferrer noopener"><img src="https://i.imgur.com/GeSieXg.gif" alt="demo-gif" /></a></p></div></div>
<div id="tabset-5-panel-2" class="tab-panel"><div class="tab-title">Quick Access Limb Selector</div>
<div class="tab-content"><p><a target="_blank" class="external-link" href="https://imgur.com/pKTpNpl" rel="noreferrer noopener"><img src="https://i.imgur.com/26Sxi9U.gif" alt="demo-gif" /></a></p></div></div>
<div id="tabset-5-panel-3" class="tab-panel"><div class="tab-title">Surgical  QOL</div>
<div class="tab-content"><p><a target="_blank" class="external-link" href="https://imgur.com/xW6LNpc" rel="noreferrer noopener"><img src="https://i.imgur.com/Mk75O51.gif" alt="demo-gif" /></a></p></div></div></div>
<h2>Other</h2>
<div class="tabset"><div id="tabset-4-panel-1" class="tab-panel"><div class="tab-title">FIKA + Headless</div>
<div class="tab-content"><p>It runs without errors or crashes, but player state syncing has not been tested,
as I only have one PC. This plugin is 100% client-side and does not need to be installed on the Headless instance.</p></div></div>
<div id="tabset-4-panel-2" class="tab-panel"><div class="tab-title">How to install</div>
<div class="tab-content"><p>Download the zip and copy (drag) the BepInEx folder in package, to your SPT main folder (where EscapeFromTarkov.exe locates)</p></div></div>
<div id="tabset-4-panel-3" class="tab-panel"><div class="tab-title">Uninstall</div>
<div class="tab-content"><p>Just remove the dll file in YourSPT/BepInEx/SoftCoreMeds/SoftCoreMeds.dll</p></div></div></div>
<h1>Feedback</h1>
<p>If you encounter any issues, please report them on GitHub Issues with log, it’s easier that way.</p>
]]></description><category>Items</category><dc:creator>BigBoy69</dc:creator><pubDate>Mon, 16 Mar 2026 06:16:59 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/ocqANc0YvgPuEeQs1BCJmyCMhCW5quzJhO6SEqTV.png" type="image/png" length="0"/><dc:date>2026-03-16T06:20:45+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>WATCHDOG - The Headless Client Operations Suite</title><link>https://forge.sp-tarkov.com/mod/2629/watchdog-the-headless-client-operations-suite</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2629/watchdog-the-headless-client-operations-suite</guid><description><![CDATA[<p><strong>COMMENTS ASKING FOR TROUBLESHOOTING SUPPORT, OR COMMENTS POSTING ERROR CODES WILL BE DELETED FROM HERE ON. IF YOU ENCOUNTER AN ERROR, PLEASE CLICK THE LINK BELOW TO JOIN MY NEW SUPPORT SERVER.</strong></p>
<ul>
<li><a target="_blank" class="external-link" href="https://discord.gg/VT6nB53VYC" rel="noreferrer noopener">https://discord.gg/VT6nB53VYC</a></li>
</ul>
<h1>WATCHDOG v2.1.1 – SPT/FIKA Operations Suite</h1>
<p><strong>WATCHDOG</strong> is a lightweight, set-and-forget utility built to manage and stabilize an <strong>SPTarkov + Project FIKA</strong> server environment.</p>
<p>It monitors both the <strong>SPT Server executable</strong> and the <strong>FIKA Headless Client</strong>, fully automating startup, shutdown, crash recovery, and scheduled restarts according to your settings.</p>
<p><strong>This tool is designed specifically for 24/7 dedicated servers running on a separate machine</strong> (second PC, mini-PC, old laptop, etc.).<br />
It is <strong>not</strong> intended for local single-PC setups, if you run everything on your main gaming PC, this program is overkill.</p>
<h2>Installation</h2>
<ol>
<li>Download the release from this page.</li>
<li>Extract the files anywhere on your <strong>dedicated server machine</strong>.</li>
<li>Run <code>WATCHDOG.exe</code>.</li>
</ol>
<p>No files need to be placed in your game folder.<br />
<strong>Windows only</strong> some features will not work on other operating systems.</p>
<h2>Quick Setup</h2>
<ol>
<li>Open WATCHDOG and go to the <strong>Settings</strong> tab (left sidebar).</li>
<li>Set your <strong>Server Executable</strong> and <strong>HeadlessManager Executable</strong> paths.</li>
<li>Configure the runtime settings:
<ul>
<li><strong>Headless Start Delay</strong> (seconds) — Recommended: 30–60 seconds (gives the server time to fully load, heavier mod load = more time needed).</li>
<li><strong>Scheduled Restart Interval</strong> (hours) — Default 24. Heavily modded servers are recommended every 4–12 hours for stability and memory cleanup.</li>
<li><strong>Monitor Check Interval</strong> (seconds) — How often the program checks process health (5–30 seconds recommended).</li>
</ul>
</li>
<li>Enable any options you want (auto-restart on crash, minimize to tray, start with Windows, Discord notifications, etc.).</li>
<li>Return to the <strong>Dashboard</strong> and click <strong>Save Config</strong>.</li>
</ol>
<h2>Main Features</h2>
<p><strong>Dashboard</strong><br />
Core control panel showing live status cards, recent activity log, quick controls, and update checker.</p>
<p><strong>Additions Tab</strong><br />
Simple tracker for mods, version updates, config changes, etc. Useful when installing multiple mods at once.</p>
<p><strong>Issue Tracker</strong><br />
Designed for servers where friends or clients have remote access. They can RDP in and log issues directly; you can review and fix them later.</p>
<p><strong>Discord Webhook Integration</strong><br />
Receive real-time notifications in your Discord server:</p>
<ul>
<li>Monitor start/stop</li>
<li>Crash + auto-restart</li>
<li>Scheduled restarts</li>
<li>Next restart time</li>
</ul>
<p>Perfect for keeping your players informed without constant messages.</p>
<h2>Status Cards</h2>
<ul>
<li>Server, Headless, and Monitor status (green = running, red = stopped)</li>
<li>Next Scheduled Restart time</li>
</ul>
<h2>Set &amp; Forget</h2>
<p>Once configured:</p>
<ul>
<li>Click <strong>Start Monitor</strong> on the Dashboard.</li>
<li>The server and headless client launch automatically.</li>
<li>WATCHDOG keeps everything alive 24/7, auto-restarts on crashes, and performs scheduled restarts.</li>
<li>If tray mode is enabled, it minimizes to the system tray. Right-click → <strong>Show</strong> to restore it.</li>
</ul>
<p><strong>Important:</strong> Always use the <strong>Stop Monitor</strong> button to shut everything down cleanly. Manually closing processes will cause WATCHDOG to relaunch them.</p>
<h2>Discord Webhook Setup (Recommended)</h2>
<ol>
<li>In your Discord server, create a text channel.</li>
<li>Right-click the channel → <strong>Edit Channel</strong> → <strong>Integrations</strong> → <strong>Webhooks</strong> → <strong>New Webhook</strong>.</li>
<li>Copy the Webhook URL.</li>
<li>In WATCHDOG Settings, enable Discord notifications and paste the URL.</li>
<li>Restart the Monitor, messages will start appearing.</li>
</ol>
<p><strong>⚠ Never share your webhook URL publicly.</strong></p>
<h2>Notes &amp; Clarifications</h2>
<ul>
<li>This program shines when the server machine is <strong>not</strong> directly accessible (no easy monitor/keyboard &amp; mouse switching).</li>
<li>If your dedicated machine is always right next to you &amp; accessible, it’s still nice QoL, but the real value is for true remote 24/7 setups.</li>
<li><strong>VirusTotal flags</strong>: Some vendors flag the .exe due to process monitoring and auto-restart behavior. These are false positives. The full source code is public.</li>
</ul>
<h2>Support</h2>
<p>I’m relatively new to coding, so bugs can happen.<br />
If you run into issues, Join the Discord &amp; submit a report with:</p>
<ul>
<li>A clear description of the problem</li>
<li>Your <code>watchdog.log</code> file (located in `%APPDATA%\WATCHDOG, but just click “Open Log Folder in the WATCHDOG Dashboard!)</li>
</ul>
<p>Constructive reports only, please don’t spam.
This started as a private tool for me and my friends. I released it publicly so others running dedicated SPT/FIKA servers can benefit too.</p>
]]></description><category>Tools</category><dc:creator>NOCTIDE</dc:creator><pubDate>Mon, 16 Mar 2026 00:12:29 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/94dZBYICoG2BPb09RyRgsUrEikngWSSNX3uCv1TY.png" type="image/png" length="0"/><dc:date>2026-03-17T10:04:34+00:00</dc:date><dc:identifier>v2.1.1</dc:identifier></item><item><title>Tarkov Craft Loader</title><link>https://forge.sp-tarkov.com/mod/2628/tarkov-craft-loader</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2628/tarkov-craft-loader</guid><description><![CDATA[<div class="tabset"><div id="tabset-6-panel-1" class="tab-panel"><div class="tab-title">What is this?</div>
<div class="tab-content"><p>A simple mod that lets you add custom hideout production recipes by placing JSON files in the <code>recipes</code> folder — no coding required.</p>
<p>Use the <a target="_blank" class="external-link" href="https://vinihns.github.io/TarkovCraft/" rel="noreferrer noopener">TarkovCraft website</a> to generate your recipes easily!</p></div></div>
<div id="tabset-6-panel-2" class="tab-panel"><div class="tab-title">Features</div>
<div class="tab-content"><ul>
<li>Automatically loads <strong>all</strong> <code>.json</code> files from the <code>recipes</code> folder</li>
<li>Supports <strong>multiple files</strong> — organize your recipes however you like</li>
<li>Logs loaded recipes and errors in the server console</li>
<li>Seamlessly integrates with the existing hideout crafting system</li>
</ul></div></div>
<div id="tabset-6-panel-3" class="tab-panel"><div class="tab-title">Usage</div>
<div class="tab-content"><p>Place your recipe <code>.json</code> files inside <code>user/mods/TarkovCraft-Loader/recipes/</code>.</p>
<p>You can have as many <code>.json</code> files as you want — any name works!</p>
<p>Need help creating recipe JSON files? Use the <strong><a target="_blank" class="external-link" href="https://vinihns.github.io/TarkovCraft/" rel="noreferrer noopener">TarkovCraft website</a></strong>.</p></div></div>
<div id="tabset-6-panel-4" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><ol>
<li>Download the latest release <code>.zip</code></li>
<li>Drag and drop the files directly into the root folder of your SPT installation</li>
<li>The folders should merge automatically. If you get a prompt to overwrite files, say yes</li>
</ol></div></div>
<div id="tabset-6-panel-5" class="tab-panel"><div class="tab-title">Notes</div>
<div class="tab-content"><ul>
<li>Malformed JSON or invalid item IDs will be <strong>skipped</strong> and logged as errors in the server console</li>
<li>Adding many recipes to one hideout area may cause a <strong>brief freeze</strong> when first opening that station — this is a client-side limitation</li>
</ul></div></div>
<div id="tabset-6-panel-6" class="tab-panel"><div class="tab-title">Issues</div>
<div class="tab-content"><p>Issues? Open one <a target="_blank" class="external-link" href="https://github.com/viniHNS/TarkovCraft-Loader/issues" rel="noreferrer noopener">HERE</a></p></div></div></div>
<p><a target="_blank" class="external-link" href="https://ko-fi.com/Q5Q116JYQN" rel="noreferrer noopener"><img src="https://ko-fi.com/img/githubbutton_sm.svg" alt="ko-fi" /></a></p>
]]></description><category>Hideout</category><dc:creator>viniHNS</dc:creator><pubDate>Sat, 14 Mar 2026 18:45:47 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/4Xed3kwQcj941yFdsZYWzOG16VqA1ADZXutamufL.png" type="image/png" length="0"/><dc:date>2026-03-14T19:10:24+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title> Bounty Board — Dynamic PMC Contracts </title><link>https://forge.sp-tarkov.com/mod/2627/bounty-board-dynamic-pmc-contracts</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2627/bounty-board-dynamic-pmc-contracts</guid><description><![CDATA[<h2>Bounty Board — Dynamic PMC Contracts</h2>
<p>A dynamic bounty contract system for <strong>Single Player Tarkov (SPT) 4.0.13</strong>. A new “Bounty Board” contact appears in your in-game messenger with a rotating list of PMC targets. Hunt them down, bring back their dogtag, and collect your reward.</p>
<hr />
<h2>Features</h2>
<ul>
<li><strong>Bounty Board contact</strong> appears in your messenger alongside Commando and SPT Friend</li>
<li><strong>Randomized PMC targets</strong> generated from the real SPT bot name pool each cycle</li>
<li><strong>Live HUD notifications</strong> — get an in-raid alert the moment a bounty target spawns, and another when they’re eliminated <em>(requires the companion BepInEx mod, Installed by Default)</em></li>
<li><strong>Claim rewards</strong> by typing a command after extracting with a target’s dogtag in your stash</li>
<li><strong>Auto-rotating cycle</strong> — when all contracts are completed, a fresh set of targets is immediately generated</li>
<li><strong>Timed refresh</strong> — bounty cycle resets every 24 hours regardless of completion (configurable)</li>
<li><strong>Fully configurable</strong> — target count, refresh interval, currency type, currency amount, and bonus item pool all set via <code>config.json</code></li>
<li><strong>Persistent state</strong> — bounty progress is saved to disk and survives server restarts</li>
</ul>
<hr />
<h2>Compatibility</h2>
<p>✅ Bot Callsigns - Reloaded<br />
✅ [SAIN] Twitch Players</p>
<p>No incompatibilities yet…</p>
<hr />
<h2>Installation</h2>
<h3>Server Mod + BepInEx Client (Recommended)</h3>
<p>The release zip contains both components and is fully drag-and-drop:</p>
<ol>
<li>Download <code>BountyBoard-1.2.0.zip</code></li>
<li>Extract and drag the <code>SPT</code> and <code>BepInEx</code> folders into your SPT install root</li>
<li>Start the server — the Bounty Board contact will appear the next time you log in</li>
</ol>
<p><strong>What goes where:</strong></p>
<pre><code>&lt;SPT Root&gt;/
├── SPT/user/mods/BountyBoard-drb/
│   ├── BountyBoard.dll       ← server mod
│   └── config.json
└── BepInEx/plugins/
    └── BountyBoard.Client.dll  ← HUD notification mod
</code></pre>
<h3>Server Mod Only</h3>
<p>If you don’t want in-raid notifications, copy just the <code>BountyBoard-drb</code> folder into <code>SPT/user/mods/</code>. Everything works without the client mod.</p>
<hr />
<h2>HUD Notifications</h2>
<p>When the BepInEx client mod is installed, you’ll receive native EFT-style notifications during raids:</p>
<ul>
<li><strong>⚠ BOUNTY TARGET SPOTTED</strong> — fires when a bounty target PMC spawns in your raid, including late wave spawns</li>
<li><strong>☠ BOUNTY COLLECTED</strong> — fires when a bounty target is eliminated</li>
</ul>
<p>Notifications work automatically with no setup required. The client mod reads <code>bounty_state.json</code> at the start of each raid and tracks only active (non-completed) targets.</p>
<h3>Client Mod Configuration</h3>
<p>Settings are available in the BepInEx configuration manager (F12 in-game) under <code>BountyBoard.Client</code>:</p>
<table>
<thead>
<tr>
<th>Setting</th>
<th>Default</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Bounty State Path</td>
<td><em>(auto)</em></td>
<td>Path to <code>bounty_state.json</code>. Auto-resolved from SPT root — only change this if your install is non-standard</td>
</tr>
<tr>
<td>Enable Debug Keys</td>
<td><code>false</code></td>
<td>Enables F8/F9 test keybinds for verifying notifications without waiting for a real target</td>
</tr>
<tr>
<td>Test Notification Key</td>
<td><code>F8</code></td>
<td>Fires dummy spotted + killed notifications</td>
</tr>
<tr>
<td>Test Real Target Key</td>
<td><code>F9</code></td>
<td>Reads <code>bounty_state.json</code> and fires a real notification using the first active target name</td>
</tr>
</tbody>
</table>
<hr />
<h2>Usage</h2>
<p>Open the <strong>Bounty Board</strong> contact in your in-game messenger and type:</p>
<table>
<thead>
<tr>
<th>Command</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>bounty list</code></td>
<td>Show the current active kill contracts and reward info</td>
</tr>
<tr>
<td><code>bounty claim</code></td>
<td>Scan your stash for matching dogtags and collect any earned rewards</td>
</tr>
</tbody>
</table>
<h3>How it works</h3>
<ol>
<li>Check <code>bounty list</code> to see your current targets</li>
<li>Find and kill a target PMC in raid — you’ll get a HUD alert when they spawn</li>
<li>Extract with their <strong>dogtag in your stash</strong> (not inside a container)</li>
<li>Message the Bounty Board and type <code>bounty claim</code></li>
<li>Reward mail arrives with your configured currency and a random bonus item</li>
</ol>
<hr />
<h2>Configuration</h2>
<p>Edit <code>config.json</code> in the mod root folder:</p>
<pre><code>{
  "TargetCount": 3,
  "RefreshHours": 24,
  "Rewards": {
    "CurrencyTpl": "5449016a4bdc2d6f028b456f",
    "CurrencyAmount": 1000000,
    "MedicalItems": [
      "5d02778e86f774203e7dedbe",
      "590c661e86f7741e566b646a",
      "5755356824597772cb798962",
      "5c0e533786f7747fa1419862",
      "5c0e530286f7747fa1419869"
    ]
  }
}
</code></pre>
<table>
<thead>
<tr>
<th>Field</th>
<th>Description</th>
<th>Default</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>TargetCount</code></td>
<td>Number of targets per bounty cycle</td>
<td><code>3</code></td>
</tr>
<tr>
<td><code>RefreshHours</code></td>
<td>Hours before the cycle resets regardless of completion (<code>0</code> to disable)</td>
<td><code>24</code></td>
</tr>
<tr>
<td><code>Rewards.CurrencyTpl</code></td>
<td>Item template ID of the currency reward</td>
<td><code>5449016a4bdc2d6f028b456f</code> (Roubles)</td>
</tr>
<tr>
<td><code>Rewards.CurrencyAmount</code></td>
<td>Stack size of the currency reward</td>
<td><code>1000000</code></td>
</tr>
<tr>
<td><code>Rewards.MedicalItems</code></td>
<td>Pool of item template IDs to pick the bonus reward from</td>
<td>See above</td>
</tr>
</tbody>
</table>
<p>Changes take effect on the next server restart.</p>
<h3>Currency Template IDs</h3>
<table>
<thead>
<tr>
<th>Currency</th>
<th>Template ID</th>
</tr>
</thead>
<tbody>
<tr>
<td>Roubles</td>
<td><code>5449016a4bdc2d6f028b456f</code></td>
</tr>
<tr>
<td>Dollars</td>
<td><code>5696686a4bdc2da3298b456a</code></td>
</tr>
<tr>
<td>Euros</td>
<td><code>569668774bdc2da2298b4568</code></td>
</tr>
</tbody>
</table>
<hr />
<h2>Rewards</h2>
<p>Each completed contract pays out:</p>
<ul>
<li>💰 Configurable currency and amount (default: 1,000,000 ₽)</li>
<li>💊 One random item from the configurable bonus pool (default: high-tier medicals)
<ul>
<li>Surv12 Field Surgery Kit</li>
<li>Grizzly Medical Kit</li>
<li>IFAK Individual First Aid Kit</li>
<li>Propital Regenerative Stimulant</li>
<li>Morphine Injector</li>
</ul>
</li>
</ul>
<hr />
<p>AI Acknowledgement - I did use ai to help find some classes with dnspy to make this mod</p>
]]></description><category>Quests</category><dc:creator>Dr.Braun</dc:creator><pubDate>Fri, 13 Mar 2026 16:00:13 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/AZAgmmNMwUZFv9VJWAWpLPpXurIuGwlVSkXMzvP2.jpg" type="image/png" length="0"/><dc:date>2026-03-14T21:34:24+00:00</dc:date><dc:identifier>v1.2.0</dc:identifier></item><item><title>SEGI</title><link>https://forge.sp-tarkov.com/mod/2626/segi</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2626/segi</guid><description><![CDATA[<p>Global illumination system <a target="_blank" class="external-link" href="https://github.com/sonicether/SEGI" rel="noreferrer noopener">SEGI</a> in Tarkov.</p>
<p>This mod will <strong>halve</strong> your FPS, and has frequent artifacts and flicker. More usable for pretty screenshots than actual gameplay, but you do you.
In F12 config there are a billion sliders you can tweak to your liking, maybe even could get to a decent framerate while not looking like ass.</p>
<blockquote>
<p>Press <code>PgUp</code> to quickly toggle on/off SEGI.</p>
</blockquote>
<p><img src="https://i.ibb.co/6J4qNsvF/2026-03-13-04-31-124-63-1-60-10-18-0-02831-0-97099-0-14810-0-18561-18-48-1.png" alt="native" />
<img src="https://i.ibb.co/6QV5d9m/2026-03-13-04-31-124-63-1-60-10-18-0-02831-0-97099-0-14810-0-18561-18-48-0.png" alt="segi" /></p>
<h5>Known issues:</h5>
<ul>
<li>light bleeds through walls and ceilings in a lot of places.</li>
<li>conflicts with tarkov’s culling. some interior places get lit as if outside. especially gnarly in reserve underground, terrain gets culled and doesn’t block tracing light as it should resulting in wrong lighting</li>
<li>won’t work on laboratory and labyrinth (need main light source)</li>
<li>limited render distance. indirect lighting and reflections get visibly cut off, noticeable when moving</li>
<li>inside interchange mall or any building with high ceilings the voxel space gets cutoff too soon before reaching ceiling, reflections start rendering the sky instead of a ceiling, looks wrong. can be alleviated by increasing the voxel space (which reduces detail), lowering sky intensity for reflections (then reflections will look too dark outside), or turning off reflections altogether (render only indirect bounce, less pretty)</li>
</ul>
]]></description><category>Other</category><dc:creator>tarkin</dc:creator><pubDate>Fri, 13 Mar 2026 04:39:00 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/Ek5sTEUgPr3oVpVD4tY8BzFR2sw7l7lraxtIbwNN.png" type="image/png" length="0"/><dc:date>2026-03-13T04:40:44+00:00</dc:date><dc:identifier>v0.1.0</dc:identifier></item><item><title>VAI: SchizoPMC</title><link>https://forge.sp-tarkov.com/mod/2625/vai-schizopmc</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2625/vai-schizopmc</guid><description><![CDATA[<p>Ever felt tired of your PMC being a silent protagonist?</p>
<p>Want to bring that shit-talking aestetic from BSG’s trailers?</p>
<p>Then this mod is for you! It will make sure your PMC never shuts up.</p>
<p>Settings: F12 menu</p>
<p>Installation: Extract into SPT folder</p>
]]></description><category>Audio</category><dc:creator>VioletAmbush</dc:creator><pubDate>Thu, 12 Mar 2026 11:20:37 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/8mhJfewyG2l1qTzObDw85JoGXZpH31cufYthOoK1.png" type="image/png" length="0"/><dc:date>2026-03-12T11:21:35+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>SharedHideout</title><link>https://forge.sp-tarkov.com/mod/2624/sharedhideout</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2624/sharedhideout</guid><description><![CDATA[<p>Are you tired of being the only one investing in your hideout? Want to share production rewards with others?</p>
<p>SharedHideout is a mod that allows you to have a shared hideout between players. Area upgrades, production states, and rewards are synchronized between players, including bonuses given by area upgrades and item crafting. You can work together towards completing the hideout and sharing the cost of investment and rewards!</p>
<p>There are configurations (currently very limited) for you to decide what should be synchronized. As development continues, more features will be added.</p>
<h1>Disclaimer</h1>
<p>This is an early version. There are most likely bugs. <strong>You have been warned.</strong></p>
<p>Please help with development by reporting bugs and edge cases using <a target="_blank" class="external-link" href="https://github.com/trippyone/SharedHideout/issues" rel="noreferrer noopener">GitHub Issues</a>.</p>
<h1>Reporting Bugs</h1>
<p>When reporting bugs in GitHub Issues, make sure that you provide a clear description of the issue. You need to provide:</p>
<ul>
<li>Did you create a new profile? Are you using the same edition across all players?</li>
<li>The hideout area affected by the issue (Water Collector, Generator, etc.)</li>
<li>The action taken (start producing, retrieving production, placing an item in an area slot, upgrading, etc.)</li>
<li>Did the synchronization fix itself by restarting the game?</li>
</ul>
<h1>How to Install</h1>
<ul>
<li>Place <code>SharedHideoutServer.dll</code> in <code>SPT\user\mods</code>. Only required by the server host.</li>
<li>Place <code>SharedHideoutClient.dll</code> in <code>BepInEx\plugins</code>. Required for all players.</li>
</ul>
<h1>Requirements</h1>
<ul>
<li><strong>A new playthrough is required.</strong> You need to create new profiles to have the hideout synchronized properly. If you use an existing profile, the hideout progression won’t match and you will encounter issues.</li>
<li>Create profiles with the same edition to avoid synchronization issues.</li>
<li>SPT 4.0.13 ONLY. Do not use on any other version.</li>
</ul>
<h1>Features</h1>
<h2>Area Upgrade Synchronization</h2>
<p>Area upgrades will be synchronized with other players. The cost of the upgrade is only paid by the player who upgraded the area.</p>
<h2>Area State Synchronization</h2>
<p>Area states will be synchronized with other players. Examples: generator toggle, placing items in area slots, producing items, etc. This means that if a player starts a production, you will not be able to use that area to produce items until the production is complete. Area upgrade synchronization must be enabled for this to work.</p>
<h2>Production Rewards Synchronization</h2>
<p>Production rewards can be obtained by other players if enabled. This means that if a player produces an item and retrieves it, other players will also receive that item free of cost. However, you must make sure your inventory has free space, otherwise the item will not be given.</p>
<h2>Circle of Cultist Synchronization</h2>
<p>The Circle of Cultist can be synchronized independently of other areas. Rewards can also be shared, and the rewards can also differ per player from the same sacrifice recipe.</p>
<h1>Not Implemented</h1>
<ul>
<li>Mannequin synchronization</li>
<li>Gun rack synchronization</li>
<li>Possibly more that I’ve missed</li>
</ul>
<h1>Configuration</h1>
<p>The configuration is available in <code>SharedHideoutServer\config.json</code>. It will be generated when SPT is launched with the mod installed. Here is the current format:</p>
<pre><code>{
  "sync": {
    "areaUpgrade": true, // Enable or disable area upgrade sync
    "areaState": {
      "enabled": true, // Enable or disable area state sync
      "rewards": true  // Enable or disable sharing production rewards
    },
    "circleOfCultist": {
      "enabled": true, // Enable or disable circle of cultist sync
      "rewards": true, // Enable or disable sharing sacrifice rewards
      "sameRewards": true // Whether sacrifice rewards should be the same or different for players
    }
  }
}
</code></pre>
<h1>Notes</h1>
<ul>
<li>Area upgrade costs and item production costs are only paid by the player who initiated them.</li>
<li>In most cases, a synchronization issue will fix itself by restarting the game. Please report if that is not the case.</li>
</ul>
]]></description><category>Hideout</category><dc:creator>trippyone</dc:creator><pubDate>Wed, 11 Mar 2026 13:53:23 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/3YHFFCj4cqz4MQy5RrOJAjVUxVExBighOlyyXwCj.png" type="image/png" length="0"/><dc:date>2026-03-11T15:28:44+00:00</dc:date><dc:identifier>v0.0.1</dc:identifier></item><item><title>Refined Flea Offer List</title><link>https://forge.sp-tarkov.com/mod/2623/refined-flea-offer-list</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2623/refined-flea-offer-list</guid><description><![CDATA[<h1>Abstract</h1>
<p>Smarter and easier view of flea!<br />
Help you hide those duplicate offers when linked search or browse categories.<br />
Can manually add cheapest Ruble offers or full-state items in list.<br />
Different weapon or armor builds are indentified and shown together.</p>
<h1>Customize functions in F12 menu</h1>
<ul>
<li>Main Activation</li>
<li>No GP Offer<br />
<em>Hide all GP coin offers on normal flea page.</em></li>
<li>Page Capacity<br />
<em>Overwrite the vanilla num of flea offers per page.</em></li>
<li>Retain Full-condition Offer<br />
<em>Retain cheapest full durability offer when browse &gt;1 type of items.</em></li>
<li>Retain Ruble Offer<br />
<em>Retain cheapest Ruble offer when browse &gt;1 type of items.</em></li>
<li>Single Item Offers Quantity<br />
<em>When select one specific item, show the N cheapest offers.</em></li>
<li>Vanilla Single Item Page<br />
<em>When select one specific item, show all offers in original arrangement.</em></li>
</ul>
<h1>Preview image</h1>
<p>Browse a category
<img src="https://i.imgur.com/tEARcqU.jpeg" alt="view1" />
Search linked items
<img src="https://i.imgur.com/AxmuHTG.jpeg" alt="view2" />
For specific item
<img src="https://i.imgur.com/sB9OrUy.jpeg" alt="view3" /></p>
<h3>How to install</h3>
<p>Download the zip and copy(drag) the BepInEx folder in package, to your SPT main folder (where EscapeFromTarkov.exe locates)</p>
<h3>To uninstall</h3>
<p>Just remove the dll file in YourSPT/BepInEx/plugins/RefinedFleaOfferList.dll</p>
]]></description><category>Scripting</category><dc:creator>ciallomako</dc:creator><pubDate>Mon, 09 Mar 2026 17:44:56 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/fNhv6FnvWx2a7LyqYtRCYQhy48ui9hqTCtNifOf0.png" type="image/png" length="0"/><dc:date>2026-03-11T11:44:09+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>Tarkov DLSS 4.5</title><link>https://forge.sp-tarkov.com/mod/2621/tarkov-dlss-45</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2621/tarkov-dlss-45</guid><description><![CDATA[<h1>Tarkov DLSS 4.5</h1>
<p>This pre-patcher enables <strong>DLSS 4.5</strong> support in SPT/Fika.</p>
<h2>Installation</h2>
<blockquote class="is-warning">
<p>Backup <code>nvngx_dlss.dll</code> located in <code>EscapeFromTarkov_Data\Plugins\x86_64</code> of your SPT installation folder before proceeding.</p>
</blockquote>
<ol>
<li>Locate <code>nvngx_dlss.dll</code> in the live <code>EscapeFromTarkov_Data\Plugins\x86_64</code> folder. (if you don’t have version <code>43415</code> installed, download it below)
<ul>
<li>The 4.5 DLL is also available <a target="_blank" class="external-link" href="https://www.techpowerup.com/download/nvidia-dlss-dll/" rel="noreferrer noopener">here</a>.</li>
</ul>
</li>
<li>Copy and paste the DLL into the SPT <code>EscapeFromTarkov_Data\Plugins\x86_64</code> folder.</li>
<li>Extract the downloaded pre-patcher.</li>
<li>Select one of the new presets in-game.</li>
</ol>
<h2>Notes</h2>
<p>Set DLSS to any setting after <strong>Preset J</strong> before installation to prevent loading failures. This plugin removes obsolete presets that are incompatible with <strong>DLSS 4.5</strong>.</p>
<p>Selecting any preset below <strong>J</strong> will result in an automatic reversion to <strong>Preset K</strong>; this behavior occurs natively when using the updated DLSS DLL.</p>
<p>Disable driver-level overrides before use.</p>
<p>If you fail to read the instructions I will block you and report you to the IRS (or equivalent of your country).</p>
<h3>Show love</h3>
<p>You can support me on Ko-Fi</p>
<p><a target="_blank" class="external-link" href="https://ko-fi.com/lacyway" rel="noreferrer noopener">Click</a></p>
]]></description><category>Tools</category><dc:creator>Lacyway</dc:creator><pubDate>Sun, 08 Mar 2026 18:46:13 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/SE6rDg7mibDNHSSAvn530cP6nn7aXBssVY6YaWQ9.png" type="image/png" length="0"/><dc:date>2026-03-08T18:47:39+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>RZCustomItemTiers</title><link>https://forge.sp-tarkov.com/mod/2620/rzcustomitemtiers</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2620/rzcustomitemtiers</guid><description><![CDATA[<blockquote>
<p>🎨 Now includes several color themes !</p>
</blockquote>
<blockquote>
<p><a target="_blank" class="external-link" href="https://i.imgur.com/tI3S0US.png" rel="noreferrer noopener"><img src="https://i.imgur.com/tI3S0US.png" alt="Themes" /></a></p>
</blockquote>
<div class="tabset"><div id="tabset-7-panel-1" class="tab-panel"><div class="tab-title">🔎 Overview</div>
<div class="tab-content"><p><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2430/odts-item-info-spt-40" rel="noreferrer noopener">ODT-ItemInfo</a> is a great mod and its item information display is very useful. That said, I was never fully satisfied with its color coding implementation, and this mod is my own attempt at doing it better.</p>
<p>In ItemInfo’s approach, items are colored by <strong>rarity</strong>, essentially, how hard they are to obtain. The problem is that acquisition difficulty and actual usefulness are two different things. For new players especially, this creates a confusing visual language where high-value colors don’t reliably mean “this is what you want to use”.</p>
<p>I also realized that most immediately recognizable items (weapons, medical supplies, gear…) don’t really benefit from color coding at all. When you already know what everything is at a glance, adding colors to those items creates visual noise more than anything else.</p>
<p>So the approach ended up being fairly simple :</p>
<ul>
<li><strong>Most item categories get no color</strong> : weapons, armor, meds, and other instantly readable items are left as default. Less clutter.</li>
<li><strong>The tier system is small and intentional</strong> : instead of 7+ color grades, there are only 6 tiers, focused almost exclusively on ammo and a handful of important categories like armor plates and keys.</li>
</ul>
<p>The goal is a color system you can actually trust : if something is glowing red, it means it’s genuinely the best option in its class.</p>
<hr />
<p>⚫ <strong>Default</strong> — Unassigned or not worth highlighting.</p>
<p>🔵 <strong>Notable</strong> — Ammo &amp; armor plates : decent option. <em>- OR -</em> Other items : valued 30k–60k roubles.</p>
<p>🟣 <strong>Superior</strong> — Ammo &amp; armor plates : good, reliable choice. <em>- OR -</em> Other items : valued 60k–90k roubles.</p>
<p>🟡 <strong>Excellent</strong> — Ammo &amp; armor plates : high-end, strong performer. <em>- OR -</em> Other items : valued 90k–200k roubles.</p>
<p>🔴 <strong>Elite</strong> — Ammo &amp; armor plates : best-in-class, hard capped at 1 or 2 per category. <em>- OR -</em> Other items : valued 200k+ roubles.</p>
<p>⚪ <strong>Situational</strong> — Ammo only : high damage but low pen aka leg meta (white/grey).</p>
<p>🟢 <strong>Quest</strong> — Required for a quest.</p>
<hr />
<blockquote>
<p>💡 Quest-only items are colored automatically. Quest keys for Customs and Reserve have been manually added on top of that. Other maps are not covered yet, if you want to add them, drop the TPLs in <code>config/keys.json</code>.</p>
</blockquote>
<blockquote>
<p>💡 Situational tier colors are intentionally slightly lighter than Default. These rounds are niche enough that new players don’t need to pay attention to them, so they must stay visually quiet.</p>
</blockquote></div></div>
<div id="tabset-7-panel-2" class="tab-panel"><div class="tab-title">📸 Screenshots</div>
<div class="tab-content"><blockquote>
<p><a target="_blank" class="external-link" href="https://i.imgur.com/LzYeLW2.jpeg" rel="noreferrer noopener"><img src="https://i.imgur.com/LzYeLW2.jpeg" alt="1" /></a></p>
</blockquote>
<hr />
<blockquote>
<p><a target="_blank" class="external-link" href="https://i.imgur.com/2c9nQGC.jpeg" rel="noreferrer noopener"><img src="https://i.imgur.com/2c9nQGC.jpeg" alt="2" /></a></p>
</blockquote></div></div>
<div id="tabset-7-panel-3" class="tab-panel"><div class="tab-title">⚙️ Configuration</div>
<div class="tab-content"><p>All config files live in <code>config/</code>. The system runs 4 passes on every item at server startup, in order of increasing priority.</p>
<hr />
<h3><code>masterConfig.json</code></h3>
<p>Defines the color for each tier name and the global price thresholds used for automatic tiering. Supports multiple color presets via the <code>Theme</code> field : set to <code>dark</code>, <code>bright</code> or <code>verybright</code>.</p>
<hr />
<h3><code>categoryRules.json</code> — Pass 1</h3>
<p>Maps item category IDs to tier names. Walks the DB parent chain, so assigning a category also covers all its sub-categories automatically. The full vanilla category hierarchy is included as comments for reference.</p>
<p>By default, no category is assigned a meaningful tier, every root category is mapped to <code>Default</code>. This means the file currently serves as a blanket reset, but you can assign any tier to any category if you want to color entire item families at once.</p>
<p>Quest items flagged by Tarkov’s <code>QuestItem</code> property are automatically assigned the Quest tier at this pass. However, this does not cover quest-required keys, which are not flagged as quest items in the DB : those are handled manually in <code>config/keys.json</code>.</p>
<hr />
<h3><code>priceRules.json</code> — Pass 2</h3>
<p>Lists category IDs whose tier should be assigned automatically based on handbook price, using the thresholds defined in <code>masterConfig.json</code>. Items below the lowest threshold fall back to <code>Default</code>. Uses the same DB category IDs as <code>categoryRules.json</code>.</p>
<hr />
<h3>Override files - Pass 3</h3>
<p><code>ammo.json</code>, <code>armorplates.json</code>, and any other <code>*.json</code> in <code>config/</code> map individual item TPLs to tier names with absolute priority. Set <code>"Enabled": false</code> to disable a file without deleting it.</p>
<p>The per-TPL overrides are intentionally split across multiple files rather than lumped into one. This makes updates easier to manage : if you’ve built your own custom config, you can replace or ignore individual files without touching everything else. It also makes it easier to contribute to specific categories. If you know the ammo meta better than I do and want to submit a corrected <code>ammo.json</code>, you’re welcome to contribute.</p>
<hr />
<h3>Ammo boxes - Pass 4</h3>
<p>Automatically inherits the color of the corresponding loose round. No configuration required.</p>
<hr />
<h3>Quick testing</h3>
<p>The fastest way to preview tier colors across all items is to use <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2604/rzcustomeconomy" rel="noreferrer noopener">CustomEconomy</a> alongside this mod :</p>
<ol>
<li>Open <code>RZCustomEconomy/config/masterConfig.json</code> and set <code>EnableRoutedTrades</code> to <code>true</code>.</li>
<li>Open <code>RZCustomEconomy/config/routedTradesConfig.json</code> and set <code>ForceRouteAll</code> to <code>true</code>.</li>
</ol>
<p>This routes every item in the game to all traders, giving you instant visual feedback on any tier change. Once you’re done tweaking, CustomEconomy can be safely removed, it is fully non-destructive.</p></div></div>
<div id="tabset-7-panel-4" class="tab-panel"><div class="tab-title">🔌 Compatibility</div>
<div class="tab-content"><h3>ODT-ItemInfo</h3>
<p>Runs after ItemInfo, so both mods are fully compatible, we will simply overwrite whatever colors it assigned. That said, if you’re using ItemInfo alongside this mod, it’s cleaner to disable its color feature in its config to avoid doing the work twice.</p>
<hr />
<h3>WTT - Content Backport</h3>
<p>Items added by <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2512/wtt-content-backport" rel="noreferrer noopener">WTT - Content Backport</a> are covered in the default config out of the box.</p>
<hr />
<h3>Other mods</h3>
<p>Any mod that adds new items is supported, category-based and price-based tiering will apply automatically as long as the items follow the vanilla parent chain. Items that require manual tier assignment will need to be added to the appropriate override file.</p></div></div>
<div id="tabset-7-panel-5" class="tab-panel"><div class="tab-title">🐱</div>
<div class="tab-content"><p><img src="https://static.boredpanda.com/blog/wp-content/uploads/2025/10/funny-cat-memes-go-hard-cover_675.jpg" alt="description" /></p></div></div></div>
]]></description><category>Items</category><dc:creator>RemzDNB</dc:creator><pubDate>Sat, 07 Mar 2026 04:50:45 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/J8DqJ8333y5FqrHaYn6x0Yx3TEFvJKglkmz4ouOX.png" type="image/png" length="0"/><dc:date>2026-03-15T06:42:57+00:00</dc:date><dc:identifier>v1.0.2</dc:identifier></item><item><title>SSR Overkill</title><link>https://forge.sp-tarkov.com/mod/2619/ssr-overkill</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2619/ssr-overkill</guid><description><![CDATA[<p>This lightweight mod makes the ‘Ultra’ setting for Screen Space Reflection actually use Unity’s highest available quality level, reflections look clearer and with less shimmering.  BSG uses Unity’s ‘High’ SSR preset for their Ultra in-game setting instead of the better looking Ultra or Overkill presets, this mod makes Ultra use Unity’s Overkill preset.</p>
<p><a target="_blank" class="external-link" href="https://ibb.co/zTKjXGdf" rel="noreferrer noopener"><img src="https://i.ibb.co/q3bXNk61/Screenshot-20260306-112926.png" alt="Screenshot" /></a>
<a target="_blank" class="external-link" href="https://ibb.co/d0ghsp5c" rel="noreferrer noopener"><img src="https://i.ibb.co/HDdJLPH2/Screenshot-20260306-112928.png" alt="Screenshot" /></a>
<a target="_blank" class="external-link" href="https://ibb.co/qMhqY1By" rel="noreferrer noopener"><img src="https://i.ibb.co/kgzb2cKH/Screenshot-20260306-114445.png" alt="Screenshot" /></a>
<a target="_blank" class="external-link" href="https://ibb.co/6c7MHpTL" rel="noreferrer noopener"><img src="https://i.ibb.co/mrVj9Y2g/Screenshot-20260306-114448.png" alt="Screenshot" /></a>
<a target="_blank" class="external-link" href="https://ibb.co/nsgMrVmT" rel="noreferrer noopener"><img src="https://i.ibb.co/vxw41rqb/Screenshot-20260306-144717.png" alt="Screenshot" /></a>
<a target="_blank" class="external-link" href="https://ibb.co/5gkMJ5dg" rel="noreferrer noopener"><img src="https://i.ibb.co/wF702KTF/Screenshot-20260306-145032.png" alt="Screenshot" /></a></p>
]]></description><category>Other</category><dc:creator>Landonk89</dc:creator><pubDate>Fri, 06 Mar 2026 23:23:14 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/49j5U4UzHjUuzPnPkBj2UuUjAF7ttihMdSPoYkup.png" type="image/png" length="0"/><dc:date>2026-03-07T17:15:37+00:00</dc:date><dc:identifier>v1.1.0</dc:identifier></item><item><title>Tripwire Improvement</title><link>https://forge.sp-tarkov.com/mod/2618/tripwire-improvement</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2618/tripwire-improvement</guid><description><![CDATA[<h1>Change everything in F12 menu</h1>
<ul>
<li>Infinite tripwire<br />
Use one tripwire to plant grenade unlimited times.</li>
<li>Reduce Explosion Delay = 0~5s<br />
Only for tripwire grenades. Changing this will affect those planted before.<br />
<strong>Beware of Partizan!</strong> His F-1 has “3.5s - thisvalue” countdown.<br />
If higher than grenade fuse, it will detonate instantly.</li>
<li>Max tripwire planting length = 3~10m</li>
<li>Max tripwire planting height difference = 0.2~3m</li>
<li>Effective Seconds = 3600<br />
EFT default=300, after this second the grenade will fall to ground like defused.<br />
Changing this won’t refresh existed tripwire.</li>
</ul>
<h1>Fika compatible</h1>
<p><strong>All the host (Headless) and clients should install this mod, and using the same settings.</strong><br />
You can copy the configured BepInEx\config\ciallo.inftripwire.cfg to other client (headless) in the same path.</p>
<p><img src="https://i.imgur.com/ugg6wAW.png" alt="Effectview" />
<img src="https://i.imgur.com/U0NdAwE.png" alt="Effectview" /></p>
<h2>How to install</h2>
<p>Download the zip and copy(drag) the BepInEx folder in package, to your SPT main folder (where EscapeFromTarkov.exe locates)</p>
<h2>To uninstall</h2>
<p>Just remove the dll file in YourSPT/BepInEx/plugins/TripwireImprovement.dll</p>
]]></description><category>Scripting</category><dc:creator>ciallomako</dc:creator><pubDate>Fri, 06 Mar 2026 17:54:32 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/vHMsLhAlRgMS14oCmb8ou0QAByrmFxG1Rn1fTVuW.png" type="image/png" length="0"/><dc:date>2026-03-06T17:56:03+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Don't Shoot The Bus</title><link>https://forge.sp-tarkov.com/mod/2617/dont-shoot-the-bus</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2617/dont-shoot-the-bus</guid><description><![CDATA[<p>Ever wonder why your PMC buddies have a death wish? PMC bots look at a 13-ton armored personnel carrier and think “yeah, I can take him.” Spoiler: they can’t. The BTR fires back, and suddenly Streets of Tarkov turns into a warzone with you caught in the crossfire.</p>
<p>Dont Shoot The Bus gives PMC bots the survival instinct they clearly lack. They’ll walk right past the BTR without picking a fight, and the BTR won’t turn them into modern art on the pavement.</p>
<p>One file, no config, zero headaches. Install and enjoy.</p>
<blockquote>
<p>Compatible with SAIN and other AI mods — this patch runs before any AI decision logic.</p>
</blockquote>
]]></description><category>Bots</category><dc:creator>Chazu</dc:creator><pubDate>Thu, 05 Mar 2026 19:11:18 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/KZL4Ua97tBnwg43LeO28Wfh7HZxYqBBj7RMpvL9v.png" type="image/png" length="0"/><dc:date>2026-03-05T19:12:22+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Better (Picatinny) OKP</title><link>https://forge.sp-tarkov.com/mod/2616/better-picatinny-okp</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2616/better-picatinny-okp</guid><description><![CDATA[<p>Just replaced the big red circle with the classic OKP green chevron.</p>
]]></description><category>Items</category><dc:creator>bushtail</dc:creator><pubDate>Tue, 03 Mar 2026 22:24:36 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/1tjghgVhAhfS7IlD1BiFK8gOu1ceWmhnVQZdQcbb.png" type="image/png" length="0"/><dc:date>2026-03-03T22:26:11+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Updated collector quest and streamer case (EFT 1.0 Backport)</title><link>https://forge.sp-tarkov.com/mod/2615/updated-collector-quest-and-streamer-case-eft-10-backport</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2615/updated-collector-quest-and-streamer-case-eft-10-backport</guid><description><![CDATA[<p><em>Excellent Raid Gentlemen, Excellent Raid</em></p>
<p>Adding one line to the streamer’s case and updating the Collector quest accordingly allows you to include new streamer items in the case using the WTT Backport.</p>
<p>Added items:
Nut Sack Balaclava
Mazoni Golden Dumbbell
Tigzresq Splint
Domontovich Ushanka Hat</p>
<p>P.S. The source code of Headwear_config_2.json in WTT has been updated. You can now add streamer items to loot containers.</p>
]]></description><category>Other</category><dc:creator>garfieldmd.</dc:creator><pubDate>Tue, 03 Mar 2026 20:32:37 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/WwjJfwmVxrmgC6vpeayogJ6duDmirXVpY3UjDY3t.png" type="image/png" length="0"/><dc:date>2026-03-04T08:19:44+00:00</dc:date><dc:identifier>v0.1.1</dc:identifier></item><item><title>RZCustomProfiles</title><link>https://forge.sp-tarkov.com/mod/2614/rzcustomprofiles</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2614/rzcustomprofiles</guid><description><![CDATA[<blockquote>
<p>Define custom profile editions that appear in the SPT launcher at character creation, each with their own starting items, trader standings and more.</p>
</blockquote>
<p><em>This is part of my personal suite of mods that I use to run my server.</em></p>
<p><em>All in all a pretty boring mod, but the basics deserve a clean foundation, so here it is.</em></p>
<hr />
<hr />
<hr />
<h2>⚫ How it works</h2>
<p>The mod runs at server startup and registers your custom profiles into SPT’s profile template system. When a player creates a new character in the launcher, your editions appear alongside (or instead of) the vanilla SPT ones.</p>
<p>Each profile is defined by a separate <code>.json</code> file dropped in the <code>profiles/</code> folder. All files are loaded automatically, just drop and go.</p>
<p>Global settings (unlocks, blacklists, enabled base profiles) are controlled via <code>masterConfig.json</code>.</p>
<hr />
<hr />
<hr />
<h2>⚫ masterConfig.json</h2>
<p><em>Applied at server start, globally for all profiles.</em></p>
<ul>
<li><strong><code>EnabledBaseProfiles</code></strong> — List of vanilla SPT profiles to keep visible in the launcher alongside your custom ones.</li>
<li><strong><code>UnlockAllOutfits</code></strong> — Unlocks all Ragman outfits.</li>
<li><strong><code>UnlockHideoutCustomizations</code></strong> — Unlocks hideout customization items by category. Set a category to <code>false</code> to leave it locked.</li>
<li><strong><code>UnlockJaeger</code></strong> — Unlocks Jaeger by default.</li>
<li><strong><code>UnlockRef</code></strong> — Unlocks Ref by default.</li>
<li><strong><code>ExaminedCategoryBlacklist</code></strong> — Excludes all items belonging to the listed categories.</li>
<li><strong><code>ExaminedBlacklist</code></strong> — Excludes specific items by TPL.</li>
</ul>
<hr />
<hr />
<hr />
<h2>⚫ Profile files</h2>
<h3>Identity</h3>
<ul>
<li><strong><code>Enabled</code></strong> — Whether this profile is registered and visible in the launcher.</li>
<li><strong><code>BaseProfile</code></strong> — Vanilla SPT profile to clone as a base (same indices as <code>EnabledBaseProfiles</code>).</li>
<li><strong><code>Name</code></strong> — Profile name shown in the launcher.</li>
<li><strong><code>Description</code></strong> — Profile description shown in the launcher.</li>
</ul>
<hr />
<h3>Progression</h3>
<ul>
<li><strong><code>AllItemsExamined</code></strong> — Examine all handbook items on character creation. Respects <code>ExaminedCategoryBlacklist</code> and <code>ExaminedBlacklist</code>.</li>
<li><strong><code>MaxLevel</code></strong> — Start at max level.</li>
<li><strong><code>StartingLevel</code></strong> — Start at a specific level (1 to max). Ignored if <code>MaxLevel</code> is true. <code>null</code> = leave unchanged from base profile.</li>
<li><strong><code>StartingPrestigeLevel</code></strong> — Starting prestige level (1–4). <code>null</code> = no prestige applied.</li>
<li><strong><code>MaxSkills</code></strong> — Max out all skills.</li>
<li><strong><code>SkillOverrides</code></strong> — Override specific skills individually (values 0–51). Ignored if <code>MaxSkills</code> is true.</li>
</ul>
<hr />
<h3>Inventory</h3>
<ul>
<li><strong><code>ClearEquipment</code></strong> — Wipe equipped items from the base profile.</li>
<li><strong><code>ClearStash</code></strong> — Wipe stash items from the base profile before injecting additional items.</li>
<li><strong><code>SecureContainer</code></strong> — Override the starting secure container.</li>
<li><strong><code>AdditionalStartingItems</code></strong> — Items injected into the stash on character creation. If <code>ClearStash</code> is false, they are added on top of whatever the base profile already contains. For items with required slots (weapons, armor…), missing children are resolved automatically from the database.</li>
</ul>
<hr />
<h3>Traders</h3>
<ul>
<li><strong><code>TradersLoyalty</code></strong> — Per-trader standing and sales sum, keyed by trader ID.</li>
</ul>
<hr />
<h3>Hideout</h3>
<ul>
<li><strong><code>HideoutStartingLevels</code></strong> — Starting level for each hideout area.</li>
</ul>
<blockquote>
<p>💡 <code>HideoutStartingLevels</code> entries are optional : delete any area you don’t want to override.</p>
</blockquote>
<hr />
<hr />
<hr />
<p><em>If you made it this far without falling asleep, you earned a cat picture.</em></p>
<p><img src="https://media1.popsugar-assets.com/files/thumbor/lWUURoKYv9B2XqBJ8WGzUsllkLs=/0x0:2003x2003/fit-in/1584x1584/filters:format_auto():upscale()/2019/09/23/864/n/1922243/74b4f2275d89208a0f2ad4.00493766_.jpg" alt="cat" /></p>
]]></description><category>Tools</category><dc:creator>RemzDNB</dc:creator><pubDate>Tue, 03 Mar 2026 19:52:07 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/32xyvFVK2NIrQ2oEDa6b7Ln9dtR2MYRiCIbPiT6V.png" type="image/png" length="0"/><dc:date>2026-03-08T19:22:20+00:00</dc:date><dc:identifier>v1.1.0</dc:identifier></item><item><title>Reduce Fake Interior Shadows</title><link>https://forge.sp-tarkov.com/mod/2613/reduce-fake-interior-shadows</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2613/reduce-fake-interior-shadows</guid><description><![CDATA[<p>BSG put fake “shadow cubes” inside every interior to compensate for non-existing GI.<br />
This mod gives you ability to tweak opacity of interior shadows.<br />
In game press F12 and select mod to tweak settings.</p>
<p><img src="https://raw.githubusercontent.com/7Bpencil/SPT-ReduceFakeInteriorShadow/refs/heads/master/preview/preview_0.png" alt="Preview" /></p>
<div class="youtube-lite" data-video-id="vhwed0I2r7E" data-embed-url="https://www.youtube-nocookie.com/embed/vhwed0I2r7E?autoplay=1"><img src="https://i.ytimg.com/vi/vhwed0I2r7E/hqdefault.jpg" alt="YouTube video thumbnail" /></div>
<div class="youtube-lite" data-video-id="jhVJkcdYPXU" data-embed-url="https://www.youtube-nocookie.com/embed/jhVJkcdYPXU?autoplay=1"><img src="https://i.ytimg.com/vi/jhVJkcdYPXU/hqdefault.jpg" alt="YouTube video thumbnail" /></div>
]]></description><category>Overhauls</category><dc:creator>7bpencil</dc:creator><pubDate>Tue, 03 Mar 2026 11:14:28 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/VejclLjdj2rgw60sdA8i87aGLItCNiGSW9BVeQRu.png" type="image/png" length="0"/><dc:date>2026-03-17T09:49:52+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>Super Sprint and Jump</title><link>https://forge.sp-tarkov.com/mod/2612/super-sprint-and-jump</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2612/super-sprint-and-jump</guid><description><![CDATA[<h1>All functions in F12 menu</h1>
<p>Won’t affect bots.</p>
<ul>
<li><strong>Multiply sprint speed x1.0~20.0</strong><br />
Due to physical effect, actual speed is limited to not higher than 1.5~2.0x.</li>
<li><strong>Sprint speed overlimit</strong><br />
Break the physical limit but buggy:<br />
Speed &gt;5x will get uphill obstacled sometimes, and downhill floated that can’t jump.<br />
Speed &gt;10x could break physical collision, may run into ground and die (please stop sprint before hit on hill or wall).</li>
<li><strong>Walk acceleration</strong><br />
Also speed up normal walking.</li>
<li><strong>Multiply jump height x1.0~20.0</strong><br />
Sprinting jump distance depends on Sprint Speed coef, which is recommanded higher than jump coef*0.5.<br />
Speed overlimit won’t affect jump, you could set high sprint speed but disable overlimit.</li>
<li><strong>No fall damage</strong><br />
Fall damage is automatically divided by jump height coef, and you can further remove it by this.</li>
<li><strong>Hotkeys and HUD</strong><br />
You can set hotkey for +- speed or height conveniently.<br />
The current multiplier values are shown on bottom left (near stamina HUD)</li>
</ul>
<h1>Suggestion</h1>
<p>If you just want to play normally but travel faster between position, only set sprint speed x2.0 is good.</p>
<h1>Compatible</h1>
<ul>
<li>Conflict with JiangHu, or other mod changing sprint speed or jump height. I don’t know which one will cover another. Test on your own!</li>
<li>In Fika server, this only affect your client</li>
</ul>
<h3>How to install</h3>
<p>Download the zip and copy(drag) the BepInEx folder in package, to your SPT main folder (where EscapeFromTarkov.exe locates)</p>
<h3>To uninstall</h3>
<p>Just remove the dll file in YourSPT/BepInEx/plugins/SuperSprintJump.dll</p>
<h1>Reference</h1>
<p>Thanks <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2274/jiang-hu" rel="noreferrer noopener">JiangHu</a> for speed patch method.</p>
]]></description><category>Other</category><dc:creator>ciallomako</dc:creator><pubDate>Sun, 01 Mar 2026 21:26:03 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/NNUfxr0IQ9ZuluXg1MKeASuFzqtnT8CNalxfL0N3.png" type="image/png" length="0"/><dc:date>2026-03-08T17:09:05+00:00</dc:date><dc:identifier>v1.2.1</dc:identifier></item><item><title>Boosty's Hideout Lights Always On</title><link>https://forge.sp-tarkov.com/mod/2611/boostys-hideout-lights-always-on</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2611/boostys-hideout-lights-always-on</guid><description><![CDATA[<h1>Boosty’s Hideout Lights Always On</h1>
<h2>Overview</h2>
<p>This mod allows hideout lighting to function without generator fuel while preserving normal hideout progression and user light settings.</p>
<h2>What It Changes</h2>
<ul>
<li>Removes the fuel requirement for hideout Illumination.</li>
<li>Keeps standard progression behavior:
<ul>
<li>Illumination still needs to be built/upgraded normally.</li>
</ul>
</li>
<li>Keeps user-selected light mode behavior (it does not force a custom light level preset).</li>
</ul>
<h2>Compatibility</h2>
<ul>
<li>SPT target: <code>~4.0.0</code></li>
<li>Works in single-player and Fika setups.</li>
<li>Fika note:
<ul>
<li>Server part must be installed on the host/server.</li>
<li>Client DLL must be installed on each player client.</li>
</ul>
</li>
</ul>
<h2>Installation</h2>
<ol>
<li>Close server, launcher, and game.</li>
<li>Extract the release zip into your SPT folder.
<img src="https://i.imgur.com/3N6gTe2.gif" alt="Generic Mod Install demo" /></li>
<li>Confirm files:
<ul>
<li><code>BepInEx/plugins/BoostysHideoutLightsAlwaysOn.Client.dll</code></li>
<li><code>SPT/user/mods/boostys-hideout-lights-always-on/BoostysHideoutLightsAlwaysOn.dll</code></li>
</ul>
</li>
<li>Restart server and game.</li>
</ol>
<p>If your setup is single-root (no nested <code>SPT</code> folder), use:</p>
<ul>
<li><code>user/mods/boostys-hideout-lights-always-on/BoostysHideoutLightsAlwaysOn.dll</code></li>
</ul>
<h2>Verify It Loaded</h2>
<ul>
<li>Server log should include:
<ul>
<li><code>[BoostysHideoutLightsAlwaysOn] Illumination no longer requires generator fuel.</code></li>
</ul>
</li>
<li>Client <code>BepInEx/LogOutput.log</code> should include:
<ul>
<li><code>Client patch enabled (light gating override).</code></li>
</ul>
</li>
</ul>
<h2>Uninstall</h2>
<ol>
<li>Remove <code>BepInEx/plugins/BoostysHideoutLightsAlwaysOn.Client.dll</code></li>
<li>Remove <code>SPT/user/mods/boostys-hideout-lights-always-on</code> (or <code>user/mods/...</code> on single-root setups)</li>
<li>Restart server and game.</li>
</ol>
<h2>Found an Issue?</h2>
<p>Please leave a comment on the mod and I will look into it as soon as I possibly can. Please include any errors or steps to reproduce if possible.</p>
<h2>Source Code</h2>
<ul>
<li><a target="_blank" class="external-link" href="https://github.com/BKBoosty/BoostysHideoutLightsAlwaysOn" rel="noreferrer noopener">https://github.com/BKBoosty/BoostysHideoutLightsAlwaysOn</a></li>
</ul>
<h2>License</h2>
<p>Creative Commons BY-NC-SA 4.0 (non-commercial, share-alike).
Commercial use requires separate permission from the author.</p>
<h2>Have Mod Ideas!?</h2>
<p>Leave a comment on my SPT profile (<a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/106200/boosty" rel="noreferrer noopener">https://forge.sp-tarkov.com/user/106200/boosty</a>) and I’ll reach out to you to see what we can do :)</p>
]]></description><category>Hideout</category><dc:creator>Boosty</dc:creator><pubDate>Sun, 01 Mar 2026 18:30:28 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/sHb44HjVF6pD3wAX8GX3X8kVS0s5xvYA2h7esvYe.png" type="image/png" length="0"/><dc:date>2026-03-04T21:12:04+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>RZCustomLoot</title><link>https://forge.sp-tarkov.com/mod/2610/rzcustomloot</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2610/rzcustomloot</guid><description><![CDATA[<blockquote>
<h3>Why not just edit the loot pool?</h3>
<p>SPT’s native loot system assigns weights to items in a pool and rolls randomly when generating a bot. The higher the weight, the more likely an item is to appear, but it’s never guaranteed.
This mod sidesteps that entirely by injecting items directly into bot pockets after generation, so you get exactly what you configured every time.</p>
</blockquote>
<hr />
<hr />
<hr />
<h2>⚙️ How it works</h2>
<p>The mod runs after the bot is fully generated and injects items in two passes:</p>
<ol>
<li><strong>Free slots first</strong> — empty pocket slots are filled first.</li>
<li><strong>Overwrite SPT items</strong> — if all slots are full, SPT-generated items are replaced.</li>
</ol>
<p>This guarantees your configured items always end up in the pockets, regardless of what SPT put there.</p>
<blockquote>
<p>⚠️ Currently covers pocket injection only. Backpack and vest support may come later, but it’s not a priority right now.</p>
</blockquote>
<blockquote>
<p>⚠️ Only <strong>1x1 items</strong> are supported. There are no safeguards but anything larger will most likely cause issues.</p>
</blockquote>
<blockquote>
<p>⚠️ Since the mod runs at the start of each raid, a config validator runs at server startup and logs warnings for any invalid entries : unknown TPLs, incorrect stack ranges, items larger than 1x1, chance values out of range.</p>
</blockquote>
<hr />
<hr />
<hr />
<h2>🔧 Configuration</h2>
<h3>Roles</h3>
<p>Bot roles are fully configurable directly in the config file via <code>BossRoles</code> and <code>FollowerRoles</code>. Any role listed in <code>BossRoles</code> gets boss loot, any role in <code>FollowerRoles</code> gets follower loot. The Goon followers (Big Pipe, Birdeye) are in <code>BossRoles</code> by default.</p>
<pre><code>  "BossRoles": [
    "bosstagilla",     // Tagilla
    "bossknight",      // Knight (goon)
    "followerbigpipe", // Big Pipe (goon)
    "followerbirdeye"  // Birdeye (goon)
    ...
  ],

  "FollowerRoles": [
    "followergluharscout",
    "followergluharassault",
    "followergluharprotect",
    ...
  ],
</code></pre>
<h3>Boss config</h3>
<p>Bosses support two modes controlled by <code>UseGlobalConfig</code>:</p>
<ul>
<li><strong><code>true</code></strong> — one config applies to all bosses</li>
<li><strong><code>false</code></strong> — each boss has its own pocket loot list via <code>PerBoss</code></li>
</ul>
<p>If <code>UseGlobalConfig</code> is false and a boss has no <code>PerBoss</code> entry, it falls back to <code>Global</code> automatically.</p>
<h3>Per-item config</h3>
<pre><code>{ "Tpl": "59faff1d86f7746c51718c9c", "Chance": 100, "MinStack": 1, "MaxStack": 1 }
</code></pre>
<ul>
<li><code>Chance</code> — 0 to 100. 100 = guaranteed, 0 = never drops.</li>
<li><code>MinStack</code> / <code>MaxStack</code> — Stack size range. A random value between the two is picked on each injection. Defaults to 1/1 if not specified. Automatically clamped to the item’s max stack size.</li>
</ul>
<p>Items are processed <strong>in order, top to bottom</strong>. A failed chance roll does <strong>not</strong> consume a slot, the next item in the list gets a chance to fill it. Put your highest priority items first.</p>
<h3>Overwrite priority</h3>
<p>When all pocket slots are full and the mod needs to overwrite SPT items, it always targets the <strong>cheapest item first</strong> based on handbook price. This preserves the most valuable SPT loot as much as possible.</p>
<h3>Overwrite blacklist</h3>
<p>Items protected from being overwritten when the mod needs to make room. Two ways to blacklist:</p>
<ul>
<li><strong><code>Tpls</code></strong> — Exact TPL match.</li>
<li><strong><code>Categories</code></strong> — Any item whose parent chain contains the category ID is protected.</li>
</ul>
<blockquote>
<p>💡 Blacklisted items are never touched, regardless of their handbook price.</p>
</blockquote>
<hr />
<hr />
<hr />
<h2>🔀 How the sequential logic works</h2>
<p>Say you have 4 pocket slots and configure 3 items, with SPT already filling 3 of them:</p>
<pre><code>"Pockets": [
  { "Tpl": "Bitcoin",    "Chance": 100 },
  { "Tpl": "GP Coin",    "Chance": 50  },
  { "Tpl": "Lega Medal", "Chance": 30  }
]
</code></pre>
<ol>
<li><strong>Bitcoin</strong> — rolls 100%, passes. One free slot available → injected. ✓</li>
<li><strong>GP Coin</strong> — rolls 50%, fails. Slot is <strong>not consumed</strong> → next item gets a shot.</li>
<li><strong>Lega Medal</strong> — rolls 30%, passes. No free slots left → overwrites an SPT item. ✓</li>
</ol>
<p>A failed roll never wastes a slot. Only a successful roll claims one.</p>
<blockquote>
<p>💡 The injection loop stops as soon as all slots are claimed, either by your configured items or by SPT items that are blacklisted. If a bot has 4 pocket slots and 4 blacklisted SPT items, none of your configured items will be injected.</p>
</blockquote>
<hr />
<hr />
<hr />
<h2>🔌 Compatibility</h2>
<ul>
<li>Safe to use alongside other loot mod, because it runs after all vanilla loot generation is complete.</li>
<li><strong>Fika</strong> — Should work if the mod is installed server side, but this hasn’t been tested yet. Please let me know.</li>
</ul>
]]></description><category>Bots</category><dc:creator>RemzDNB</dc:creator><pubDate>Sat, 28 Feb 2026 21:38:09 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/XXLIhLR6uSmMCrCjiPlnAAW28PCaspNreHTgg7be.png" type="image/png" length="0"/><dc:date>2026-03-01T04:16:31+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>SuntionCore.SPTExtensions</title><link>https://forge.sp-tarkov.com/mod/2609/suntioncoresptextensions</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2609/suntioncoresptextensions</guid><description><![CDATA[<div class="tabset"><div id="tabset-8-panel-1" class="tab-panel"><div class="tab-title">English</div>
<div class="tab-content"><h3>SuntionCore.SPTExtensions</h3>
<p>This module consolidates utility classes that depend on SPT-related classes. It serves as an extension to the <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2600/suntioncore" rel="noreferrer noopener">SuntionCore</a> module. By default, this module supports both Chinese (“ch”) and English (“en”) and utilizes the default logging path provided by SuntionCore.</p>
<blockquote>
<p><strong>To change the display language:</strong><br />
<code>SuntionCoreSPTExtensionsMod.I18NSPTExtensions.Value.CurrentLang = "target_language"</code></p>
<p><strong>To extend language support:</strong><br />
Fork my repository, refer to the content within the <code>OnLoad</code> function in the C# code under <code>SuntionCore.SPTExtensions/Services</code> to add your extensions, and then submit a Pull Request. Please avoid making extensive modifications to files, as this makes the review process difficult.</p>
</blockquote>
<h3>Features</h3>
<h4>ModMailService</h4>
<ul>
<li><strong>Smart Message Splitting</strong>: Automatically splits long texts by newlines (<code>SplitStringByNewlines</code>) to prevent client overflow.</li>
<li><strong>Async Batch Sending</strong>: Supports high-volume asynchronous dispatch (<code>SendAllMessageAsync</code>).</li>
<li><strong>Economy Integration</strong>: Handles multi-currency payments, payouts, and item mailing.</li>
<li><strong>Error Handling</strong>: Includes comprehensive exception catching with localized error messages.</li>
</ul>
<h4>ProfileAndAccountService</h4>
<ul>
<li><strong>ID Mapping Cache</strong>: Maintains a bidirectional cache between Player IDs (Pmc/Scav) and Account IDs.</li>
<li><strong>Fast Lookup</strong>: Provides <code>GetPmcDataByPlayerId</code> to retrieve player profiles instantly using any ID type.</li>
<li><strong>Auto-Indexing</strong>: Implements <code>IOnLoad</code> to automatically build account data indices on server startup.</li>
</ul>
<h4>Infrastructure</h4>
<ul>
<li><strong>Lazy Initialization</strong>: Static entry point (<code>SuntionCoreSPTExtensionsMod</code>) provides on-demand <code>Logger</code> and <code>I18N</code> instances.</li>
<li><strong>Localization</strong>: Registered translation keys for English and Chinese (e.g., <code>KeyInvalidMoneyId</code>, <code>KeyProfileNotFound</code>).</li>
</ul>
<h3>How to Reference This Library in Your Project</h3>
<ol>
<li>Create a <code>libs</code> folder within your mod project directory (optional).</li>
<li>Install both this module and the SuntionCore module into SPT (this module’s releases are packaged by default for universal mod installation). Copy <code>"YourGameFolder\SPT\user\mods\SuntionCore\SuntionCore.dll"</code> and <code>"YourGameFolder\SPT\user\mods\SuntionCore.SPTExtensions\SuntionCore.SPTExtensions.dll"</code> to the <code>libs</code> folder mentioned above.</li>
<li>Add the following content to your <code>YourProjectName.csproj</code> file:
<pre><code>&lt;ItemGroup&gt;
    &lt;Reference Include="SuntionCore.dll"&gt;
        &lt;HintPath&gt;libs\SuntionCore.dll&lt;/HintPath&gt;
        &lt;Private&gt;False&lt;/Private&gt;
    &lt;/Reference&gt;
    &lt;Reference Include="SuntionCore.SPTExpand.dll"&gt;
        &lt;HintPath&gt;libs\SuntionCore.SPTExtensions.dll&lt;/HintPath&gt;
        &lt;Private&gt;False&lt;/Private&gt;
    &lt;/Reference&gt;
&lt;/ItemGroup&gt;
</code></pre>
<blockquote>
<p>Note: <code>HintPath</code> should be the relative path of the actual DLL files relative to your <code>.csproj</code> file.<br />
<code>Private</code> must be set to <code>False</code> to prevent incorrectly bundling all referenced libraries during the build output.
Please refer to the documentation in my repository, as HTML tags within the <code>.csproj</code> file are stripped/blocked when rendered on the webpage.</p>
</blockquote>
</li>
<li>Your compiler will now be able to correctly reference and use the contents of this library.</li>
</ol>
<p>Create mod dependencies using the following code:</p>
<pre><code>class YourModMetadata
{
    public override Dictionary&lt;string, Range&gt;? ModDependencies { get; init; } = new()
    {
        { "com.suntion.suntioncore", new Range("&gt;=1.0.0") },
        { "com.suntion.suntioncore.sptextensions", new Range("&gt;=0.1.0") }
    };
}
</code></pre>
<h3>Credits</h3>
<p>Inspiration sources:</p>
<ul>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2587/massivesoftcore" rel="noreferrer noopener">MassivesoftCore</a> | <strong>Regarding the creation of SPT class libraries</strong></li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2588/massivesoftweapons" rel="noreferrer noopener">MassivesoftWeapons</a> | <strong>Regarding referencing SPT class libraries</strong></li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2341/raid-record" rel="noreferrer noopener">Raid Record</a> |
<ul>
<li><strong>Fund deduction/claim processing/message sending/item sending functionalities</strong></li>
<li><strong>Retrieving player saves/handling conversions for sessions, profileIds, etc.</strong></li>
</ul>
</li>
<li><a target="_blank" class="external-link" href="https://github.com/sp-tarkov/server-csharp" rel="noreferrer noopener">SPT.Server</a> | <strong>Logic for splitting items, deducting funds, adding money, etc.</strong></li>
</ul></div></div>
<div id="tabset-8-panel-2" class="tab-panel"><div class="tab-title">中文</div>
<div class="tab-content"><h3>SuntionCore.SPTExtensions</h3>
<p>本模块整合了依赖 SPT 相关类的工具类，作为 <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2600/suntioncore" rel="noreferrer noopener">SuntionCore</a> 模块的扩展。默认情况下，本模块支持中文 (“ch”) 和英文 (“en”)，并使用 SuntionCore 提供的默认日志路径。</p>
<blockquote>
<p><strong>更改显示语言：</strong><br />
<code>SuntionCoreSPTExtensionsMod.I18NSPTExtensions.Value.CurrentLang = "目标语言"</code></p>
<p><strong>扩展语言支持：</strong><br />
Fork 我的仓库，参考 <code>SuntionCore.SPTExtensions/Services</code> 下 C# 代码中 <code>OnLoad</code> 函数的内容来添加您的扩展，然后提交 Pull Request。请避免对文件进行大量修改，这会增加审核难度。</p>
</blockquote>
<h3>功能特性</h3>
<h4>ModMailService</h4>
<ul>
<li><strong>智能消息分割</strong>：自动按换行符分割长文本 (<code>SplitStringByNewlines</code>)，防止客户端溢出。</li>
<li><strong>异步批量发送</strong>：支持高容量异步分发 (<code>SendAllMessageAsync</code>)。</li>
<li><strong>经济系统集成</strong>：处理多货币支付、支出和物品邮寄。</li>
<li><strong>错误处理</strong>：包含全面的异常捕获，并返回本地化的错误信息。</li>
</ul>
<h4>ProfileAndAccountService</h4>
<ul>
<li><strong>ID 映射缓存</strong>：维护玩家 ID（Pmc/Scav）与账户 ID 之间的双向缓存。</li>
<li><strong>快速查找</strong>：提供 <code>GetPmcDataByPlayerId</code> 方法，可使用任何 ID 类型即时检索玩家档案。</li>
<li><strong>自动索引</strong>：实现 <code>IOnLoad</code> 接口，在服务器启动时自动构建账户数据索引。</li>
</ul>
<h4>基础设施</h4>
<ul>
<li><strong>懒加载初始化</strong>：静态入口点 (<code>SuntionCoreSPTExtensionsMod</code>) 按需提供 <code>Logger</code> 和 <code>I18N</code> 实例。</li>
<li><strong>本地化</strong>：注册了英文和中文的翻译键（例如 <code>KeyInvalidMoneyId</code>、<code>KeyProfileNotFound</code>）。</li>
</ul>
<h3>如何在您的项目中引用此库</h3>
<ol>
<li>在您的模组项目目录中创建一个 <code>libs</code> 文件夹（可选）。</li>
<li>将此模块和 SuntionCore 模块都安装到 SPT 中（本模块的发布包默认为通用模组安装格式）。将 <code>"您的游戏文件夹\SPT\user\mods\SuntionCore\SuntionCore.dll"</code> 和 <code>"您的游戏文件夹\SPT\user\mods\SuntionCore.SPTExtensions\SuntionCore.SPTExtensions.dll"</code> 复制到上述的 <code>libs</code> 文件夹。</li>
<li>在您的 <code>YourProjectName.csproj</code> 文件中添加以下内容：
<pre><code>&lt;ItemGroup&gt;
    &lt;Reference Include="SuntionCore.dll"&gt;
        &lt;HintPath&gt;libs\SuntionCore.dll&lt;/HintPath&gt;
        &lt;Private&gt;False&lt;/Private&gt;
    &lt;/Reference&gt;
    &lt;Reference Include="SuntionCore.SPTExpand.dll"&gt;
        &lt;HintPath&gt;libs\SuntionCore.SPTExtensions.dll&lt;/HintPath&gt;
        &lt;Private&gt;False&lt;/Private&gt;
    &lt;/Reference&gt;
&lt;/ItemGroup&gt;
</code></pre>
<blockquote>
<p>注意：<code>HintPath</code> 应是相对于您的 <code>.csproj</code> 文件的实际 DLL 文件路径。<br />
<code>Private</code> 必须设置为 <code>False</code>，以防止在构建输出时错误地打包所有引用的库。
请参考我仓库中的文档，因为在网页上渲染时，<code>.csproj</code> 文件中的 HTML 标签会被剥离/屏蔽。</p>
</blockquote>
</li>
<li>您的编译器现在可以正确引用并使用此库的内容。</li>
</ol>
<p>使用以下代码创建模组依赖：</p>
<pre><code>class YourModMetadata
{
    public override Dictionary&lt;string, Range&gt;? ModDependencies { get; init; } = new()
    {
        { "com.suntion.suntioncore", new Range("&gt;=1.0.0") },
        { "com.suntion.suntioncore.sptextensions", new Range("&gt;=0.1.0") }
    };
}
</code></pre>
<h3>致谢</h3>
<p>灵感来源：</p>
<ul>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2587/massivesoftcore" rel="noreferrer noopener">MassivesoftCore</a> | <strong>关于 SPT 类库的创建</strong></li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2588/massivesoftweapons" rel="noreferrer noopener">MassivesoftWeapons</a> | <strong>关于引用 SPT 类库</strong></li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2341/raid-record" rel="noreferrer noopener">Raid Record</a> |
<ul>
<li><strong>资金扣除/领取处理/消息发送/物品发送功能</strong></li>
<li><strong>获取玩家存档/处理 session、profileId 等的转换</strong></li>
</ul>
</li>
<li><a target="_blank" class="external-link" href="https://github.com/sp-tarkov/server-csharp" rel="noreferrer noopener">SPT.Server</a> | <strong>物品拆分、扣除资金、添加资金等逻辑</strong></li>
</ul></div></div></div>
]]></description><category>Tools</category><dc:creator>Suntion</dc:creator><pubDate>Sat, 28 Feb 2026 12:17:26 +0000</pubDate><dc:date>2026-02-28T12:24:55+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Smajlec's Stamina</title><link>https://forge.sp-tarkov.com/mod/2608/smajlecs-stamina</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2608/smajlecs-stamina</guid><description><![CDATA[<p>This mod allows you to run indefinitely. When stamina is depleted, your character slows down to a jogging pace, similar to how it works in Squad.</p>
<p>It also lowers the stamina requirement for jumping and vaulting, allowing you to get over obstacles with just a pixel of stamina. You will no longer be staring at a road barrier for 20 seconds waiting for stamina to regenerate.</p>
]]></description><category>Other</category><dc:creator>Smajlec</dc:creator><pubDate>Fri, 27 Feb 2026 13:00:08 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/tXk4Vp1RbXMHhIOnsmdJMOKEfPWyzJviUScF1LPc.png" type="image/png" length="0"/><dc:date>2026-03-01T09:34:48+00:00</dc:date><dc:identifier>v1.2.0</dc:identifier></item><item><title>Easy Game</title><link>https://forge.sp-tarkov.com/mod/2607/easy-game</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2607/easy-game</guid><description><![CDATA[<div class="tabset"><div id="tabset-9-panel-1" class="tab-panel"><div class="tab-title">English</div>
<div class="tab-content"><h3>Easygame Mod for SPTarkov</h3>
<p>This is a feature-rich mod for the Escape from Tarkov SPTarkov server that provides comprehensive game customization through a unified configuration file. The mod offers independently toggleable features covering character attributes, raid mechanics, item systems, economy, and access cards.</p>
<h3>Core Features</h3>
<h4>Character and Raid Adjustments</h4>
<ul>
<li>Modify base health, energy, and hydration values for all profiles</li>
<li>Adjust raid duration across all maps</li>
<li>Customize item carry limits when entering raids</li>
</ul>
<h4>Weapons and Ammunition</h4>
<ul>
<li>Adjust magazine loading, unloading, and checking times</li>
<li>Modify stack sizes for all ammunition types</li>
</ul>
<h4>Items and Market</h4>
<ul>
<li>Remove flea market selling restrictions on items</li>
<li>Adjust maximum active offer counts per level</li>
<li>Set all items as examined by default</li>
</ul>
<h4>Consumables</h4>
<ul>
<li>Configure stimulator usage times, weight, and price multipliers for all injectors except morphine</li>
</ul>
<h4>Access Cards</h4>
<ul>
<li>Customize maximum usage counts for both Labs and Labyrinth access cards</li>
</ul>
<h4>Map Display</h4>
<ul>
<li>Optionally show the Labyrinth map in the map selection screen</li>
</ul>
<p>All features are managed through a centralized <code>config.json</code> file, allowing users to flexibly enable or disable specific functions and adjust parameters to achieve a personalized gaming experience.</p>
<hr />
<h3>Configuration Guide</h3>
<p>The <code>config.json</code> configuration file is located by default in <code>SPT/user/mods/Easygame/data</code>.</p>
<ul>
<li><strong>Version v1.0.0</strong>: The server must be run at least once to wait for the configuration to be automatically generated. You can also manually create a configuration file containing all the following keys and set up the desired functions in advance according to your needs.</li>
<li><strong>After Version v1.0.0</strong>: A configuration file will be provided by default, allowing you to set the desired functions before starting the server.</li>
</ul>
<pre><code>{
    // Function enable/disable switches
    "EnableFunction": {
        // Whether to remove all flea market selling restrictions on items
        "IsUnlockAllItemsSellLimit": true,
        // Whether to display Labyrinth map in map selection screen
        "ShowMapToChoiceScene": true,
        // Whether to customize item carry limits into raid
        "EnterGameItemLimit": true,
        // Whether to modify health, energy and hydration values
        "EnergyHydrationModify": true,
        // Whether to modify raid duration
        "RaidTimeModify": true,
        // Whether to modify magazine loading/unloading/checking times
        "AmmoTimeModify": true,
        // Whether to modify flea market max active offer count per level
        "MaxActiveOfferCountModify": true,
        // Whether to adjust Labs access card usage count
        "AdjustLabsAccess": true,
        // Whether to adjust Labyrinth access card usage count
        "AdjustLabysAccess": true,
        // Whether to modify stimulator durability (excluding morphine)
        "AdjustSimulatorMaxHpResource": true,
        // Whether to adjust ammo stack size
        "AdjustAmmoStack": true,
        // Whether to set all items as examined by default
        "AllExaminedByDefault": false
    },
    // Stimulator configuration settings
    "StimulatorConfig": {
        // Number of uses for stimulators
        "UseTimes": 10,
        // Price multiplier for stimulators
        "PriceModify": 5,
        // Weight of stimulators in kilograms
        "Weight": 0.5
    },
    // Maximum item limit when entering raid
    "EnterGameItemLimit": 3600,
    // Health multiplier for all profiles
    "HealthModify": 1.5,
    // Energy and hydration multiplier for all profiles
    "EnergyHydrationModify": 1.5,
    // Raid duration multiplier
    "RaidTimeModify": 3,
    // Magazine loading time multiplier
    "TakeInAmmoTimeModify": 0.05,
    // Magazine unloading time multiplier
    "TakeOutAmmoTimeModify": 0.05,
    // Magazine checking time multiplier
    "CheckAmmoTimeModify": 0.45,
    // Flea market max active offers multiplier per level
    "MaxActiveOfferCountModify": 7,
    // Labs access card maximum usage count
    "LabsAccessMaximumNumberOfUsage": 10,
    // Labyrinth access card maximum usage count
    "LabysAccessMaximumNumberOfUsage": 10,
    // Ammo stack size
    "AmmoStack": 300
}
</code></pre>
<hr /></div></div>
<div id="tabset-9-panel-2" class="tab-panel"><div class="tab-title">中文</div>
<div class="tab-content"><h3>Easygame SPTarkov 模组</h3>
<p>这是一个功能丰富的 Escape from Tarkov SPTarkov 服务端模组，通过统一的配置文件提供全面的游戏自定义功能。该模组提供独立可切换的功能，涵盖角色属性、战局机制、物品系统、经济和访问卡。</p>
<h3>核心功能</h3>
<h4>角色与战局调整</h4>
<ul>
<li>修改所有档案的基础生命值、能量和水分值</li>
<li>调整所有地图的战局时长</li>
<li>自定义进入战局时的物品携带上限</li>
</ul>
<h4>武器与弹药</h4>
<ul>
<li>调整弹匣装填、卸弹和检查时间</li>
<li>修改所有弹药类型的堆叠数量</li>
</ul>
<h4>物品与市场</h4>
<ul>
<li>解除跳蚤市场物品售卖限制</li>
<li>调整每等级最大活跃报价数量</li>
<li>默认设置所有物品为已检查状态</li>
</ul>
<h4>消耗品</h4>
<ul>
<li>配置 stimulator 使用次数、重量和价格倍率（除吗啡外所有注射器）</li>
</ul>
<h4>访问卡</h4>
<ul>
<li>自定义实验室（Labs）和迷宫（Labyrinth）访问卡的最大使用次数</li>
</ul>
<h4>地图显示</h4>
<ul>
<li>可选在地图选择界面显示迷宫地图</li>
</ul>
<p>所有功能通过集中的 <code>config.json</code> 文件管理，允许用户灵活启用或禁用特定功能并调整参数，以实现个性化的游戏体验。</p>
<hr />
<h3>配置指南</h3>
<p><code>config.json</code> 配置文件默认位于 <code>SPT/user/mods/Easygame/data</code>。</p>
<ul>
<li><strong>v1.0.0 版本</strong>：必须至少运行一次服务端以等待配置自动生成。您也可以手动创建包含以下所有键的配置文件，并根据需要预先设置所需功能。</li>
<li><strong>v1.0.0 之后版本</strong>：默认会提供配置文件，允许您在启动服务端前设置所需功能。</li>
</ul>
<pre><code>{
    // 功能启用/禁用开关
    "EnableFunction": {
        // 是否解除所有物品的跳蚤市场售卖限制
        "IsUnlockAllItemsSellLimit": true,
        // 是否在地图选择界面显示迷宫地图
        "ShowMapToChoiceScene": true,
        // 是否自定义带入战局的物品上限
        "EnterGameItemLimit": true,
        // 是否修改生命值、能量和水分值
        "EnergyHydrationModify": true,
        // 是否修改战局时长
        "RaidTimeModify": true,
        // 是否修改弹匣装填/卸弹/检查时间
        "AmmoTimeModify": true,
        // 是否修改跳蚤市场每等级最大活跃报价数量
        "MaxActiveOfferCountModify": true,
        // 是否调整实验室访问卡使用次数
        "AdjustLabsAccess": true,
        // 是否调整迷宫访问卡使用次数
        "AdjustLabysAccess": true,
        // 是否修改 stimulator 耐久度（不含吗啡）
        "AdjustSimulatorMaxHpResource": true,
        // 是否调整弹药堆叠数量
        "AdjustAmmoStack": true,
        // 是否默认所有物品为已检查状态
        "AllExaminedByDefault": false
    },
    // 刺激物配置设置
    "StimulatorConfig": {
        // 刺激物使用次数
        "UseTimes": 10,
        // 刺激物价格倍率
        "PriceModify": 5,
        // 刺激物重量（千克）
        "Weight": 0.5
    },
    // 进入战局时最大物品上限
    "EnterGameItemLimit": 3600,
    // 所有档案的生命值倍率
    "HealthModify": 1.5,
    // 所有档案的能量和水分倍率
    "EnergyHydrationModify": 1.5,
    // 战局时长倍率
    "RaidTimeModify": 3,
    // 弹匣装填时间倍率
    "TakeInAmmoTimeModify": 0.05,
    // 弹匣卸弹时间倍率
    "TakeOutAmmoTimeModify": 0.05,
    // 弹匣检查时间倍率
    "CheckAmmoTimeModify": 0.45,
    // 跳蚤市场每等级最大活跃报价倍率
    "MaxActiveOfferCountModify": 7,
    // 实验室访问卡最大使用次数
    "LabsAccessMaximumNumberOfUsage": 10,
    // 迷宫访问卡最大使用次数
    "LabysAccessMaximumNumberOfUsage": 10,
    // 弹药堆叠数量
    "AmmoStack": 300
}
</code></pre></div></div></div>
]]></description><category>Overhauls</category><dc:creator>Suntion</dc:creator><pubDate>Thu, 26 Feb 2026 15:24:33 +0000</pubDate><dc:date>2026-02-28T04:57:36+00:00</dc:date><dc:identifier>v1.1.0</dc:identifier></item><item><title>Recoil Rework (Rewrite)</title><link>https://forge.sp-tarkov.com/mod/2606/recoil-rework-rewrite</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2606/recoil-rework-rewrite</guid><description><![CDATA[<div class="tabset"><div id="tabset-10-panel-1" class="tab-panel"><div class="tab-title">Information</div>
<div class="tab-content"><h3>Introduction</h3>
<p>Tarkov’s vanilla system feels weightless, this full recoil replacement mod attempts to improve it. Recoil is now mostly based on your weapon’s caliber, which makes weapons of the same caliber/platform perform similarly across the board. As an added benefit it also makes things easier to balance, which wasn’t really possible before with the Legacy version of Recoil Rework. The mod also overhauls visual recoil and makes things more wibbly-wobbly and stuff.</p>
<p>The mod is still in it’s early stages so any feedback is welcome.</p>
<h3>Why not update the original Recoil Rework?</h3>
<p>I wanted to keep the original Recoil Rework readily available for those that prefer it or need it for some other reason. The two mods also have a very different approach to handling recoil so I think a new release is warranted. Do not install both versions (Legacy &amp; Rewrite), only pick one!</p>
<h3>Preview</h3>
<div class="youtube-lite" data-video-id="yycOOx8OXoE" data-embed-url="https://www.youtube-nocookie.com/embed/yycOOx8OXoE?autoplay=1"><img src="https://i.ytimg.com/vi/yycOOx8OXoE/hqdefault.jpg" alt="YouTube video thumbnail" /></div>
<h3>Installation</h3>
<p>Drag and drop. Like any other mod.</p>
<p><a target="_blank" class="external-link" href="https://i.imgur.com/wByb5Ln.gif" rel="noreferrer noopener"><img src="https://i.imgur.com/wByb5Ln.gif" alt="wByb5Ln.gif" /></a></p>
<h3>Known Issues</h3>
<ul>
<li>Sprinting while in left stance messes up your weapon position for the rest of the raid (fixed in 1.0.1)</li>
<li>Inspection screen recoil values lie to you</li>
<li>Only certain attachments (grips and muzzle devices) currently contribute towards recoil reduction. This is due to bullpups being incapable of having stocks, upper receivers and such.</li>
<li>Some weapons cause busy hands in the hideout and you’ll have to restart your game if this happens. Probably an invisible <code>nullref</code> somewhere, I wouldnt know.</li>
<li>Probably something else, let me know!</li>
</ul></div></div>
<div id="tabset-10-panel-2" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><h3>Compatibility</h3>
<p>The mod is compatible with <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2512/wtt-content-backport" rel="noreferrer noopener">WTT-Content Backport</a> and <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2246/wtt-armory" rel="noreferrer noopener">WTT-Armory</a> out of the box. However, if you’d like to add your own custom calibers then you can do so within the server mod in <code>SPT/user/mods/RecoilReworkServer/Config/CaliberData/</code>. You can also modify weapon data in <code>SPT/user/mods/RecoilReworkServer/Config/WeaponData/</code>. There are plenty of examples, so go wild!</p>
<p>Example caliber data:</p>
<pre><code>// example_caliber.jsonc
{
    "CaliberOne": {
        "BaseVerticalKick": 40,
        "BaseHorizontalKick": 30,
        "BaseRollKick": 250,
        "BaseBackwardsRecoil": 4
    },
    "CaliberTwo": {
        "BaseVerticalKick": 20,
        "BaseHorizontalKick": 15,
        "BaseRollKick": 120,
        "BaseBackwardsRecoil": 4
    }
}
</code></pre>
<p>Example weapon data:</p>
<pre><code>// example_weapon.jsonc
[
    {
        // use either weaponId or weaponIds. DO NOT USE BOTH!
        "weaponId": "5fb64bc92b1b027b1f50bcf2"
        "weaponIds": [
            "5fb64bc92b1b027b1f50bcf2",
            "5fc3f2d5900b1d5091531e57"
        ],
        // caliber multipliers for the specified weapons, in case a weapon has a special recoil mitigation system
        "weaponRecoilModifiers": {
            "VerticalKickMultiplier": 0.3,
            "HorizontalKickMultiplier": 0.25
        },
        // you can override any vanilla weapon properties here
        "overrideProperties": {
            // really nice recoil pivot value
            "RecoilCenter": {
                "x": 0.05,
                "y": -0.3,
                "z": 0
            }
        }
    }
]
</code></pre></div></div>
<div id="tabset-10-panel-3" class="tab-panel"><div class="tab-title">Recommended Mods</div>
<div class="tab-content"><h3>A small list of mods I would recommend using alongside Recoil Rework:</h3>
<ul>
<li><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/942-fontaine-s-fov-fix/" rel="noreferrer noopener">Fontaine’s FOV Fix</a></li>
<li><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/2176-better-rear-sights/" rel="noreferrer noopener">Better Rear Sights</a></li>
<li><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/2683-hollywoodfx/" rel="noreferrer noopener">HollywoodFX</a></li>
<li><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/2949-eye-relief-tweak/" rel="noreferrer noopener">Eye Relief Tweak</a></li>
</ul>
<p>… and a few others, but I’m gatekeeping them.</p></div></div></div>
]]></description><category>Overhauls</category><dc:creator>pein</dc:creator><pubDate>Wed, 25 Feb 2026 22:02:31 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/MPTSes6poROVC3Y0uhLPT58Bp4EFjKCEMdOHhtk8.png" type="image/png" length="0"/><dc:date>2026-02-26T13:38:10+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>RZCustomEconomy</title><link>https://forge.sp-tarkov.com/mod/2604/rzcustomeconomy</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2604/rzcustomeconomy</guid><description><![CDATA[<div class="tabset"><div id="tabset-11-panel-1" class="tab-panel"><div class="tab-title">🔎 Overview</div>
<div class="tab-content"><blockquote>
<p>Full control over SPT’s economy through config files. Every feature is independently toggleable and fully configurable : pick what you need, ignore the rest. Whether you want to tweak a few trader stocks or rebuild the economy from scratch, it’s all just config.</p>
</blockquote>
<hr />
<hr />
<hr />
<h3>Getting Started</h3>
<blockquote>
<p><strong>⚠️ By default, every feature in this mod is disabled.</strong> Install it as-is and nothing changes in your game - it’s a clean slate.</p>
</blockquote>
<p>Each feature has a dedicated on/off switch in <code>masterConfig.json</code>. Flip it to <code>true</code> and the feature is live. That’s it. Every switch maps directly to one of the tabs in this description, which contains the full documentation and config reference for that feature.</p>
<ul>
<li>🏷️ <strong><code>EnableDefaultTrades</code></strong> — 🟢 On by default → see the <strong>Default Trades</strong> tab</li>
<li>🔀 <strong><code>EnableRoutedTrades</code></strong> — 🔴 Off by default → see the <strong>Routed Trades</strong> tab</li>
<li>🛒 <strong><code>EnableManualTrades</code></strong> — 🔴 Off by default → see the <strong>Manual Trades</strong> tab</li>
<li>👤 <strong><code>EnableFenceConfig</code></strong> — 🔴 Off by default → see the <strong>Fence</strong> tab</li>
<li>🏪 <strong><code>EnableBuybackConfig</code></strong> — 🔴 Off by default → see the <strong>Buyback</strong> tab</li>
<li>📦 <strong><code>EnableSupplyConfig</code></strong> — 🔴 Off by default → see the <strong>Supply</strong> tab</li>
<li>📝 <strong><code>EnableHandbookPricesConfig</code></strong> — 🔴 Off by default → see the <strong>Handbook Prices</strong> tab</li>
<li>📈 <strong><code>EnableFleaMarketConfig</code></strong> — 🔴 Off by default → see the <strong>Flea Market</strong> tab</li>
<li>🛡️ <strong><code>EnableInsuranceConfig</code></strong> — 🔴 Off by default → see the <strong>Insurance</strong> tab</li>
<li>🏠 <strong><code>EnableHideoutConfig</code></strong> — 🔴 Off by default → see the <strong>Hideout</strong> tab</li>
<li>⚗️ <strong><code>EnableCraftingConfig</code></strong> — 🔴 Off by default → see the <strong>Crafting</strong> tab</li>
</ul>
<p>Pick what you need, leave the rest off. Features are fully independent - run any combination you want.</p>
<hr />
<p>The three main features that control what players see at traders are <strong>Default Trades</strong>, <strong>Routed Trades</strong> and <strong>Manual Trades</strong>. It’s worth understanding the difference before diving in.</p>
<p>🏷️ <strong>EnableDefaultTrades</strong> keeps vanilla trader assorts intact and applies patches on top of them, for instance replacing barter requirements with a straight cash price. Setting it to false wipes all vanilla assorts entirely and ignores <em>defaultTradesConfig.json</em>.</p>
<p>🔀 <strong>EnableRoutedTrades</strong> takes a completely different approach : it rebuilds trader offers from scratch based on the handbook. Every item gets automatically assigned to a trader according to category rules you define. If set to false, <em>routedTradesConfig.json</em> will be entirely ignored.</p>
<p>🛒 <strong>EnableManualTrades</strong> lets you define specific offers for specific traders with full control over every parameter : item, price, currency, barter, durability, attachments. Completely independent from the other two. If set to false, <em>manualTradesConfig.json</em> will be entirely ignored.</p>
<hr />
<hr />
<hr />
<blockquote>
<p>⚠️ Use Notepad++ or VSCode to edit your config files, the default Windows Notepad will mess up your formatting and won’t warn you about syntax errors. —–&gt;
<a target="_blank" class="external-link" href="https://notepad-plus-plus.org/downloads/v8.9.2/" rel="noreferrer noopener">Download Notepad++</a> - <a target="_blank" class="external-link" href="https://code.visualstudio.com/" rel="noreferrer noopener">Download VSCode</a></p>
</blockquote>
<blockquote>
<p>💡 The mod ships with an <code>extras</code> folder containing <code>category_dump.json</code> and <code>item_dump.json</code> : direct dumps of the database. If you’re just looking for a specific item or category ID, these are significantly more conveninent to copy&amp;paste from than <a target="_blank" class="external-link" href="https://db.sp-tarkov.com/" rel="noreferrer noopener">ItemFinder</a> : open the file, Ctrl+F, done. <code>item_dump.json</code> includes all items added by WTT - Content Backport.</p>
</blockquote></div></div>
<div id="tabset-11-panel-2" class="tab-panel"><div class="tab-title">🏷️ Default Trades</div>
<div class="tab-content"><blockquote>
<p>Patches vanilla trader assorts without replacing them entirely. Useful when you want to keep the default stock but clean up how trades work.</p>
</blockquote>
<hr />
<hr />
<hr />
<h4>⚙️ Configuration : <code>defaultTradesConfig.json</code></h4>
<p><strong><code>Blacklist</code></strong> — List of TPLs to remove from all trader assorts unconditionally. Applied before any other patch.</p>
<p><strong><code>PriceMultipliers</code></strong> — Per-trader cash price multiplier. Only affects cash-only offers (rub/usd/eur) — barter schemes are ignored. Keyed by trader ID.</p>
<p><strong><code>NoBarterTraders</code></strong> — Replaces barter schemes with a straight cash payment at handbook price, per trader. Each trader entry supports:</p>
<ul>
<li><strong><code>Enabled</code></strong> — whether this trader’s barters are converted</li>
<li><strong><code>Currency</code></strong> — currency to use for the converted price : <code>"rub"</code> | <code>"eur"</code> | <code>"usd"</code>. EUR and USD amounts are calculated from the handbook rouble price using the in-game exchange rate.</li>
<li><strong><code>ExcludedBarterTpls</code></strong> — list of item TPLs to exclude. If every item in a barter scheme belongs to this list, the scheme is left untouched. Useful to preserve GP coin or lega medal trades selectively.</li>
</ul></div></div>
<div id="tabset-11-panel-3" class="tab-panel"><div class="tab-title">🔀 Routed Trades</div>
<div class="tab-content"><blockquote>
<p>Reads every item in the handbook at runtime and automatically assigns it to a trader based on a category map you define in config. The routing system follows the handbook’s category hierarchy : define a route for “Weapons” and every sub-category inherits it automatically. Ships with a full pre-built map covering all vanilla item categories.</p>
</blockquote>
<p><strong>For modded content</strong> — <code>RouteModdedItemsOnly</code> detects items not present in the vanilla handbook and routes only those to traders. Every item added by every mod you have installed shows up at a trader immediately, at handbook price. The vanilla_items.json file in the mod’s root folder is used as the reference to determine what’s vanilla and what isn’t.</p>
<p><strong>For visibility</strong> — <code>ForceRouteAll</code> bypasses all filters and routes every item in the handbook. Combined with <code>AllItemsExamined</code>, nothing is hidden.</p>
<p><strong>For economy overhauls</strong> — instead of hand-editing dozens of assort json files, you maintain a single config that describes the intent and the mod handles the rest.</p>
<hr />
<hr />
<hr />
<h4>⚙️ Configuration : <code>routedTradesConfig.json</code></h4>
<ul>
<li><strong><code>ForceRouteAll</code></strong> — Route every handbook item regardless of category routes and blacklists.</li>
<li><strong><code>RouteModdedItemsOnly</code></strong> — Only route items not present in vanilla_items.json (modded items). Mutually exclusive with RouteVanillaItemsOnly.</li>
<li><strong><code>RouteVanillaItemsOnly</code></strong> — Only route items present in vanilla_items.json (vanilla items). Mutually exclusive with RouteModdedItemsOnly.</li>
<li><strong><code>FallbackTrader</code></strong> — When ForceRouteAll is true, items with no matching category route go here. Always priced in roubles.</li>
<li><strong><code>TraderCurrencies</code></strong> — Currency used for routed offers, per trader.</li>
<li><strong><code>Blacklist</code></strong> — Items that are never routed to any trader, regardless of category routes.</li>
</ul></div></div>
<div id="tabset-11-panel-4" class="tab-panel"><div class="tab-title">🛒 Manual Trades</div>
<div class="tab-content"><blockquote>
<p>Completely independent from auto-routing. Define specific trades for specific traders with full control over every parameter.</p>
</blockquote>
<hr />
<hr />
<hr />
<h4>⚙️ Configuration : <code>manualTradesConfig.json</code></h4>
<p>Each offer supports:</p>
<ul>
<li>Rouble price or barter payment (or both combined)</li>
<li>Stack count (<code>-1</code> for unlimited)</li>
<li>Loyalty level requirement</li>
<li>Durability for weapons and armor</li>
<li>Manual children (explicit attachments)</li>
<li>Auto-resolved required children — for items with required slots (armor plates etc.), the mod automatically injects the correct child items by reading the template from the DB, recursively.</li>
</ul></div></div>
<div id="tabset-11-panel-5" class="tab-panel"><div class="tab-title">👤 Fence</div>
<div class="tab-content"><blockquote>
<p>Controls Fence’s item generation and offer injection. Fence is handled differently from other traders internally : this feature is independent from <code>EnableDefaultTrades</code>, <code>EnableRoutedTrades</code>, and <code>EnableManualTrades</code>.</p>
</blockquote>
<h4>⚙️ Configuration : <code>fenceConfig.json</code></h4>
<p>The config is split into three sub-sections.</p>
<hr />
<hr />
<hr />
<h3>⚫ <em>Default Item Pool</em></h3>
<p>SPT’s native Fence generation system. On each refresh, SPT randomly picks items from a built-in pool and generates offers from them.</p>
<ul>
<li><strong><code>EnableDefaultItemPool</code></strong> — Master switch for default item pool. If false, zeroes all native generation counts entirely and also disables Default Item Pool Additions, regardless of <code>EnableDefaultItemPoolAdditions</code>.</li>
<li><strong><code>AssortSize</code></strong> — Number of regular items (ammo, meds…) per refresh.</li>
<li><strong><code>WeaponPresetMinMax</code></strong> — Number of preconfigured weapons with mods per refresh.</li>
<li><strong><code>EquipmentPresetMinMax</code></strong> — Number of preconfigured armor rigs per refresh.</li>
<li><strong><code>ItemPriceMult</code></strong> — Price multiplier applied to all regular items.</li>
<li><strong><code>PresetPriceMult</code></strong> — Price multiplier applied to all weapon and equipment presets.</li>
</ul>
<p>All of the above also have a <code>Discount*</code> variant that applies to the secondary discount tab, unlocked at Fence rep level 6.</p>
<hr />
<hr />
<hr />
<h3>⚫ <em>Default Item Pool Additions</em></h3>
<blockquote>
<p>🚨 EXPERIMENTAL, not battle-tested.
This feature was added mostly out of curiosity and hasn’t received much attention since. I don’t personally use it and have no plans to in the near future, so I haven’t invested time in making it robust. It will likely misbehave with weapons or armors. If you just want to throw a couple of simple items into the vanilla pool it might do the job, but if you actually care about controlling what Fence stocks, just set EnableDefaultItemPool: false and use the Custom Item Pool : it’s more reliable and more flexible.</p>
</blockquote>
<p>Extends the built-in pool with extra items of your choice. Only active if <code>EnableDefaultItemPool</code> is also true.</p>
<ul>
<li><strong><code>EnableDefaultItemPoolAdditions</code></strong> — switch for this sub-section only.</li>
<li><strong><code>DefaultItemPoolAdditions</code></strong> — list of items to inject into the native pool. Each entry supports:
<ul>
<li><strong><code>Tpl</code></strong> — item template ID</li>
<li><strong><code>RoublePrice</code></strong> — price in roubles</li>
<li><strong><code>LoyaltyLevel</code></strong> — Fence rep level required (<code>1</code> = always visible)</li>
</ul>
</li>
</ul>
<hr />
<hr />
<hr />
<h3>⚫ <em>Custom Item Pool</em></h3>
<p>Completely independent from the default pool. Defines a weighted pool of offers that are injected directly into Fence’s assort on every refresh, on top of whatever the default pool generates.</p>
<ul>
<li><strong><code>CustomItemCount</code></strong> — How many offers to draw from the pool per refresh.</li>
<li><strong><code>CustomItemPriceMultiplier</code></strong> — Global price multiplier applied to all custom offers. Useful to scale the entire pool up or down without editing each entry individually.</li>
<li><strong><code>CustomItemPool</code></strong> — the pool to draw from. Each entry supports:
<ul>
<li><strong><code>Tpl</code></strong> — item template ID</li>
<li><strong><code>Weight</code></strong> — relative draw chance. Higher values mean the item is more likely to be picked. Items with <code>Weight: 0</code> are ignored.</li>
<li><strong><code>StackSize</code></strong>**** — quantity per offer slot</li>
<li><strong><code>CurrencyTpl</code></strong> — currency TPL (roubles, dollars, euros, GP coin, Lega medal, or any other item)</li>
<li><strong><code>Price</code></strong> — price in the chosen currency, before <code>CustomItemPriceMultiplier</code> is applied</li>
<li><strong><code>LoyaltyLevel</code></strong> — Fence rep level required (<code>1</code> = always visible)</li>
</ul>
</li>
</ul>
<blockquote>
<p>💡 The weighted draw means you can mix rare and common items in the same pool — a weapon with <code>Weight: 2</code> is twice as likely to appear as one with <code>Weight: 1</code>. Set extreme values (e.g. <code>Weight: 100</code> vs <code>Weight: 1</code>) to simulate truly rare drops.</p>
</blockquote>
<blockquote>
<p>💡 Example config included. The default fenceConfig.json ships with a ready-to-use custom pool listing every weapon in the game — including all weapons added by WTT - Content Backport — all priced in GP coins. Feel free to use it as a starting point or strip it down to whatever you actually need.</p>
</blockquote></div></div>
<div id="tabset-11-panel-6" class="tab-panel"><div class="tab-title">🏪 Buyback</div>
<div class="tab-content"><blockquote>
<p>Controls what each trader will accept from the player. Each trader can be configured independently — or left untouched if you want to keep vanilla behavior for specific ones.</p>
</blockquote>
<hr />
<hr />
<hr />
<h4>⚙️ Configuration : <code>buybackConfig.json</code></h4>
<p>Each trader can be set to one of four modes:</p>
<ul>
<li><strong>Default</strong> — leaves the vanilla buy policy untouched</li>
<li><strong>Disabled</strong> — trader refuses to buy anything from the player</li>
<li><strong>Categories</strong> — trader only accepts items from the specified handbook category IDs</li>
<li><strong>AllWithBlacklist</strong> — trader accepts all handbook items except those explicitly blacklisted</li>
</ul></div></div>
<div id="tabset-11-panel-7" class="tab-panel"><div class="tab-title">📦 Supply</div>
<div class="tab-content"><blockquote>
<p>Controls trader restock timers and stock amounts per restock cycle.</p>
</blockquote>
<hr />
<hr />
<hr />
<h4>⚙️ Configuration : <code>supplyConfig.json</code></h4>
<p><strong><code>RestockTimes</code></strong> — Restock interval in seconds for each trader. If the configured interval is shorter than the trader’s current timer, the timer is clamped immediately on server start — no need to wait out the old one.</p>
<p><strong><code>StockMultipliers</code></strong> — Multiplies the purchasable quantity (<code>BuyRestrictionMax</code>) of trader items per restock cycle. Items with no buy restriction (truly unlimited) are not affected.</p>
<ul>
<li><strong><code>EnableByTrader</code></strong> — Apply a flat multiplier per trader.</li>
<li><strong><code>EnableByCategory</code></strong> — Apply a multiplier per handbook category. Sub-categories inherit the parent multiplier automatically.</li>
</ul>
<blockquote>
<p>💡 Both modes can be active simultaneously — multipliers are combined.</p>
</blockquote>
<blockquote>
<p>⚠️ <strong>Stock multipliers are not compatible with routed trades.</strong> Routed offers are automatically injected as unlimited stock, which means they have no <code>BuyRestrictionMax</code> to multiply, the supply patcher skips them entirely. This is a known limitation with no planned fix for now, as unlimited stock is the intended behavior for routed trades. If you need stock restrictions on specific items, use manual trades instead.</p>
</blockquote></div></div>
<div id="tabset-11-panel-8" class="tab-panel"><div class="tab-title">📝 Handbook Prices</div>
<div class="tab-content"><blockquote>
<p>Overrides the handbook price of any item by TPL.</p>
</blockquote>
<hr />
<hr />
<hr />
<h4>⚙️ Configuration : <code>handbookPricesConfig.json</code></h4>
<p>A flat dict of <code>TPL → price in roubles</code>. Any item in the game can be overridden here.</p>
<pre><code>"62330c18744e5e31df12f516": 186, // .357 Magnum JHP
"59faff1d86f7746c51718c9c": 35000 // Physical bitcoin
</code></pre>
<p>Handbook prices are the foundation of several SPT systems, this feature has broad effects beyond just what’s visible at traders :</p>
<ul>
<li><strong>Routed trades</strong> — routed offer prices are derived from handbook price, so overriding a price here directly changes what it costs at the trader.</li>
<li><strong>Trader sell prices</strong> — what traders pay when buying items from the player is also handbook-based.</li>
</ul></div></div>
<div id="tabset-11-panel-9" class="tab-panel"><div class="tab-title">📈 Flea Market</div>
<div class="tab-content"><blockquote>
<p>Controls dynamic flea market offer generation. Trader flea offers are not affected by any of these settings.</p>
</blockquote>
<hr />
<hr />
<hr />
<h4>⚙️ Configuration : <code>fleaMarketConfig.json</code></h4>
<ul>
<li>
<p><strong><code>Disable</code></strong> — Disables all dynamic flea market offer generation entirely. Both blocks new offer generation and purges any offers already present at server start. Trader offers are not affected.</p>
</li>
<li>
<p><strong><code>DynamicForceDisable</code></strong> — List of TPLs to remove from dynamic flea offers. Sets <code>CanSellOnRagfair = false</code> on matching item templates. Nothing outside the listed TPLs is touched.</p>
</li>
<li>
<p><strong><code>DynamicForceEnable</code></strong> — List of TPLs to force into dynamic flea offers. Sets <code>CanSellOnRagfair = true</code> on matching item templates. Nothing outside the listed TPLs is touched.</p>
</li>
</ul>
<blockquote>
<p>Both lists are applied independently and can coexist. If the same TPL appears in both, <code>ForceEnable</code> wins as it runs last.</p>
</blockquote>
<blockquote>
<p>The flea market is, in my opinion, a leftover from the live game that has no place in a balanced solo/coop experience. It adds a lot of clicking for not much actual fun, and there are better ways to introduce randomness into the economy. That said, I’ll add the occasional feature for it if needed.</p>
</blockquote></div></div>
<div id="tabset-11-panel-10" class="tab-panel"><div class="tab-title">🛡️ Insurance</div>
<div class="tab-content"><blockquote>
<p>Disable insurance globally or selectively by category and item TPL.</p>
</blockquote>
<hr />
<h4>⚙️ Configuration : <code>insuranceConfig.json</code></h4>
<ul>
<li><strong><code>DisableAll</code></strong> — Disables insurance on every item in the game. If true, the blacklists below are ignored.</li>
<li><strong><code>CategoryBlacklist</code></strong> — Disables insurance on all items belonging to the specified handbook categories. Sub-categories are included automatically. Ships with the full vanilla category list pre-filled, all disabled by default.</li>
<li><strong><code>TplBlacklist</code></strong> — Disables insurance on specific items by TPL.</li>
</ul>
<blockquote>
<p>💡 <code>CategoryBlacklist</code> and <code>TplBlacklist</code> are cumulative, an item is blacklisted if it matches either one.</p>
</blockquote>
<blockquote>
<p>📝 All other insurance-related settings are already covered by ServerValueModifier. No point duplicating them here.</p>
</blockquote></div></div>
<div id="tabset-11-panel-11" class="tab-panel"><div class="tab-title">🏠 Hideout</div>
<div class="tab-content"><blockquote>
<p>Full control over hideout area requirements, construction times, and the bitcoin farm through config files.</p>
</blockquote>
<blockquote>
<p>💡 The default <code>hideoutConfig.json</code> ships with every area pre-configured to match vanilla exactly. Enabling the feature without changing anything produces zero difference in-game, it’s just a clean starting point. Edit only what you want to change, leave the rest as-is.</p>
</blockquote>
<hr />
<hr />
<hr />
<h4>⚙️ Configuration : <code>hideoutConfig.json</code></h4>
<hr />
<h4>Area fields</h4>
<ul>
<li><strong><code>RemoveFromDb</code></strong> — removes the area from the database entirely.</li>
<li><strong><code>Enabled</code></strong> — whether the area is available to the player.</li>
<li><strong><code>DisplayLevel</code></strong> — whether the current level is displayed in the UI.</li>
</ul>
<hr />
<h4>Construction time</h4>
<ul>
<li><strong><code>UseCustomConstructionTime</code></strong> — master toggle. If false, vanilla construction times are left untouched.</li>
<li><strong><code>ConstructionTime</code></strong> — dict of stage level → time in seconds. Stages not listed default to <code>0</code>. Use an empty dict <code>{}</code> to set everything to instant.</li>
</ul>
<hr />
<h4>Requirements</h4>
<p>Each requirement type (<code>Item</code>, <code>Area</code>, <code>Skill</code>, <code>TraderLoyalty</code>) is controlled independently via a <code>UseCustom*</code> toggle and a matching dict.</p>
<ul>
<li>When <strong>true</strong> : vanilla requirements of that type are <strong>cleared</strong> on every stage first, then the dict is injected per stage.</li>
<li>When <strong>false</strong> : vanilla requirements of that type are left completely untouched.</li>
<li>To <strong>only clear</strong> without injecting anything, set the toggle to true and leave the dict empty <code>{}</code>.</li>
</ul>
<p>Dict keys are stage level strings (<code>"1"</code>, <code>"2"</code>, <code>"3"</code>…). Stages not listed are left as-is after the clear.</p>
<p>Each requirement type expects the following fields per entry :</p>
<ul>
<li><strong><code>ItemRequirements</code></strong> — <code>ItemTpl</code>, <code>ItemCount</code></li>
<li><strong><code>AreaRequirements</code></strong> — <code>AreaName</code> (matches <code>HideoutAreas</code> enum, case-insensitive), <code>AreaLevel</code></li>
<li><strong><code>SkillRequirements</code></strong> — <code>SkillName</code>, <code>SkillLevel</code></li>
<li><strong><code>TraderRequirements</code></strong> — <code>TraderName</code> (trader nickname, case-insensitive), <code>TraderLoyalty</code></li>
</ul>
<hr />
<h4>Found in Raid</h4>
<ul>
<li><strong><code>RequireFoundInRaid</code></strong> — forces <code>IsSpawnedInSession</code> on every item requirement across all areas and all stages, after all custom patches have been applied. <code>true</code> = FIR required everywhere, <code>false</code> = FIR removed everywhere, <code>null</code> = untouched.</li>
</ul>
<hr />
<h4>Bitcoin farm</h4>
<ul>
<li><strong><code>ProductionSpeedMultiplier</code></strong> — divides the base production time. e.g. <code>2.0</code> = twice as fast. (default: <code>1.0</code> → 145000s per bitcoin)</li>
<li><strong><code>MaxCapacity</code></strong> — maximum number of bitcoins that can accumulate. (default: <code>3</code>)</li>
<li><strong><code>GpuBoostRate</code></strong> — GPU boost rate per card. (default: <code>0.041225</code>)</li>
</ul></div></div>
<div id="tabset-11-panel-12" class="tab-panel"><div class="tab-title">⚗️ Crafting</div>
<div class="tab-content"><blockquote>
<p>Define custom crafting recipes per hideout area, and optionally clear all existing recipes for specific areas before injecting your own.</p>
</blockquote>
<blockquote>
<p>💡 The default <code>craftingConfig.json</code> ships with all vanilla recipes pre-configured. Enabling the feature without changing anything produces zero difference in-game; it’s just a clean starting point. Add your own recipes, remove ones you don’t want, or wipe entire areas and rebuild them from scratch.</p>
</blockquote>
<hr />
<h4>⚙️ Configuration : <code>craftingConfig.json</code></h4>
<ul>
<li><strong><code>ClearAreas</code></strong> — list of hideout areas whose vanilla recipes will be wiped before injection</li>
<li><strong><code>Recipes</code></strong> — recipes grouped by hideout area. Each recipe supports area level requirement, end product, count, production time, fuel requirement, and a list of input requirements (items or area levels)</li>
</ul></div></div>
<div id="tabset-11-panel-13" class="tab-panel"><div class="tab-title">🔌 Compatibility</div>
<div class="tab-content"><p>Most features work out of the box with modded content. Auto-routing, manual offers, buyback rules, <code>AllItemsExamined</code>, and handbook price overrides all operate on TPLs — as long as you know the correct TPL for a modded item, you can reference it anywhere in the config exactly like a vanilla one. I haven’t done extensive compatibility testing though, and this is something I’ll look to improve in future updates.</p>
<p><strong>Tested compatible mods:</strong></p>
<ul>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1688/more-energy-drinks" rel="noreferrer noopener">More Energy Drinks</a> by Hood</li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2512/wtt-content-backport" rel="noreferrer noopener">WTT - Content Backport</a> by GrooveypenguinX</li>
</ul>
<blockquote>
<p>⚠️ Any mod that touches the same systems as RZCustomEconomy will conflict. This includes mods that modify trader assorts, flea market offers, hideout requirements or production times, crafting recipes, or trader buyback policies.</p>
</blockquote></div></div>
<div id="tabset-11-panel-14" class="tab-panel"><div class="tab-title">🔞 Hot Anime Girls</div>
<div class="tab-content"><p><img src="https://i.redd.it/i8ijkqb0v2cf1.gif" alt="Rick" /></p></div></div></div>
]]></description><category>Traders</category><dc:creator>RemzDNB</dc:creator><pubDate>Mon, 23 Feb 2026 20:24:43 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/1Iy9e6RqRREFqxyW8UR5kwLMHjZ9Hx7armsCAAQs.png" type="image/png" length="0"/><dc:date>2026-03-12T17:34:29+00:00</dc:date><dc:identifier>v1.2.1</dc:identifier></item><item><title>Da Grog's Subsonics</title><link>https://forge.sp-tarkov.com/mod/2603/da-grogs-subsonics</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2603/da-grogs-subsonics</guid><description><![CDATA[<p>This mod adds clones of base ammo with altered stats to provide subsonic velocities with end game tier penetration. The reasoning is because SAIN does actually provide an option on hearing range based on suppressor usage and suppressor + subsonic usage, or maybe you just want to be more accurate in your kit and it bothers you that all most base subsonic offerings in this game are low tier ammos.</p>
<p><strong>YOU NEED TO HAVE WTT-COMMONLIB 2.0.15 or NEWER FOR THIS MOD TO WORK</strong></p>
<p>NO NEW MODELS ADDED, all ammo is top tier or near top tier for their caliber platform:</p>
<p>Added Ammos and where to get them (Also on flea):</p>
<ul>
<li>9x18mm Dyrokol, Prapor LL2 350 Rubles</li>
<li>7.62x25mm TT DU, Prapor LL2 345 Rubles</li>
<li>9x19mm Subsonic Barrier Blind Projectile, Peacekeeper LL2 400 Rubles</li>
<li>.50AE Subsonic Brass Solid, Peacekeeper LL2 600 Rubles</li>
<li>9x21mm 7U4X, Prapor LL3 700 Rubles</li>
<li>.357 Magnum CWSS, Mechanic LL2 400 Rubles</li>
<li>5.7x28mm SS181AD, Peacekeeper LL3 415 Rubles</li>
<li>4.6x30mm Subsonic BS AP SX, Mechanic LL3 700 Rubles</li>
<li>.366 TKM US, Mechanic LL3 500 Rubles</li>
<li>5.45x39mm US AP, Prapor LL4 850 Rubles</li>
<li>5.56x45mm Variant G, Peacekeeper LL4 850 Rubles</li>
<li>7.62x39mm US AP, Prapor LL4 900 Rubles</li>
<li>.300 BLK Silence, Peacekeeper LL3 650 Rubles</li>
<li>6.8x51mm SIG Model E, Peacekeeper LL3 675 Rubles</li>
<li>7.62x51mm AP Type K, Skier LL3 1250 Rubles</li>
<li>7.62x54mm R US Kopye, Prapor LL3 1500 Rubles</li>
<li>12.7x55mm PS12 Tikhiy Molotok, Prapor LL3 725 Rubles</li>
<li>.338 Lapua Magnum SAP, Mechanic LL4 2550 Rubles</li>
<li>12/70 Lights Out Slug, Peacekeeper LL3 950</li>
</ul>
<p>==========================================
I have tested this mod on my SPT install and found it compatible with some common add on mod packs and my own mods. Please note any incompatibilities but install at your own risk, I try to fix errors as reported and when I find them but I am limited in skill and time. Appreciate the understanding.</p>
<p>Install = Download .7z file, extract to your maile SPT directory
Uninstall = Start SPT, delete all ammo from mod in your inventory, then Follow Path in directory SPT&gt;user&gt;mods&gt; then DELETE DaGrogsSubsonics folder. Done.</p>
]]></description><category>Weapons</category><dc:creator>Carbon Black</dc:creator><pubDate>Sun, 22 Feb 2026 19:09:49 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/lIsTTHXHuJC70V5NFkbiAIIpUECFbooi2OrmF1vB.png" type="image/png" length="0"/><dc:date>2026-02-24T01:54:59+00:00</dc:date><dc:identifier>v1.0.2</dc:identifier></item><item><title>22 Crackshot</title><link>https://forge.sp-tarkov.com/mod/2602/22-crackshot</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2602/22-crackshot</guid><description><![CDATA[<div class="tabset"><div id="tabset-12-panel-1" class="tab-panel"><div class="tab-title">Disclaimer</div>
<div class="tab-content"><p>This mod is not to be taken seriously</p>
<p>22 Crackshot is the wretched mind child of me seeing a drug bust gun that was made from a flare pistol and thinking “that’d be funny in tarkov”
and now we have this..<br />
<img src="https://i.ibb.co/RpQFgcpv/22crackshot.png" alt="22CrackshotGun" title="22CrackshotGun" /></p>
<p>The gun and ammunition can be purchased from Skier.</p>
<p>Huge shoutout to <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/36153/epicrangetime" rel="noreferrer noopener">EpicRangeTime</a>, <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/30890/grooveypenguinx" rel="noreferrer noopener">GrooveyPengiunX</a>, and <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/33775/bushtail" rel="noreferrer noopener">Bushtail</a>. This mod would have taken ALOT longer without their generous assistance.</p>
<p>Another thank you to <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/84418/bobinstien" rel="noreferrer noopener">Bobinstein</a> for their .22 models that i used for refs.</p></div></div>
<div id="tabset-12-panel-2" class="tab-panel"><div class="tab-title">Inspiration</div>
<div class="tab-content"><p><img src="https://i.ibb.co/S4kr2Kf0/inspo1.png" alt="LOS BANOS, California - Tweaker Gun" title="LOS BANOS, California - Tweaker Gun" />
<img src="https://i.ibb.co/9mMwpCPN/inspo3.png" alt="22 SUPER long“" title="22 SUPER long" />
<img src="https://i.ibb.co/p6N8vxS3/inspo2.png" alt="22Spear" title="22Spear" />
I do not remember what video the 22spear is from. image was sent by a friend.</p></div></div>
<div id="tabset-12-panel-3" class="tab-panel"><div class="tab-title">Demonstration Video</div>
<div class="tab-content"><div class="youtube-lite" data-video-id="l-gB_NO9lOU" data-embed-url="https://www.youtube-nocookie.com/embed/l-gB_NO9lOU?autoplay=1"><img src="https://i.ytimg.com/vi/l-gB_NO9lOU/hqdefault.jpg" alt="YouTube video thumbnail" /></div></div></div></div>
]]></description><category>Weapons</category><dc:creator>Dar'Zhar</dc:creator><pubDate>Sun, 22 Feb 2026 18:52:48 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/YylDBfPPmPpZ6e7kvrZHj8wlKPV0iyfGOJKo6Ep3.png" type="image/png" length="0"/><dc:date>2026-02-22T18:54:07+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Smajlec's Lights</title><link>https://forge.sp-tarkov.com/mod/2601/smajlecs-lights</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2601/smajlecs-lights</guid><description><![CDATA[<h2>Make Tarkov look less depressing</h2>
<p>Comparison: <a target="_blank" class="external-link" href="https://imgur.com/a/smajlec-lights-before-after-UjzNVv1" rel="noreferrer noopener">Before/After</a></p>
<p>This mod tweaks some values in Tarkov’s default post-processing to make the game look more natural and less washed out.
It greatly improves visibility in dark areas.</p>
<p>It was inspired by Amands’s Graphics which is sadly no longer updated.</p>
]]></description><category>Other</category><dc:creator>Smajlec</dc:creator><pubDate>Sun, 22 Feb 2026 10:59:11 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/Yy25TrTW8ho0gs4DrXV0kPDtWODFMfWcKAauhT4z.png" type="image/png" length="0"/><dc:date>2026-03-02T18:50:42+00:00</dc:date><dc:identifier>v1.2.0</dc:identifier></item><item><title>SuntionCore</title><link>https://forge.sp-tarkov.com/mod/2600/suntioncore</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2600/suntioncore</guid><description><![CDATA[<div class="tabset"><div id="tabset-13-panel-1" class="tab-panel"><div class="tab-title">English</div>
<div class="tab-content"><p>A utility library extracted and optimized from various mods, specifically designed for <strong>SPT (Single Player Tarkov)</strong> server modding.</p>
<p>The current stable version (v1.0.0) includes core functionalities for <strong>File Size Calculation &amp; Formatting</strong>, <strong>Internationalization (I18N)</strong>, and a <strong>Modular Logging System</strong>.</p>
<blockquote>
<p><strong>Tip:</strong> For detailed code examples and implementation patterns, please refer to the <code>SuntionCore.Tests</code> project included in the source repository.</p>
</blockquote>
<hr />
<h3>Key Features</h3>
<h4>1. Magnitude Formatter</h4>
<p>A robust tool for formatting numerical values with dynamic units (e.g., KB, MB, GB).</p>
<ul>
<li>Provides sealed configuration types (<code>MagnitudeConfig</code>) and common presets (<code>MagnitudePreset</code>).</li>
<li>Automatically formats numbers into readable strings based on step thresholds (e.g., <code>12.12 KB</code>, <code>36.24 MB</code>).</li>
</ul>
<h4>2. File Size Utilities (<code>FileSizeUtil</code>)</h4>
<p>Efficient tools for handling file metrics.</p>
<ul>
<li>Calculate raw file sizes in bytes via static methods or string extensions.</li>
<li>Convert file paths directly into human-readable size strings with customizable decimal precision.</li>
<li>Includes built-in exception handling for invalid paths or inaccessible files.</li>
</ul>
<h4>3. Internationalization (<code>I18N</code>)</h4>
<p>A comprehensive multi-language management system.</p>
<ul>
<li><strong>Instance Management:</strong> Supports multiple independent translation contexts identified by name.</li>
<li><strong>Dynamic Loading:</strong> Batch loads language files (<code>xx.json</code>) from directories.</li>
<li><strong>Advanced Syntax:</strong>
<ul>
<li>Chain keys using <code>::</code> for concatenated translations.</li>
<li>Parameter replacement using <code>{{VariableName}}</code> syntax.</li>
</ul>
</li>
<li><strong>Database Integration:</strong> Optional integration with <code>DatabaseServer</code> to track and utilize SPT’s native localization dictionaries (<code>SptLocals</code>).</li>
</ul>
<h4>4. Modular Logging (<code>ModLogger</code>)</h4>
<p>A dedicated logging system designed to separate mod-specific logs from the main server output.</p>
<ul>
<li><strong>Isolation:</strong> Each mod writes to its own log file(s), preventing main log pollution.</li>
<li><strong>Strategies:</strong> Supports single-file rotation and multi-file separation by log level (Info, Warn, Error, Debug).</li>
<li><strong>Auto-Cleanup:</strong> Configurable file size limits to automatically purge old logs upon server startup.</li>
<li><strong>Thread-Safe:</strong> Ensures safe concurrent access across multiple threads.</li>
</ul>
<p><strong>Since all the above functions of this module manage instances through static properties, you can use them anywhere</strong></p>
<blockquote>
<p><strong><code>ModLogger</code></strong> is particularly suitable for recording debugging information that needs to be output, without having to search through the SPT logs for your own logs among other module logs.</p>
</blockquote>
<hr />
<h3>How to Reference This Library</h3>
<p>To use SuntionCore in your own mod project:</p>
<ol>
<li><strong>Copy DLL:</strong> Install this mod to your SPT instance, then copy <code>SuntionCore.dll</code> from <code>user/mods/SuntionCore/</code> into a <code>libs</code> folder within your mod project.</li>
<li><strong>Update Project File:</strong> Add the following reference to your <code>.csproj</code> file:
<pre><code>&lt;ItemGroup&gt;
    &lt;Reference Include="SuntionCore.dll"&gt;
        &lt;HintPath&gt;libs\SuntionCore.dll&lt;/HintPath&gt;
        &lt;Private&gt;False&lt;/Private&gt;
    &lt;/Reference&gt;
&lt;/ItemGroup&gt;
</code></pre>
<em>Note: Ensure <code>&lt;Private&gt;</code> is set to <code>False</code> to prevent bundling the DLL with your mod output.</em></li>
</ol>
<p>Create mod dependencies using the following code:</p>
<pre><code>class YourModMetadata
{
    public override Dictionary&lt;string, Range&gt;? ModDependencies { get; init; } = new()
    {
        { "com.suntion.suntioncore", new Range("&gt;=1.0.0") }
    };
}
</code></pre>
<hr />
<h3>Quick Usage Overview</h3>
<h4>String Extensions</h4>
<p>Extend standard strings with powerful utility methods:</p>
<ul>
<li><code>.ToFileSize()</code>: Returns a formatted file size string (e.g., <code>"61.23 KB"</code>).</li>
<li><code>.CalFileSize()</code>: Returns the raw file size in bytes (<code>long</code>).</li>
<li><code>.Translate()</code>: Retrieves localized text with support for key chaining and argument injection.</li>
</ul>
<h4>Workflow Examples</h4>
<p><strong>Formatting Numbers:</strong>
Use <code>MagnitudeFormatter</code> to convert raw values into unit-based strings instantly.</p>
<p><strong>Handling Files:</strong>
Call <code>FileSizeUtil.GetFileSize(path)</code> to get a readable size string, or use the extension method on any path string.</p>
<p><strong>Localization:</strong></p>
<ol>
<li>Initialize with <code>I18N.Initialize(databaseServer)</code>. (This initialization is required <strong>only</strong> if you need the I18N system to track SPT’s native translation dictionary based on the current language. Once initialized, you can access this dictionary via the <code>SptLocals</code> property.)</li>
<li>Get an instance via <code>I18N.GetOrCreateI18N("MyMod")</code>.</li>
<li>Load JSON language packs and switch languages dynamically.</li>
<li>Translate keys with automatic parameter substitution.</li>
</ol>
<p><strong>Logging:</strong></p>
<ol>
<li>Create a logger: <code>ModLogger.GetOrCreateLogger("MyMod")</code>.</li>
<li>Log messages using <code>.Info()</code>, <code>.Warn()</code>, <code>.Error()</code>, or <code>.Debug()</code>.</li>
<li>Logs are automatically written to <code>user/mods/SuntionCore/ModLogs</code>.</li>
</ol>
<hr />
<h3>Documentation &amp; API</h3>
<p>For complete API definitions, method signatures, and advanced configuration options, please consult the dedicated API manuals:</p>
<ul>
<li><strong>English:</strong> <code>API_EN.md</code></li>
<li><strong>Chinese:</strong> <code>API_ZH.md</code></li>
</ul>
<hr />
<h3>Credits</h3>
<p>Inspired by and built upon the concepts of:</p>
<ul>
<li><strong>MassivesoftCore &amp; MassivesoftWeapons</strong>: For SPT library architecture and referencing standards.</li>
<li><strong>SPT Item Creator</strong>: For local mod logging concepts.</li>
<li><strong>Raid Record</strong>: For file size calculation and internationalization logic.</li>
<li><strong>SuntionCore (Original Mod)</strong>: For magnitude-based value formatting.</li>
</ul></div></div>
<div id="tabset-13-panel-2" class="tab-panel"><div class="tab-title">中文</div>
<div class="tab-content"><p>一个从多个模组中提取并优化的工具库，专为 <strong>SPT (单机塔科夫)</strong> 服务端模组开发设计。</p>
<p>当前稳定版本 (v1.0.0) 包含了 <strong>文件大小计算与格式化</strong>、<strong>国际化 (I18N)</strong> 以及 <strong>模块化日志系统</strong> 等核心功能。</p>
<blockquote>
<p><strong>提示：</strong> 如需详细的代码示例和实现模式，请参考源代码仓库中包含的 <code>SuntionCore.Tests</code> 项目。</p>
</blockquote>
<hr />
<h3>主要特性</h3>
<h4>1. 量级格式化器 (Magnitude Formatter)</h4>
<p>一个强大的工具，用于格式化带有动态单位（如 KB、MB、GB）的数值。</p>
<ul>
<li>提供密封的配置类型 (<code>MagnitudeConfig</code>) 和常用预设 (<code>MagnitudePreset</code>)。</li>
<li>根据步进阈值自动将数字格式化为可读字符串（例如 <code>12.12 KB</code>, <code>36.24 MB</code>）。</li>
</ul>
<h4>2. 文件大小工具 (<code>FileSizeUtil</code>)</h4>
<p>处理文件指标的高效工具。</p>
<ul>
<li>通过静态方法或字符串扩展计算原始文件大小（字节）。</li>
<li>直接将文件路径转换为人类可读的大小字符串，支持自定义小数精度。</li>
<li>包含对无效路径或无法访问文件的内置异常处理。</li>
</ul>
<h4>3. 国际化 (<code>I18N</code>)</h4>
<p>一个全面的多语言管理系统。</p>
<ul>
<li><strong>实例管理：</strong> 支持多个由名称标识的独立翻译上下文。</li>
<li><strong>动态加载：</strong> 从目录批量加载语言文件 (<code>xx.json</code>)。</li>
<li><strong>高级语法：</strong>
<ul>
<li>使用 <code>::</code> 连接键以实现串联翻译。</li>
<li>使用 <code>{{VariableName}}</code> 语法进行参数替换。</li>
</ul>
</li>
<li><strong>数据库集成：</strong> 可选择与 <code>DatabaseServer</code> 集成，以跟踪和利用 SPT 的原生本地化词典 (<code>SptLocals</code>)。</li>
</ul>
<h4>4. 模块化日志 (<code>ModLogger</code>)</h4>
<p>一个专用的日志系统，旨在将特定模组的日志与主服务器输出分离。</p>
<ul>
<li><strong>隔离性：</strong> 每个模组写入自己的日志文件，防止主日志被污染。</li>
<li><strong>策略：</strong> 支持单文件轮转和按日志级别（Info, Warn, Error, Debug）分离到多文件。</li>
<li><strong>自动清理：</strong> 可配置文件大小限制，在服务器启动时自动清理旧日志。</li>
<li><strong>线程安全：</strong> 确保跨多个线程的并发访问安全。</li>
</ul>
<p><strong>由于本模块以上所有功能均通过静态属性管理实例，因此您可以在任何地方使用它们</strong></p>
<blockquote>
<p><strong><code>ModLogger</code></strong> 特别适合记录需要输出的调试信息，而无需在 SPT 日志中从其他模块的日志里费力查找您自己的日志。</p>
</blockquote>
<hr />
<h3>如何引用此库</h3>
<p>要在您自己的模组项目中使用 SuntionCore：</p>
<ol>
<li><strong>复制 DLL：</strong> 将此模组安装到您的 SPT 实例中，然后将 <code>user/mods/SuntionCore/</code> 目录下的 <code>SuntionCore.dll</code> 复制到您的模组项目中的 <code>libs</code> 文件夹内。</li>
<li><strong>更新项目文件：</strong> 在您的 <code>.csproj</code> 文件中添加以下引用：
<pre><code>&lt;ItemGroup&gt;
    &lt;Reference Include="SuntionCore.dll"&gt;
        &lt;HintPath&gt;libs\SuntionCore.dll&lt;/HintPath&gt;
        &lt;Private&gt;False&lt;/Private&gt;
    &lt;/Reference&gt;
&lt;/ItemGroup&gt;
</code></pre>
<em>注意：确保将 <code>&lt;Private&gt;</code> 设置为 <code>False</code>，以防止将 DLL 打包到您的模组输出中。</em></li>
</ol>
<p>使用以下代码创建模组依赖：</p>
<pre><code>class YourModMetadata
{
    public override Dictionary&lt;string, Range&gt;? ModDependencies { get; init; } = new()
    {
        { "com.suntion.suntioncore", new Range("&gt;=1.0.0") }
    };
}
</code></pre>
<hr />
<h3>快速使用概览</h3>
<h4>字符串扩展</h4>
<p>为标准字符串扩展强大的实用方法：</p>
<ul>
<li><code>.ToFileSize()</code>: 返回格式化的文件大小字符串（例如 <code>"61.23 KB"</code>）。</li>
<li><code>.CalFileSize()</code>: 返回原始文件大小（字节，<code>long</code> 类型）。</li>
<li><code>.Translate()</code>: 获取本地化文本，支持键链接和参数注入。</li>
</ul>
<h4>工作流示例</h4>
<p><strong>格式化数字：</strong>
使用 <code>MagnitudeFormatter</code> 立即将原始值转换为基于单位的字符串。</p>
<p><strong>处理文件：</strong>
调用 <code>FileSizeUtil.GetFileSize(path)</code> 获取可读的大小字符串，或在任何路径字符串上使用扩展方法。</p>
<p><strong>本地化：</strong></p>
<ol>
<li>使用 <code>I18N.Initialize(databaseServer)</code> 初始化。（<strong>仅当</strong>您需要 I18N 系统根据当前语言跟踪 SPT 的原生翻译词典时，才需要此初始化。初始化后，您可以通过 <code>SptLocals</code> 属性访问此词典。）</li>
<li>通过 <code>I18N.GetOrCreateI18N("MyMod")</code> 获取一个实例。</li>
<li>加载 JSON 语言包并动态切换语言。</li>
<li>使用自动参数替换翻译键。</li>
</ol>
<p><strong>日志记录：</strong></p>
<ol>
<li>创建日志记录器：<code>ModLogger.GetOrCreateLogger("MyMod")</code>。</li>
<li>使用 <code>.Info()</code>, <code>.Warn()</code>, <code>.Error()</code> 或 <code>.Debug()</code> 记录消息。</li>
<li>日志将自动写入 <code>user/mods/SuntionCore/ModLogs</code> 目录。</li>
</ol>
<hr />
<h3>文档与 API</h3>
<p>有关完整的 API 定义、方法签名和高级配置选项，请查阅专门的 API 手册：</p>
<ul>
<li><strong>英文：</strong> <code>API_EN.md</code></li>
<li><strong>中文：</strong> <code>API_ZH.md</code></li>
</ul>
<hr />
<h3>致谢</h3>
<p>灵感源自并构建于以下项目的概念：</p>
<ul>
<li><strong>MassivesoftCore &amp; MassivesoftWeapons</strong>：关于 SPT 库架构和引用标准。</li>
<li><strong>SPT Item Creator</strong>：关于本地模组日志记录的概念。</li>
<li><strong>Raid Record</strong>：关于文件大小计算和国际化逻辑。</li>
<li><strong>SuntionCore (原始模组)</strong>：关于基于量级的数值格式化。</li>
</ul></div></div></div>
]]></description><category>Tools</category><dc:creator>Suntion</dc:creator><pubDate>Sat, 21 Feb 2026 15:59:16 +0000</pubDate><dc:date>2026-03-15T17:44:20+00:00</dc:date><dc:identifier>v1.2.0</dc:identifier></item><item><title>LoadBundleEvenFaster</title><link>https://forge.sp-tarkov.com/mod/2599/loadbundleevenfaster</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2599/loadbundleevenfaster</guid><description><![CDATA[<ul>
<li>“Sick of staring at the <strong>‘Bundle Loading’</strong> screen? Is ‘fast’ simply not fast enough for you?</li>
<li>Or are you simply not satisfied unless loading speeds are instant? This mod aims to speed up the loading phase when connecting to a remote SPT server.“</li>
</ul>
<div class="tabset"><div id="tabset-14-panel-1" class="tab-panel"><div class="tab-title">Demo</div>
<div class="tab-content"><p><a target="_blank" class="external-link" href="https://raw.githubusercontent.com/s8ga/SPT_LoadBundleEvenFaster/refs/heads/main/StaticAssets/DemoVideo_OUTPUT.gif" rel="noreferrer noopener"><img src="https://raw.githubusercontent.com/s8ga/SPT_LoadBundleEvenFaster/refs/heads/main/StaticAssets/DemoVideo_OUTPUT.gif" alt="1" /></a></p>
<p>(Gif speed up to 10x)</p>
<p>(The right one is without any Loading tweak mod – without  this mod AND crc32 patch)</p>
<p><a target="_blank" class="external-link" href="https://raw.githubusercontent.com/s8ga/SPT_LoadBundleEvenFaster/refs/heads/main/StaticAssets/DemoVideo_OUTPUT.mp4" rel="noreferrer noopener">Original Video</a></p></div></div>
<div id="tabset-14-panel-2" class="tab-panel"><div class="tab-title">⚠️ The “Maximum Speed” Combo (READ THIS)</div>
<div class="tab-content"><blockquote>
<p><strong>THIS MOD ONLY WORKS WHEN YOU ALREADY DOWNLOADED ALL BUNDLE FILE ON YOUR SYSTEM</strong>
<strong>(Started the game and reached the menu at least once)</strong></p>
</blockquote>
<blockquote>
<p>or you could use <a target="_blank" class="external-link" href="https://github.com/Lacyway/BundleArchiver/releases/tag/v1.0.0" rel="noreferrer noopener">BundleArchiver</a> from Lacyway</p>
</blockquote>
<p>While this mod works as a standalone plugin, it is <strong>HIGHLY RECOMMENDED</strong> to install it alongside my other mod:</p>
<blockquote>
<p><strong><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2563/loadbundlefaster-crc32-patch" rel="noreferrer noopener">LoadBundleFaster (Crc32 Patch)</a></strong></p>
</blockquote></div></div>
<div id="tabset-14-panel-3" class="tab-panel"><div class="tab-title">Who is this for? (Target Audience)</div>
<div class="tab-content"><p><strong>This mod is specifically designed for: Remote / Headless Server Users.</strong> + Installed WTT-Armory/WTT-ContentBackport (Or any bundle-heavy mod)</p>
<ul>
<li>tldr: if u feel the “Loading Bundle” on client startup or
[Info   :BundleManager] CACHE: Loading locally [SomeBundle].bundle on headless startup is taking too much time</li>
</ul>
<p>Just like the Crc32 Patch, this mod targets the file verification bottleneck that only occurs when connecting to a remote server.</p>
<ul>
<li><strong>Remote/Network Connection (Any IP other than 127.0.0.1):</strong> <strong>YES.</strong> If you connect to a server on a different PC, SPT forces a file integrity check. This mod turns that slow check into a multi-threaded sprint. You need this.</li>
<li><strong>Localhost (Single PC):</strong> <strong>NO.</strong> If you play and host on the same machine, SPT skips verification entirely. This mod will have no effect.</li>
</ul>
<hr />
<h3>A Note on System Responsiveness</h3>
<p><strong>“My game froze for a few seconds (for me it’s around 1s) on the loading screen!”</strong></p>
<p><strong>This is NORMAL.</strong> Do not panic.</p></div></div>
<div id="tabset-14-panel-4" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><h3>Installation</h3>
<ol>
<li>Download the release file from the <strong>Versions</strong> tab.</li>
<li>Extract the contents into your SPT root directory (where <code>BepInEx</code> is located).</li>
<li>(Optional but Highly Recommended) Install <strong><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2563/loadbundlefaster-crc32-patch" rel="noreferrer noopener">LoadBundleFaster (Crc32 Patch)</a></strong> for the native hardware acceleration.</li>
</ol></div></div>
<div id="tabset-14-panel-5" class="tab-panel"><div class="tab-title">Technical Details</div>
<div class="tab-content"><blockquote>
<ol>
<li>
<p><strong>Parallel Pre-Validation (The Speedup):</strong>
Stock SPT verifies bundles serially (one-by-one) on a single thread. This mod decouples the verification process and <strong>parallelizes it across all available CPU cores</strong>. By pre-calculating checksums in parallel, it saturates your disk I/O and CPU, turning a sequential bottleneck into an instant burst operation.</p>
</li>
<li>
<p><strong>Integrity Guaranteed (The Safety Net):</strong>
Speed means nothing without accuracy. If the parallel check detects <strong>ANY</strong> anomaly (missing files, hash mismatch, or corruption), the mod immediately <strong>aborts the fast path and falls back to the original SPT behavior</strong>. This ensures that SPT can correctly identify and re-download broken files, guaranteeing 100% game file integrity.</p>
</li>
</ol>
</blockquote></div></div></div>
]]></description><category>Other</category><dc:creator>s8ga</dc:creator><pubDate>Sat, 21 Feb 2026 03:51:19 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/RHxI0ReYobqwolgwO02NEHtuFQFBfYLMYLNDS6f7.png" type="image/png" length="0"/><dc:date>2026-02-21T03:54:50+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Nested Quick Move</title><link>https://forge.sp-tarkov.com/mod/2597/nested-quick-move</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2597/nested-quick-move</guid><description><![CDATA[<p>Quick move (CTRL+CLICK) extends to nested containers. When you quick-move an item into a container, the mod will also check all nested containers within it - merging into existing stacks or placing into free slots at any depth. Stash containers are excluded to prevent items from landing in random bags.</p>
]]></description><category>Other</category><dc:creator>xvotex</dc:creator><pubDate>Thu, 19 Feb 2026 08:30:59 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/3FWWRptnNCVXq7bSe16rGls8FXIovFwys9SiVH3F.png" type="image/png" length="0"/><dc:date>2026-02-19T08:33:26+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Flea Barter Chance Percent</title><link>https://forge.sp-tarkov.com/mod/2596/flea-barter-chance-percent</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2596/flea-barter-chance-percent</guid><description><![CDATA[<p>Controls how much barter trade offer there are in flea market.</p>
<h3><strong>Config</strong></h3>
<p>Via <code>config/config.json</code>:</p>
<pre><code>"barterChancePercent": 50,
"minRoubleCostToBecomeBarter": 1000, 
"itemCountMin": 1, // Min required barter items
"itemCountMax": 3, // Max required barter items
"priceRangeVariancePercent": 20 // Variance in price between offers
</code></pre>
<h3><strong>Installation</strong></h3>
<ul>
<li>Drag and drop the content of the zip file in to SPT installation folder.</li>
</ul>
]]></description><category>Items</category><dc:creator>kobethuy</dc:creator><pubDate>Wed, 18 Feb 2026 16:33:39 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/WTpiVMXq6HXUqhKNgIRzyi431VkQRenmdGTnTtco.png" type="image/png" length="0"/><dc:date>2026-02-18T16:34:34+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Blackhorse311-BotMind</title><link>https://forge.sp-tarkov.com/mod/2595/blackhorse311-botmind</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2595/blackhorse311-botmind</guid><description><![CDATA[<p>⚠️ Found a bug? Report it on our GitHub Issue Tracker: <a target="_blank" class="external-link" href="https://github.com/Blackhorse311/BotMind/issues" rel="noreferrer noopener">https://github.com/Blackhorse311/BotMind/issues</a> Include your
mod list, SPT version, and BepInEx/LogOutput.log file.</p>
<p>⚠️ REQUIRES SPT 4.0.12 — This mod will NOT work on 4.0.11 or earlier versions.</p>
<p>BotMind — Smarter bots. On-demand medics.</p>
<p>Three AI modules in one package: intelligent Looting, objective-based Questing, and the MedicBuddy on-demand medical
team.</p>
<p>How It Works:</p>
<p>Looting: Bots scan area → Find valuable loot → Navigate → Pick up items
Questing: Bots get objectives → Navigate map → Explore → Extract
MedicBuddy: Press LCtrl+LAlt+F10 → Team spawns → Medic heals you → Team retreats</p>
<p>Key Features</p>
<p>Intelligent Looting — Bots loot corpses, containers, and loose items based on value. Throttled to prevent hoover
behavior (max 3 targets per 2 minutes, 15s cooldown between targets).
Objective Questing — PMC and Scav bots pursue objectives, explore areas, and extract. Natural pauses between
objectives. Raiders, Rogues, and boss bots are excluded.
MedicBuddy — Summon a friendly medical team with one keypress. Full healing: HP, bleeds, fractures, destroyed limbs.
Voice Lines — 60 voice lines (EN/RU) for immersive medic interactions.
CCP Rally Points — Press Y to direct your medical team to a specific treatment location.
Medic Promotion — If the medic dies, a shooter gets promoted automatically.
SAIN Integration — Optional combat awareness and extraction support. Works fully without SAIN too.
Configurable Combat Alert — Control how long bots fight before returning to objectives (default 15s, adjustable
10-120s in F12).
SAIN BotMind Preset — Optional SAIN config preset for faster enemy detection and more aggressive combat.</p>
<p>Dependencies</p>
<p>REQUIRED:</p>
<ul>
<li>SPT 4.0.12 (will NOT work on earlier versions)</li>
<li>BigBrain 1.4.x (AI layer framework)</li>
</ul>
<p>RECOMMENDED:</p>
<ul>
<li>SAIN 3.x+ (combat awareness and extraction)</li>
<li>Waypoints 1.8.x+ (improved NavMesh for bot navigation — prevents freezing/stuck bots)</li>
</ul>
<p>COMPATIBLE WITH:</p>
<ul>
<li>LootingBots (auto-detected — BotMind disables its Looting module, MedicBuddy + Questing still work)</li>
<li>SWAG + Donuts</li>
<li>AI Limit</li>
<li>FIKA (confirmed working)</li>
<li>Custom item mods</li>
</ul>
<p>Installation</p>
<p>Download the latest release from GitHub: <a target="_blank" class="external-link" href="https://github.com/Blackhorse311/BotMind/releases/latest" rel="noreferrer noopener">https://github.com/Blackhorse311/BotMind/releases/latest</a>
Extract the archive directly into your SPT root folder (where SPT.Server.exe is)
Files go to:</p>
<ul>
<li>Client: BepInEx/plugins/Blackhorse311-BotMind/Blackhorse311.BotMind.dll</li>
<li>Server: SPT/user/mods/Blackhorse311-BotMind/Blackhorse311.BotMind.Server.dll</li>
<li>Voice lines: BepInEx/plugins/Blackhorse311-BotMind/voicelines/ (en/ and ru/)</li>
<li>SAIN Preset (optional): BepInEx/plugins/SAIN/Presets/BotMind/</li>
</ul>
<p>MedicBuddy Controls</p>
<p>LCtrl+LAlt+F10 — Summon the medical team
Y — Set a Casualty Collection Point (CCP) at your position</p>
<p>How MedicBuddy works:</p>
<ol>
<li>Press LCtrl+LAlt+F10 to summon the medical team</li>
<li>A medic and shooter escorts spawn and navigate to your position</li>
<li>Press Y to set a CCP rally point where you want treatment</li>
<li>The team establishes a defensive perimeter</li>
<li>The medic heals all injuries (HP, bleeds, fractures, destroyed limbs)</li>
<li>After treatment, the team retreats and despawns</li>
</ol>
<p>Tips:</p>
<ul>
<li>Use open areas for your CCP — tight corridors cause navigation issues</li>
<li>Shooter escorts engage hostile bots during treatment</li>
<li>5-minute cooldown between summons (configurable)</li>
<li>PMC raids only by default (configurable)</li>
<li>You must be injured and have no medical equipment to call the team</li>
</ul>
<p>SAIN BotMind Preset (Optional)</p>
<p>BotMind includes an optional SAIN configuration preset that tunes bot detection and aggression. Without it, SAIN’s
default settings can cause bots to walk past enemies before engaging.</p>
<p>What it changes (compared to SAIN “hard” difficulty):</p>
<ul>
<li>GainSightCoef: 1.0 → 1.5 (50% faster visual target acquisition)</li>
<li>AggressionCoef: 1.0 → 1.3 (30% more aggressive combat decisions)</li>
<li>HearingDistanceCoef: 1.0 → 1.15 (15% better hearing range)</li>
<li>VisibleDistCoef: 1.0 → 1.1 (10% further vision range)</li>
</ul>
<p>How to activate:</p>
<ol>
<li>Preset auto-installs to BepInEx/plugins/SAIN/Presets/BotMind/ when you extract the mod</li>
<li>In-game, press F6 to open the SAIN GUI</li>
<li>Select “BotMind” from the preset dropdown</li>
<li>Changes take effect immediately</li>
</ol>
<p>How to revert: Press F6 and select any other preset. Your original SAIN settings are never modified.</p>
<p>Configuration</p>
<p>Press F12 → Find “BotMind” → Adjust settings</p>
<p>General:</p>
<ul>
<li>Enable Looting (default: on)</li>
<li>Enable Questing (default: on)</li>
<li>Enable MedicBuddy (default: on)</li>
<li>Combat Alert Duration (default: 15s) — How long bots fight after sensing an enemy before resuming objectives</li>
</ul>
<p>Looting:</p>
<ul>
<li>Search Radius (default: 35m, range: 10-200m)</li>
<li>Minimum Item Value (default: 5000 rubles)</li>
<li>Loot Corpses / Containers / Loose Items (all default: on)</li>
</ul>
<p>Questing:</p>
<ul>
<li>PMCs Do Quests (default: on)</li>
<li>Scavs Do Quests (default: off)</li>
<li>Quest Priority (default: 50)</li>
</ul>
<p>MedicBuddy:</p>
<ul>
<li>Summon Keybind (default: LCtrl+LAlt+F10)</li>
<li>Cooldown (default: 300s)</li>
<li>Team Size (default: 4, range: 2-6)</li>
<li>PMC Raids Only (default: on)</li>
<li>Rally Point Keybind (default: Y)</li>
<li>Enable Voice Lines (default: on)</li>
<li>Voice Volume (default: 80)</li>
<li>Escort Difficulty (default: 2/hard, range: 0-3)</li>
</ul>
<p>Performance:</p>
<ul>
<li>Max Bots Per Map (default: 0 = use game defaults, max: 31)</li>
<li>When MedicBuddy is enabled, team-size slots are auto-reserved so your medical team always has room to spawn.</li>
</ul>
<p>Troubleshooting</p>
<ul>
<li>Mod doesn’t work / strange behavior → Verify you are on SPT 4.0.12</li>
<li>MedicBuddy not responding → Check mod is enabled in F12. Check PMC-only setting if playing as Scav.</li>
<li>Medic getting stuck → Move to an open area and press Y to set a new CCP</li>
<li>Bots walking past enemies → Activate the BotMind SAIN preset (F6). Increase Combat Alert Duration in F12. Install
Waypoints.</li>
<li>Bots freezing or getting stuck → Install Waypoints mod (DrakiaXYZ-Waypoints)</li>
<li>Bots looting too aggressively → Lower Search Radius (default 35m). Session limit is 3 targets per 2 minutes.</li>
<li>Bots standing still with questing on → Update to v1.6.0. Major fixes in v1.5.0 and v1.6.0.</li>
<li>Bots walking backwards → Update to v1.6.0. Fixed movement facing bug.</li>
<li>Raiders/Bloodhounds stuck on questing → Update to v1.6.0. Non-PMC/Scav bots are now excluded from questing.</li>
<li>Bots stuck looting a container → Update to v1.6.0. Added action-level timeout safety net.</li>
</ul>
<p>Changelog</p>
<p>v1.6.0 (2026-03-02)</p>
<ul>
<li>Fix: Bots no longer get stuck in “Complete” looting state — added action-level timeout safety net in LootingLayer
(#10)</li>
<li>Fix: Raiders and Rogues no longer receive questing objectives — explicit role allowlist prevents non-PMC/Scav bots
from getting stuck on bad waypoints (#10)</li>
<li>Fix: Bots no longer walk backwards — GoToPoint lookToMovingDirection parameter enabled across all movement calls
(#10)</li>
<li>29 new tests (220 total)</li>
</ul>
<p>v1.5.0 (2026-02-28)</p>
<ul>
<li>Fix: Bots no longer stuck at spawn when questing is enabled — questing layer stays active during objective cooldown
instead of letting EFT’s default brain walk bots back to spawn</li>
<li>Fix: Graduated waypoint generation — tries far, medium, then close distances so bots always find reachable
destinations</li>
<li>Fix: Exploration now radiates from bot’s current position instead of circling spawn</li>
<li>Fix: Looting timeout log spam — was firing every frame (110K+ lines per session), now logs once</li>
<li>Fix: Combat Alert Duration default reduced 30s → 15s (30s kept bots in perpetual combat on active maps)</li>
<li>20 new tests (191 total)</li>
</ul>
<p>v1.4.0 (2026-02-21)</p>
<ul>
<li>Fix: Bot movement speeds increased — bots now jog/sprint instead of creeping</li>
<li>Fix: Pose and move speed reset in all Stop() methods — no more crouch/slow persistence after AI transitions</li>
<li>Fix: Looting throttle — 8s scan interval, 15s cooldown, 3 targets per 2min session limit</li>
<li>Fix: Default search radius 50m → 35m</li>
<li>Fix: 5s cooldown between questing objectives</li>
<li>Fix: Combat detection always checks EFT GoalEnemy alongside SAIN</li>
<li>New: Combat Alert Duration config (15s default, 10-120s range)</li>
<li>New: Waypoints soft dependency with startup warning</li>
<li>New: Optional SAIN “BotMind” preset for faster detection and higher aggression</li>
<li>37 new tests (171 total)</li>
</ul>
<p>v1.3.0 (2026-02-19)</p>
<ul>
<li>Fix: Looting collider buffer 64 → 256 for loot-adding mods</li>
<li>Fix: Overall timeout (60s) on all looting logic</li>
<li>Fix: Stuck detection for container and corpse navigation</li>
<li>Fix: Non-SAIN combat fallback via GoalEnemy/IsUnderFire</li>
<li>22 new tests (134 total)</li>
</ul>
<p>v1.2.0 (2026-02-18)</p>
<ul>
<li>Fix: Bots no longer stuck in failed/standby questing states</li>
<li>Fix: NavMesh path validation, SamplePosition tolerance 20m → 5m</li>
<li>Fix: Local Explore fallback for unreachable waypoints</li>
<li>Fix: Removed LookToMovingDirection blocking enemy detection</li>
</ul>
<p>v1.1.1 (2026-02-18)</p>
<ul>
<li>Fix: Bots no longer idle after reaching waypoints</li>
<li>Fix: PMC bots detect and engage each other during questing</li>
</ul>
<p>v1.1.0 (2026-02-17)</p>
<ul>
<li>New: Bot Limit Slider (0-31) with MedicBuddy slot reservation</li>
<li>New: Escort combat awareness and configurable difficulty</li>
<li>New: LootingBots auto-compatibility</li>
<li>30 new tests (112 total)</li>
</ul>
<p>v1.0.0 (2026-02-17)</p>
<ul>
<li>Initial release: Looting, Questing, MedicBuddy</li>
<li>60 voice lines (EN/RU), 82 unit tests</li>
</ul>
<p>Credits</p>
<p>Author: Blackhorse311</p>
<p>BotMind was developed through collaboration between Blackhorse311 and Claude (AI by Anthropic).</p>
<p>Thanks to: SPT Team, BepInEx Team, DrakiaXYZ (BigBrain + Waypoints), Solarint (SAIN), Anthropic (Claude)</p>
<p>Inspiration: DanW (QuestingBots), Skwizzy (LootingBots)</p>
<p>Community Contributors:</p>
<ul>
<li>Th3Kenix — Reported questing idle/stuck and PMC non-engagement</li>
<li>ExcellentBugg — Confirmed persistent questing standby bug (#3)</li>
<li>ExcellentBug, wookie143, Legitimancer — Reported movement and looting issues (v1.4.0)</li>
<li>Guntero, simjounhax, alecontt — Reported questing stuck at spawn (v1.5.0)</li>
<li>DigitalBurns — Reported questing stuck (#9, v1.5.0) AND loot hang + backwards walking (#10, v1.6.0)</li>
<li>Capricorn — Reported MedicBuddy + ABPS compatibility</li>
<li>thesubnautica19881 — Confirmed FIKA compatibility</li>
<li>LO010OL — LootingBots compatibility question</li>
</ul>
<p>License: MIT — Full source: <a target="_blank" class="external-link" href="https://github.com/Blackhorse311/BotMind" rel="noreferrer noopener">https://github.com/Blackhorse311/BotMind</a></p>
]]></description><category>Bots</category><dc:creator>Blackhorse311</dc:creator><pubDate>Tue, 17 Feb 2026 20:08:35 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/D18qxXTAjEctooV9o978KEsBg9Wl0kflcVcEpVaE.png" type="image/png" length="0"/><dc:date>2026-03-02T19:24:01+00:00</dc:date><dc:identifier>v1.6.0</dc:identifier></item><item><title>Player Boss Scav</title><link>https://forge.sp-tarkov.com/mod/2594/player-boss-scav</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2594/player-boss-scav</guid><description><![CDATA[<h1>THIS IS NOT COMPATIBLE WITH APBS</h1>
<h2>This feature is already in APBS.</h2>
<hr />
<p>Default chance is 5%</p>
<p>Player Scav can be any of these bosses:</p>
<ul>
<li>bossBoar</li>
<li>bossBully</li>
<li>bossGluhar</li>
<li>bossKilla</li>
<li>bossKillaAgro</li>
<li>bossKnight</li>
<li>bossKojaniy</li>
<li>bossKolontay</li>
<li>bossPartisan</li>
<li>bossSanitar</li>
<li>bossTagilla</li>
<li>bossTagillaAgro</li>
<li>bossZryachiy</li>
<li>followerBigPipe</li>
<li>followerBirdEye</li>
<li>sectantPriest</li>
</ul>
<p>Bosses can be removed from the list via the Config.</p>
<p><em>Please copy and paste, if you don’t then it’s not going to remove it.</em></p>
<hr />
<div class="tabset"><div id="tabset-15-panel-1" class="tab-panel"><div class="tab-title">INSTALLATION</div>
<div class="tab-content"><p>Installation</p>
<ol>
<li>Download Player Boss Scav</li>
<li>Open the downloaded 7z file in 7-zip</li>
<li>Select the SPT folder in the 7z file in 7-zip</li>
<li>Drag the SPT folder from 7-zip into your root SPT folder</li>
</ol>
<p>Demonstration Video (yoink):</p>
<p><img src="https://i.imgur.com/34vXXDj.gif" alt="34vXXDj.gif" /></p></div></div>
<div id="tabset-15-panel-2" class="tab-panel"><div class="tab-title">UNINSTALLATION</div>
<div class="tab-content"><ol>
<li>Delete <code>/ROOTSPT/SPT/user/mods/acidphantasm-playerbossscav</code></li>
<li>Done</li>
</ol></div></div></div>
<p>If you enjoy my work - you can <a target="_blank" class="external-link" href="https://ko-fi.com/acidphantasm" rel="noreferrer noopener">buy me a coffee</a>~</p>
]]></description><category>Bots</category><dc:creator>acidphantasm</dc:creator><pubDate>Tue, 17 Feb 2026 06:35:23 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/NPm1PUyeBnKs0nrJEqhxeQbJeMFMdUL4KnRNAPo5.png" type="image/png" length="0"/><dc:date>2026-02-17T19:32:14+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>MedEffectsHUD</title><link>https://forge.sp-tarkov.com/mod/2592/medeffectshud</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2592/medeffectshud</guid><description><![CDATA[<p>A compact in-raid HUD overlay — all active buffs and debuffs right on your screen, with timers and values.</p>
<h2>What it shows</h2>
<ul>
<li>All buffs from stimulators, meds, and skills — with countdown timers</li>
<li>All debuffs — bleedings, fractures, tremor, pain — nothing slips by</li>
<li>Time remaining for every effect</li>
<li>Blinking warning when a buff is about to expire</li>
<li>Works on every localizations.</li>
</ul>
<h2>Fully customizable</h2>
<ul>
<li>ICONS! Can customise icons via chanching it in folder of mod. (u can change them if u want to on this folder BepInEx\plugins\MedEffectsHUD\icons - there is some overridding icons in positive and negative buffs so watch them too. Size of icons needs to be 32x32 and PNG ONLY! DO NOT RENAME ICON NAMES!)</li>
<li>Colors for buff names, debuff names, values, and timers — all configurable</li>
<li>3 layout modes: side-by-side columns or stacked list, Icons only</li>
<li>Auto-abbreviated long names, sorted by time remaining</li>
<li>Blacklist — hide effects you don’t care about</li>
<li>Position, size, font, transparency — make it yours</li>
<li>Notification: new debuffs or expiring buffs on middle of the screen (configurable)</li>
</ul>
<p>Toggle HUD with <strong>F8</strong> by default (configurable).</p>
<hr />
<h2>Installation</h2>
<ol>
<li>Download the <code>MedEffectsHUD.zip</code></li>
<li>Extract it into the <strong>root folder</strong> of your SPT installation</li>
<li>Folders merge automatically — if prompted to overwrite, say yes</li>
<li>Launch the game — press <strong>F8</strong> to toggle the HUD</li>
</ol>
<hr />
<h2>Gallery</h2>
<ul>
<li><a target="_blank" class="external-link" href="https://postimg.cc/wR5vj8qm" rel="noreferrer noopener">https://postimg.cc/wR5vj8qm</a></li>
<li><a target="_blank" class="external-link" href="https://postimg.cc/kB4DhBNQ" rel="noreferrer noopener">https://postimg.cc/kB4DhBNQ</a></li>
</ul>
<hr />
<h2>Known Issues</h2>
<ul>
<li>Couple of icons are still missing - dont have time to check all of them so would be pleasant from your side to tell witch of them</li>
</ul>
<hr />
<p>I made it for myself because I was tired of TAB’ing to buffs and checking timers — don’t hit me hard, it’s my first mod to share with you.</p>
<p>All the thanks to the SPT Team and community. Share, use and change whatever you want — free to use.</p>
<p>Suggestions via <a target="_blank" class="external-link" href="https://discord.com/channels/875684761291599922/1472714112223154207" rel="noreferrer noopener">Discord</a> or <a target="_blank" class="external-link" href="https://github.com/KoloskovNikolay/MedEffectsHUD/issues/new" rel="noreferrer noopener">GitHub Issues</a></p>
]]></description><category>Other</category><dc:creator>koloskovnick</dc:creator><pubDate>Sun, 15 Feb 2026 21:44:12 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/7gnRIdO9n24goxt9KnECaGoycieMZUauxAani0tl.png" type="image/png" length="0"/><dc:date>2026-02-18T17:46:50+00:00</dc:date><dc:identifier>v1.1.3</dc:identifier></item><item><title>Make Tarkov Great Again!</title><link>https://forge.sp-tarkov.com/mod/2591/make-tarkov-great-again</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2591/make-tarkov-great-again</guid><description><![CDATA[<div class="tabset"><div id="tabset-16-panel-1" class="tab-panel"><div class="tab-title">Changes</div>
<div class="tab-content"><p>Just some changes I made for my own playthrough and decided to share as a mod.</p>
<h3>Kriss Vector 9x19mm</h3>
<ul>
<li>Increased fire rate (1100 RPM)</li>
</ul>
<h3>Revolvers</h3>
<ul>
<li>Removed double action accuracy penalty:
<ul>
<li><strong>RSH-12</strong></li>
<li><strong>Chiappa Rhino 9mm</strong></li>
<li><strong>Chiappa Rhino .357</strong></li>
<li><strong>MTs-255</strong></li>
</ul>
</li>
</ul>
<h3>Attachments &amp; Compatibility</h3>
<ul>
<li><strong>AA-12 Barrels</strong>: Added compatibility with more muzzle devices.</li>
<li><strong>RPD Barrels</strong>: Added compatibility with more muzzle devices.</li>
<li><strong>PKM Barrel</strong>: Added compatibility with more muzzle devices.</li>
<li><strong>KEDR Threaded Adapter</strong>: Added compatibility with more muzzle devices.</li>
<li><strong>Alpha Dog Suppressor</strong>: Added compatibility with various sights.</li>
</ul></div></div>
<div id="tabset-16-panel-2" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><p><strong><img src="https://i.imgur.com/34vXXDj.gif" alt="install mod" /></strong></p>
<ol>
<li>Download the <code>Make-Tarkov-Great-Again.zip</code>.</li>
<li>Drag and drop the files directly into the root folder of your SPT installation..</li>
<li>The folders should merge automatically. If you get a prompt to overwrite files, say yes.</li>
</ol></div></div>
<div id="tabset-16-panel-3" class="tab-panel"><div class="tab-title">Gallery</div>
<div class="tab-content"><p><img src="https://i.imgur.com/V9tQnBQ.png" alt="alphadog" /></p>
<p><img src="https://i.imgur.com/KhNFm4N.png" alt="rpd" /></p>
<p><img src="https://i.imgur.com/UkerRNf.png" alt="aa12" /></p>
<p><img src="https://i.imgur.com/3dJKqE0.png" alt="kedr" /></p>
<p><img src="https://i.imgur.com/AHk6WPC.png" alt="pkm" /></p></div></div>
<div id="tabset-16-panel-4" class="tab-panel"><div class="tab-title">Suggestions</div>
<div class="tab-content"><h3>Have an idea?</h3>
<p>If you have suggestions for:</p>
<ul>
<li>New weapon rebalances.</li>
<li>Attachment compatibility tweaks.</li>
<li>QoL improvements.</li>
</ul>
<p>Feel free to leave a comment or reach out.</p></div></div>
<div id="tabset-16-panel-5" class="tab-panel"><div class="tab-title">Recommended Mods</div>
<div class="tab-content"><ul>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1818/make-meds-great-again" rel="noreferrer noopener">Make Meds Great Again by viniHNS</a></li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1453/make-shotguns-great-again" rel="noreferrer noopener">Make Shotguns Great Again by viniHNS</a></li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1175/make-vpo-101-great-again" rel="noreferrer noopener">Make VPO-101 Great Again by viniHNS</a></li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1171/make-pl-15-great-again" rel="noreferrer noopener">Make PL-15 Great Again! by viniHNS</a></li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1170/make-stm9-great-again" rel="noreferrer noopener">Make STM9 Great Again! by viniHNS</a></li>
</ul></div></div>
<div id="tabset-16-panel-6" class="tab-panel"><div class="tab-title">Issues</div>
<div class="tab-content"><ul>
<li>The AA-12 silenced sound is weird.</li>
</ul></div></div></div>
<p><a target="_blank" class="external-link" href="https://ko-fi.com/Q5Q116JYQN" rel="noreferrer noopener"><img src="https://ko-fi.com/img/githubbutton_sm.svg" alt="ko-fi" /></a></p>
]]></description><category>Overhauls</category><dc:creator>viniHNS</dc:creator><pubDate>Sun, 15 Feb 2026 21:20:39 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/Vl6kRIU2mkWDuvo4q3IHWWCVPFfNsMi1CV04rkKs.png" type="image/png" length="0"/><dc:date>2026-02-15T21:22:08+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>SaintDeerWeapons</title><link>https://forge.sp-tarkov.com/mod/2590/saintdeerweapons</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2590/saintdeerweapons</guid><description><![CDATA[<div class="tabset"><div id="tabset-17-panel-1" class="tab-panel"><div class="tab-title">Overview</div>
<div class="tab-content"><p>Collection of most of saintdeer’s mod posted.</p>
<p><strong>Included Weapons:</strong></p>
<ul>
<li>🔹 <em>QBZ-191 5.8x42 Assualt Rifle</em></li>
<li>🔹 <em>MCX Virtus 5.56x45/.300blk Assualt Rifles</em></li>
<li>🔹 <em>Mk47 Dissent 7.62x39 Assualt Rifle</em></li>
</ul>
<p><strong>All sound bundles have been rebuilt to fix the issue where gunfire sounds did not change according to the environment (indoor/outdoor)</strong></p></div></div>
<div id="tabset-17-panel-2" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><p>Decompress and put the folder <strong>SPT</strong> under <strong>[Your EFT Directory]/</strong></p></div></div>
<div id="tabset-17-panel-3" class="tab-panel"><div class="tab-title">Notice</div>
<div class="tab-content"><ul>
<li>
<p>If you installed MassivesoftTrader, things this mod added will show up in the new Trader’s page.</p>
</li>
<li>
<p>To disable a certain component, remove the coresponding folder under <strong>SaintDeerWeapons/subs/</strong></p>
</li>
<li>
<p>Theoretically compatible with Fika and WTT-armory. Not fully tested. No guarantee.</p>
</li>
</ul></div></div></div>
]]></description><category>Weapons</category><dc:creator>Massivesoft</dc:creator><pubDate>Sat, 14 Feb 2026 11:53:56 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/cpkVkWZMoQYaWvqNTI1338G1nnWOLjrPQg3efNkC.png" type="image/png" length="0"/><dc:date>2026-02-14T12:02:20+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>MassivesoftWeapons</title><link>https://forge.sp-tarkov.com/mod/2588/massivesoftweapons</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2588/massivesoftweapons</guid><description><![CDATA[<div class="tabset"><div id="tabset-18-panel-1" class="tab-panel"><div class="tab-title">Overview</div>
<div class="tab-content"><p>Collection of most of my weapon mod posted and and saintdeer’s GRAU.</p>
<p><strong>Included Weapons:</strong></p>
<ul>
<li>🔹 <em>BAL-27 5.7x28 Assualt Rifle</em></li>
<li>🔹 <em>DG-56 5.56x45 Assualt Rifle</em></li>
<li>🔹 <em>GRAU 5.56x45/7.62x39 Rifles</em></li>
<li>🔹 <em>ISO .45ACP/9x19 Submachinguns</em></li>
<li>🔹 <em>ISO Hemlock 5.56x45/7.62x51/.300blk Assualt Rifles</em></li>
<li>🔹 <em>JAK-12 12ga Automatic Shotgun</em></li>
<li>🔹 <strong>(New)</strong> <em>KATT AMR .50 BMG Bolt-action Rifle</em></li>
<li>🔹 <em>Longbow 7.62x39 Bolt-action Rifle</em></li>
<li>🔹 <em>M14 7.62x51 Rifle</em></li>
<li>🔹 <em>MCW 5.56x45 Assualt Rifles</em></li>
<li>🔹 <strong>(New)</strong> <em>MCX 5.56x45 Barrel</em></li>
<li>🔹 <strong>(New)</strong> <em>MHG Hand Grenades</em></li>
<li>🔹 <em>New COD Mags from MW</em></li>
<li>🔹 <em>QBZ-03 5.56x45 Assualt Rifle</em></li>
<li>🔹 <em>QBZ-97 5.56x45 Assualt Rifle</em></li>
<li>🔹 <em>Superi46 4.6x30 Submachinegun</em></li>
<li>🔹 <em>TR75/76/77 Assualt Rifles</em></li>
<li>🔹 <em>Type 64 7.62x25 Slienced Submachinegun</em></li>
<li>🔹 <em>Vector .308 Assualt Rifle</em></li>
<li>🔹 <em>Various New Ammo</em></li>
</ul>
<p><strong>All sound bundles have been rebuilt to fix the issue where gunfire sounds did not change according to the environment (indoor/outdoor)</strong></p></div></div>
<div id="tabset-18-panel-2" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><p>Decompress and put the folder <strong>SPT</strong> under <strong>[Your EFT Directory]/</strong></p></div></div>
<div id="tabset-18-panel-3" class="tab-panel"><div class="tab-title">Notice</div>
<div class="tab-content"><ul>
<li>
<p>Not completely compatible with profile created with AmightyTank’s <strong>Massivesoft Gun</strong> due to the inconsistent ID used by GRAU. Remove anything related with GRAU <strong>might</strong> work.</p>
</li>
<li>
<p><strong>Tavor X95 &amp; X95-R</strong> is not included since WTT have a better one.</p>
</li>
<li>
<p>To disable a certain component, remove the coresponding folder under <strong>MassivesoftWeapons/subs/</strong></p>
</li>
<li>
<p>Theoretically compatible with Fika and WTT-armory. Not fully tested. No guarantee.</p>
</li>
</ul></div></div></div>
]]></description><category>Weapons</category><dc:creator>Massivesoft</dc:creator><pubDate>Fri, 13 Feb 2026 14:35:28 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/odY9Z2Odh84q7XTGmTSAnpYg6cggpDJVW4onEke7.png" type="image/png" length="0"/><dc:date>2026-02-14T11:22:59+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>MassivesoftCore</title><link>https://forge.sp-tarkov.com/mod/2587/massivesoftcore</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2587/massivesoftcore</guid><description><![CDATA[<div class="tabset"><div id="tabset-19-panel-1" class="tab-panel"><div class="tab-title">Overview</div>
<div class="tab-content"><p><strong>MassivesoftCore</strong> is a library required for my mods to fuction.  Basically it functions as an item loader and compatibility solver.</p>
<p>You can use it as a dependency to build your own mod but <strong>no</strong> support or documentation will be provided.</p></div></div>
<div id="tabset-19-panel-2" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><p>Decompress and put the folder <strong>MassivesoftCore</strong> under <strong>[Your EFT Directory]/SPT/user/mods</strong></p>
<p>For versions later than 1.0.2: Decompress and put the folder <strong>SPT</strong> under <strong>[Your EFT Directory]/</strong></p></div></div></div>
]]></description><category>Tools</category><dc:creator>Massivesoft</dc:creator><pubDate>Fri, 13 Feb 2026 13:29:57 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/26WfhXhTq8adePntyHLgHDpC1IxI9BJ15N5W6Thi.png" type="image/png" length="0"/><dc:date>2026-02-14T11:10:37+00:00</dc:date><dc:identifier>v1.0.2</dc:identifier></item><item><title>Caliber Under Ammo Name</title><link>https://forge.sp-tarkov.com/mod/2586/caliber-under-ammo-name</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2586/caliber-under-ammo-name</guid><description><![CDATA[<h3><strong>Adds a caliber label below the short name for ammo &amp; ammo boxes.</strong></h3>
<p>It also adds caliber labels to weapons, magazines, in-raid items, along with <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2521/amands-sense-updated" rel="noreferrer noopener">AmandsSense</a> support, alternative ammo sorting, and show names in trading.<br />
It’s easier to check in the settings - you can turn off everything you don’t need.</p>
<h3><strong>Show Names in Trading:</strong></h3>
<p>Hold a key at a trader to show item names instead of prices.<br />
Default: <strong>Left Alt</strong>. Containers are not supported.</p>
<h3><strong>Ammo Sorting:</strong></h3>
<p>Added primary and secondary sorting with ascending/descending selection.<br />
Tertiary sorting is always alphabetical.  Sorting also applies to traders.</p>
<p>Sort modes:</p>
<ul>
<li><strong>Caliber</strong> - sort by caliber type</li>
<li><strong>Alphabetical</strong> - sort by ammo name</li>
<li><strong>Count</strong> - sort by ammo/box count</li>
<li><strong>Rarity</strong> - sort by rarity from <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2430/odts-item-info-spt-40" rel="noreferrer noopener">Item Info</a> (can be changed in advanced mode)</li>
<li><strong>Damage</strong> -  sort by ammo damage value</li>
<li><strong>Penetration</strong> -  sort by ammo penetration power</li>
</ul>
]]></description><category>Other</category><dc:creator>xvotex</dc:creator><pubDate>Thu, 12 Feb 2026 12:30:13 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/g5VAuVzhV9hWAl46lPYoo1qKaN9UPyRTAXfrtCwh.jpg" type="image/png" length="0"/><dc:date>2026-02-21T06:47:57+00:00</dc:date><dc:identifier>v1.1.4</dc:identifier></item><item><title>SALCO'S ARSENAL (reboot)</title><link>https://forge.sp-tarkov.com/mod/2585/salcos-arsenal-reboot</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2585/salcos-arsenal-reboot</guid><description><![CDATA[<p><a target="_blank" class="external-link" href="https://postimg.cc/7f6fLFvc" rel="noreferrer noopener"><img src="https://i.postimg.cc/YqNgd7dp/SA-reboot.jpg" alt="SA-reboot.jpg" /></a></p>
<div class="tabset"><div id="tabset-20-panel-1" class="tab-panel"><div class="tab-title">OVERVIEW</div>
<div class="tab-content"><p>Phew!<br />
My eyes are burning, my brain is fried, and my fingers are sore.<br />
But here it is: the significantly improved and more stable version of my baby – SALCO’S ARSENAL.</p>
<p>While I wrote the basic framework of the first version almost entirely on my own, with just a little help from friends and family, this time I used a little bit of AI, which saved me a ton of time.</p>
<p>Before you start downloading and installing this mod, I recommend that you read everything here very carefully.<br />
<br />
</p>
<p><strong>💰 SUPPORT</strong><br />
In Germany we say:<br />
“Support ist kein Mord” which means <a target="_blank" class="external-link" href="https://ko-fi.com/salco1" rel="noreferrer noopener">feel free to support my ice-tea addiction on Ko-Fi</a><br />
<br />
</p>
<p>Much love! 🖤</p></div></div>
<div id="tabset-20-panel-2" class="tab-panel"><div class="tab-title">ABOUT THE MOD</div>
<div class="tab-content"><p><strong>WHAT DOES THIS MOD (NOT) DO? 🤔</strong><br />
This mod creates customized variants of existing items by cloning vanilla and <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2512/wtt-content-backport" rel="noreferrer noopener">WTT -  Content Backport</a> items and modifying them via JSON.</p>
<p>Weapons, ammo, attachments, armor, and items are adjusted through stat changes, compatibility tweaks, and configuration overrides.</p>
<p>It also adds hideout crafting recipes, extends weapon magazine/ammo compatibility, and injects additional stim buffs into the global game configuration.</p>
<p>This mod does <strong>NOT</strong> add new 3D models.</p></div></div>
<div id="tabset-20-panel-3" class="tab-panel"><div class="tab-title">ABOUT INSTALLATION</div>
<div class="tab-content"><ol>
<li>Backup your profile before every update.</li>
<li>Delete every previous version of “SALCO’S ARSENAL” <strong>completely</strong>.</li>
<li>Clear your cache under <em>…/BepInEx/cache</em> <strong>AND</strong> <em>…/SPT/user/cache</em>.</li>
<li>Download the mod.</li>
<li>Extract the ZIP (7-Zip / WinRAR / Windows Explorer).</li>
<li>Copy the <strong>contents</strong> of the ZIP into your <strong>SPT root folder</strong>.</li>
</ol>
<p>⚠️⚠️⚠️ <strong>DO NOT MIX VERSIONS</strong> ⚠️⚠️⚠️</p></div></div>
<div id="tabset-20-panel-4" class="tab-panel"><div class="tab-title">COMPATIBILITY</div>
<div class="tab-content"><p>This is a list of mods that I personally use and that (at least for me) do not cause any issues.<br />
<br />
</p>
<ul>
<li>SAIN</li>
<li>ABPS - Acid’s Bot Placement System</li>
<li>APBS - Acid’s Progressive Bot System</li>
<li>B.D.S.M. - BODY DISPOSAL SERVICE MAID</li>
<li>BrightLasers</li>
<li>BigBrain</li>
<li>Bot Callsigns - Reloaded</li>
<li>Trader Modding And Improved Weapon Building</li>
<li>The Mercenary</li>
<li>Live Flea Prices</li>
<li>EpicShaderTime</li>
<li>give-ui</li>
<li>Jero Backpack</li>
<li>MoreBotsAPI</li>
<li>[SAIN] Twitch Players</li>
<li>UI Fixes</li>
<li>Weapon Customizer</li>
<li>Air Filter Only Drains In Raid</li>
<li>WTT- Armory</li>
<li>WTT - Content Backport</li>
<li>WTT - CommonLib</li>
<li>Server Value Modifier [SVM]</li>
</ul></div></div>
<div id="tabset-20-panel-5" class="tab-panel"><div class="tab-title">CONTENT</div>
<div class="tab-content"><p><strong>SOME INFO ABOUT THE CONTENT</strong><br />
All the content provided by this mod is generally not as overpowered as in the first version.<br />
Where there are advantages, there are also disadvantages.<br />
Many of the items are only marginally better than what is currently meta.<br />
Ammo is in top 3 of their caliber class.<br />
Almost anything can be bought at the flea market, can be uses by bots or is foundable in raid.<br />
<br />
</p>
<p><strong>GUNS</strong></p>
<ul>
<li>Zastava M85 .300 Blackout assault rifle</li>
<li>HK 416A5 .300 Blackout assault rifle</li>
<li>Custom Guns NL762 (DI) 7.62x39 assault rifle</li>
<li>Custom Guns NL762 (GP) 7.62x39 assault rifle</li>
<li>Tripwire installation kit | Mk.2</li>
<li>GUNGNIR (The Mercenary weapon)</li>
<li>Unit-12 multi-caliber assault rifle</li>
<li>SCAR-68 multi-caliber assault rifle<br />
<br />
</li>
</ul>
<p><strong>AMMO</strong></p>
<ul>
<li>9x19mm PBP-X</li>
<li>9x39mm SP-7 gs</li>
<li>.45 ACP AP-M</li>
<li>4.6x30mm AP-SXM2</li>
<li>5.7x28mm SS190M</li>
<li>6.8x51mm SIG Berserker</li>
<li>12.7x55mm PS12C</li>
<li>.300 Blackout - Spartan</li>
<li>.366 TKM - Tombstone</li>
<li>5.45x39mm 7NBS</li>
<li>5.56x45mm M995A1</li>
<li>7.62x25mm - TinkyWinky</li>
<li>7.62x39mm BP-M</li>
<li>7.62x51mm M66 - Headshot</li>
<li>12/70 AP-170 armor-piercing slug</li>
<li>.300 Blackout NIFLHEIM (The Mercenary ammo)<br />
<br />
</li>
</ul>
<p><strong>EXPLOSIVES</strong></p>
<ul>
<li>V40 Mini-Grenade (Extrem Reduced delay)</li>
<li>M67 hand grenade (Reduced delay)</li>
<li>40x46mm M666 (HE) grenade - H.C.T.B<br />
<br />
</li>
</ul>
<p><strong>WEAPON ATTACHMENTS</strong></p>
<ul>
<li>AK Zenit PT-3 buttstock | Mk.2</li>
<li>AK-74M CAA AKTS AK74 buffer tube | Mk.2</li>
<li>AR-15 KRISS Defiance DS150 stock (Black) | Mk.2</li>
<li>AK Zenit RP-1 charging handle | Mk.2</li>
<li>Strike Industries Cobra Tactical foregrip | Mk.2</li>
<li>Strike Industries Cobra Tactical foregrip (FDE) | Mk.2</li>
<li>AK-74 gas tube | Mk.2</li>
<li>AK Zenit B-30 handguard with B-31S upper handguard rail | Mk.2</li>
<li>AAC Blackout 35T 762x flash hider</li>
<li>AAR-15 KAC QDC 5.56x45 3-Prong Flash Eliminator | Mk.2</li>
<li>AK Zenit RK-3 pistol grip | Mk.2</li>
<li>AK Zenit RK-3 pistol grip (FDE) | Mk.2</li>
<li>NL762 (GP) 7.62x39 upper receiver (FDE) | Mk.2</li>
<li>NL762 (DI) 7.62x39 upper receiver | Mk.2</li>
<li>AR-15 F1 Firearms Skeletonized Style 1 pistol grip | Mk.2</li>
<li>AK Hexagon DTKP Multi Caliber sound suppressor | Mk.2</li>
<li>AR-15 Daniel Defense Enhanced Collapsible Buttstock (Black) | Mk.2</li>
<li>AR-15 Daniel Defense Enhanced Collapsible Buttstock (FDE) | Mk.2<br />
<br />
</li>
</ul>
<p><strong>GEAR</strong></p>
<ul>
<li>Azimut SS Zhuk chest harness (Black) | Mk.2</li>
<li>Armband (BEAR) with container slots | Mk.2</li>
<li>Armband (USEC) with container slots | Mk.2</li>
<li>CENS ProFlex DX5 tactical earplug | Mk.2</li>
<li>Dynaforce Triton MPPV Multi-Purpose Patrol Vest (Black)<br />
<br />
</li>
</ul>
<p><strong>MEDICALS</strong></p>
<ul>
<li>D.I.N.N.E.R-41 stimulant injector
<ul>
<li>Three units, ensures that hunger and thirst are satisfied.</li>
</ul>
</li>
<li>eTG-change regenerative stimulant injector | Mk.2</li>
<li>Golden Vaseline Balm</li>
<li>MSJ6 TGLabs carry and escape stimulant injector
<ul>
<li>A cocktail stimulant consisting of SJ6 and M.U.L.E.</li>
</ul>
</li>
<li>M.U.L.E. stimulant injector | Mk.2</li>
<li>Propital regenerative stimulant injector | Mk.2</li>
<li>SJ6 TGLabs combat stimulant injector | Mk.2</li>
<li>Surv12 field surgical kit | Mk.2</li>
<li>UFAK tactical individual first aid kit</li>
<li>Zagustin hemostatic drug injector | Mk.2</li>
<li>B.O.N.E. stimulant injector<br />
<br />
</li>
</ul>
<p><strong>STORAGE CONTAINERS</strong></p>
<ul>
<li>S I C C organizational pouch | Mk.2
<ul>
<li>Bigger. Can contains the same items like the old one and a few more.</li>
</ul>
</li>
<li>Portable Med Case</li>
<li>Portable Ammo Case</li>
<li>Secure Container LAEGIR
<ul>
<li>Only available by cheating or you from an archievment (more about it in the future)</li>
</ul>
</li>
<li>G I G A  T H I C C item case</li>
<li>Tripwire installation kit case<br />
<br />
</li>
</ul>
<p><strong>USABLES</strong></p>
<ul>
<li>Body armor repair kit | Mk.2</li>
<li>Super Fuel</li>
<li>Weapon repair kit | Mk.2<br />
<br />
</li>
</ul>
<p><strong>ARMOR</strong></p>
<ul>
<li>Switchable built-in armor from Tier 3 to Tier 6 for helmets and body armors/armored rigs</li>
<li>6B13 assault armor (EMR) | Mk.2</li>
<li>6B13 M assault armor (Killa Edition) | Mk.2</li>
<li>6B45 armored rig (Assault, EMR) | Mk.2</li>
<li>Atomic Defense ballistic mask (Black) | Mk.2</li>
<li>Crye Precision AVS plate carrier (Ranger Green) | Mk.2</li>
<li>BNTI Kirasa-N body armor (Green) | Mk.2</li>
<li>CQC Osprey MK4A plate carrier (Assault, MTP) | Mk.2</li>
<li>Death Shadow lightweight armored mask | Mk.2</li>
<li>GAC 4sss2 ballistic plate | Mk.2</li>
<li>Granit 4RS ballistic plates (Back) | Mk.2</li>
<li>Granit 4 ballistic plate (Front) | Mk.2</li>
<li>Korund-VM-K ballistic plate (Back) | Mk.2</li>
<li>Korund-VM-K ballistic plates (Front) | Mk.2</li>
<li>NPP KlASS Tor-2 helmet (Olive Drab) | Mk.2</li>
<li>NPP KIASS Stich Profi plate carrier (black)</li>
<li>PACA Soft Armor | Mk.2</li>
<li>Shattered lightweight armored mask | Mk.2</li>
<li>LBT-6094A Slick Plate Carrier (Black) | Mk.2</li>
<li>WARTECH TV-110 plate carrier (Coyote) | Mk.2</li>
<li>VIDRIMNIR (The Mercenary’s body armor)</li>
<li>GRIMNIR (The Mercenary’s helmet)</li>
<li>Ballistic Armor Co. Bastion helmet (Armor Black)</li>
<li>Ballistic Armor Co. Bastion helmet (OD Green)</li>
<li>Spiritus Systems LV-119 Plate Carrier (Black Division V1) | Mk.2<br />
<br />
</li>
</ul>
<p><strong>MAGAZINES</strong></p>
<ul>
<li>AR-10 7.62x51 Lancer L7AWM 30-round magazine</li>
<li>AR-15 .300 BLK only Magpul PMAG D-60 STANAG 60-round magazine | Mk.2</li>
<li>AK 6L31 60-round 5.45x39 magazine | Mk.2</li>
<li>AR-15 5.56x45 SureFire MAG5-60 STANAG 60-round magazine | Mk.2</li>
<li>Multi caliber 20-round magazine</li>
<li>Multi caliber 30-round magazine</li>
</ul></div></div>
<div id="tabset-20-panel-6" class="tab-panel"><div class="tab-title">FUTURE PLANS</div>
<div class="tab-content"><p>This mod will propably a for ever work in progress kind of thing.</p>
<ul>
<li>More stuff</li>
<li>Modified recoil</li>
</ul></div></div>
<div id="tabset-20-panel-7" class="tab-panel"><div class="tab-title">BUG REPORTING</div>
<div class="tab-content"><p>If you have found errors and would like to report them, you have the following options:</p>
<ol>
<li>
<p>Thread on SPT-Discord: <a target="_blank" class="external-link" href="https://discord.com/channels/875684761291599922/1471243297019134034" rel="noreferrer noopener">https://discord.com/channels/875684761291599922/1471243297019134034</a> (first recommendation)</p>
</li>
<li>
<p>GitHub: <a target="_blank" class="external-link" href="https://github.com/S4LCO/SALCOS_ARSENAL_V2/issues" rel="noreferrer noopener">https://github.com/S4LCO/SALCOS_ARSENAL_V2/issues</a><br />
<br />
</p>
</li>
</ol>
<p><strong>IMPORTANT THINGS I NEED</strong></p>
<ul>
<li>Your SPT version.</li>
<li>A list of your installed server mods.</li>
<li>Server log.</li>
</ul>
<p>Without this information, I cannot help you and will not respond.<br />
Reports in the comments section <strong>will not be considered</strong>.<br />
There is currently a bug on the website that prevents me from being redirected to new comments.<br />
It is too tedious to search for every comment.</p></div></div>
<div id="tabset-20-panel-8" class="tab-panel"><div class="tab-title">SPECIAL THANKS</div>
<div class="tab-content"><p>I would like to take this opportunity to say “thank you”.<br />
Thank you for your kind words and support, and especially to my testers.<br />
I would also like to thank all the people who download my mod and enjoy it, and who, despite the mess I made with version 1, are still here and giving me another chance.</p>
<p><a target="_blank" class="external-link" href="https://postimg.cc/GHG5SJjQ" rel="noreferrer noopener"><img src="https://i.postimg.cc/BQVfbmLd/luvyou-love.gif" alt="luvyou-love.gif" /></a></p></div></div></div>
]]></description><category>Weapons</category><dc:creator>SALCO</dc:creator><pubDate>Wed, 11 Feb 2026 22:25:58 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/AcEutqFnUKijpvOJGBSwo3zsvwKJH7OnjfxHCS2n.jpg" type="image/png" length="0"/><dc:date>2026-02-25T00:49:42+00:00</dc:date><dc:identifier>v2.1.0</dc:identifier></item><item><title>Mortar Strikes</title><link>https://forge.sp-tarkov.com/mod/2584/mortar-strikes</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2584/mortar-strikes</guid><description><![CDATA[<p>This mod allows you do configure Mortar Strikes that will shoot barrages of mortar strikes at Bots/Players with a warning sound and smoke in advance. Every parameter is configurable in the config.</p>
<p>Works with SPT 4.0.12 and Fika 2.2.0. For Fika every Player needs the Mod.</p>
<p>The config will appear here after the first time starting your game:
SPT\BepInEx\plugins\MortarStrikes</p>
<p>If you delete the Config it will be newly generated when starting the game.</p>
]]></description><category>Other</category><dc:creator>Necoval</dc:creator><pubDate>Tue, 10 Feb 2026 09:56:51 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/vN81xaXt55y6KgRcZHPzxCCKwUvhuAmgoi1VJzmL.png" type="image/png" length="0"/><dc:date>2026-02-10T10:17:48+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Fika Discord Presence</title><link>https://forge.sp-tarkov.com/mod/2583/fika-discord-presence</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2583/fika-discord-presence</guid><description><![CDATA[<h1><strong>Fika Discord Presence</strong></h1>
<p>Displays live Fika server status in Discord using a webhook.
Shows online players, raid status, activity, and optional Weekly Boss information parsed from SPT logs (compatible with ABPS if installed).</p>
<hr />
<h2><strong>Example</strong></h2>
<p><img src="https://i.ibb.co/1f1B9GQW/image.png" alt="Description" /></p>
<hr />
<h2><strong>Features</strong></h2>
<ul>
<li>Live player list from the Fika API</li>
<li>Raid / out-of-raid activity detection</li>
<li>Side display (<em>PMC / Scav</em>) during raids.</li>
<li>Activity duration tracking</li>
<li>Weekly Boss detection from SPT logs</li>
<li>Auto-creates and edits a single persistent Discord message</li>
<li>Live config reload <em>(no restart required for most settings)</em></li>
<li>Extremely customizable (Icons, colors, weekly boss display, names of categories, refresh rate…)</li>
</ul>
<hr />
<h2><strong>Requirements</strong></h2>
<ul>
<li>Fika</li>
<li>Discord webhook URL</li>
</ul>
<hr />
<h2><strong>Installation</strong></h2>
<ol>
<li>Place the mod folder inside your Tarkov install folder.</li>
<li>Open config.json.</li>
<li>Insert:
<ul>
<li>Discord.WebhookUrl (<a target="_blank" class="external-link" href="https://support.discord.com/hc/en-us/articles/228383668-Intro-to-Webhooks" rel="noreferrer noopener">https://support.discord.com/hc/en-us/articles/228383668-Intro-to-Webhooks</a>)</li>
<li>Fika.ApiKey (Found in SPTInstallFolder\SPT\user\mods\fika-server\assets\configs\fika.jsonc)</li>
<li>LogFolderPath (X:\Your\Tarkov\Folder\SPT\user\logs\spt)</li>
</ul>
</li>
<li>Start the SPT server.</li>
</ol>
<p>Thumbnail by agus raharjo, inverted by me.</p>
]]></description><category>Scripting</category><dc:creator>Fiodor</dc:creator><pubDate>Tue, 10 Feb 2026 08:55:45 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/RCoQRDnzZA7ePl3o5SyJnqdzETl8dCYpQri1NECx.png" type="image/png" length="0"/><dc:date>2026-02-11T10:25:10+00:00</dc:date><dc:identifier>v1.0.2</dc:identifier></item><item><title>Certified PMC</title><link>https://forge.sp-tarkov.com/mod/2582/certified-pmc</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2582/certified-pmc</guid><description><![CDATA[<p>Original mod idea by <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/37691/hacker228" rel="noreferrer noopener">Hacker228</a> available <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1830/random-skill-level-and-mastering" rel="noreferrer noopener">here</a> for SPT 3.9.8.</p>
<h1>Certified PMC</h1>
<p>A mod for SP Tarkov, an offline single player emulator for the game Escape from Tarkov.</p>
<p>Randomizes your PMC’s skills and masteries at character creation, because not every ‘trained operative’ starts life the same way.</p>
<p><strong>New profile is required!</strong></p>
<p><strong>Does not modify SCAV’s skills.</strong></p>
<h2>Configuration</h2>
<p>The mod can be configured by editing the <code>config.json</code> file. The following options are available:</p>
<ul>
<li>minSkillLevel: The minimum level for any skill (default: 0)</li>
<li>maxSkillLevel: The maximum level for any skill (default: 1500)
<ul>
<li>100 represents 1 skill level, so 1500 is actually level 15</li>
</ul>
</li>
<li>minMasteryLevel: The minimum level for any mastery (default: 0)</li>
<li>maxMasteryLevel: The maximum level for any mastery (default: 1000)</li>
<li>Skills list:
<ul>
<li>if <code>true</code> the skill will be randomized, if <code>false</code> it will be set to the 0 level</li>
</ul>
</li>
<li>Mastering:
<ul>
<li>SplitByFaction (default: true):
<ul>
<li>if <code>true</code> the mastery levels will be randomized separately for each faction (USEC, BEAR), according to the list below this option</li>
<li>if <code>false</code> both BEAR and USEC weapon masteries will be randomized together</li>
</ul>
</li>
</ul>
</li>
</ul>
<h2>Installation</h2>
<p>Copy contents of the archive to root SPTarkov directory.</p>
<p>Want to support my work? Buy me a Coffee <a target="_blank" class="external-link" href="https://ko-fi.com/fryciarz7/tip" rel="noreferrer noopener">ko-fi/fryciarz7</a></p>
]]></description><category>Other</category><dc:creator>fryciarz7</dc:creator><pubDate>Mon, 09 Feb 2026 10:37:55 +0000</pubDate><dc:date>2026-02-09T10:39:31+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>King Of Tarkov</title><link>https://forge.sp-tarkov.com/mod/2579/king-of-tarkov</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2579/king-of-tarkov</guid><description><![CDATA[<h2>THIS MOD IS IN PUBLIC BETA! THERE MAY BE GAMEPLAY AND BALANCING ISSUES! NON-DETAILED REPORTS <em>WILL</em> BE IGNORED!</h2>
<h4>Report in the SPT Discord mods-development thread or github issue tracker!</h4>
<h4>USING THIS MOD VOIDS ALL SUPPORT FROM THE SPT DISCORD’S HELPERS</h4>
<div class="tabset"><div id="tabset-21-panel-1" class="tab-panel"><div class="tab-title">Overview</div>
<div class="tab-content"><p>King Of Tarkov is a mod about rising to the top. You muse complete 10 trials of increasing difficulty to be finally be crowned king (or queen).  You will have to fight numerous enemies and bosses with limited resources. Oh, and limited lives.</p>
<p>A short summary of features:<br />
Custom linear progression path<br />
Modifiers/mutators<br />
Difficulty settings</p>
<p>If you have ever played Hitman: Freelancer, this mod’s structure should seem familiar to you.</p>
<p><img src="https://i.imgur.com/nEwwOIq.png" alt="kotlogo" /></p>
<hr />
<h3>Detailed Overview</h3>
<p>To beat King Of Tarkov, you have to beat 10 trials.
Each trial consists of several raid locations you have to beat in any order.</p>
<p><img src="https://i.imgur.com/UTauSVB.png" alt="trialpage" /></p>
<p>Each raid also requires you to complete some conditions to leave. Don’t think about just getting the minimum to not be a run through!<br />
On the final raid of a trial, you will have to kill the boss, so choose your locations properly!</p>
<h4>Rewards</h4>
<p>Loot drops are universally increased, levels are granted for raid and trial completion, and custom quests provide high end rewards.</p>
<h4>Difficulties</h4>
<p>Want a simpler challenge/experience? There are optional difficulties provided that can make loot drops more common, give more lives</p>
<hr />
<h4>Modifiers</h4>
<p>This isn’t just a simple challenge, however. After the first trial you will encounter modifiers which will force you to switch up your playstyle and can sometimes be a brutal challenge.</p>
<p>There are currently <em>25</em> different modifiers in game, with even some that require other mods!</p>
<p><em>Fighting Killa on Labs with Explosive Bullets</em>
<img src="https://i.imgur.com/qO56Arf.gif" alt="killa" /></p></div></div>
<div id="tabset-21-panel-2" class="tab-panel"><div class="tab-title">Incompatible/Recommended Mods</div>
<div class="tab-content"><p><strong>Recommended</strong><br />
<a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/791/sain-solarints-ai-modifications-full-ai-combat-system-replacement" rel="noreferrer noopener">SAIN</a><br />
<a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1594/apbs-acids-progressive-bot-system" rel="noreferrer noopener">APBS</a><br />
<a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2097/abps-acids-bot-placement-system" rel="noreferrer noopener">ABPS</a></p>
<p><strong>Not Recommended</strong><br />
Any cheat-like mods<br />
Custom traders</p>
<p><strong>Incompatible</strong><br />
Any custom quests</p></div></div>
<div id="tabset-21-panel-3" class="tab-panel"><div class="tab-title">Installation &amp; Quick Start</div>
<div class="tab-content"><ol>
<li>Download the latest KingOfTarkov zip</li>
<li>Extract the SPT and BepInEx folder from it into your Single Player Tarkov folder (the one with the launcher exe, NOT the server)</li>
<li>Start the server</li>
<li>Create a new profile, the only profile type available should be KingOfTarkov.</li>
<li>Hop in, check out your quests available, and good luck!</li>
</ol>
<p>Notes:
Making a new profile is mandatory to preserve the linear zero-to-hero experience and the lives system.
You can restart by turning off the server, deleting save.json in SPT/user/mods/KingOfTarkov, then turn it back on.</p></div></div>
<div id="tabset-21-panel-4" class="tab-panel"><div class="tab-title">Configuration</div>
<div class="tab-content"><p>To configure KingOfTarkov, first install then start the server before closing it.
Then wipe the save by deleting save.json.</p>
<p>The main configuration to worry about is the difficulty, just enter the name of a difficulty from the difficulties folder.
Start the server again to apply the changes.</p>
<p>Don’t like any of the existing difficulties? Make your own! Descriptions of all settings are provided in the normal difficulty.</p>
<h4><strong>YOU WILL NOT RECEIVE SUPPORT FOR EDITING ANY FILES IN THE DATABASE FOLDER</strong></h4></div></div>
<div id="tabset-21-panel-5" class="tab-panel"><div class="tab-title">Known Issues</div>
<div class="tab-content"><ul>
<li>Secret exits sometimes don’t work even after completing exfil conditions.</li>
<li>Exfil conditions aren’t interesting enough.</li>
<li>Sometimes weekly quests generate to exfil on the wrong locations.</li>
</ul></div></div>
<div id="tabset-21-panel-6" class="tab-panel"><div class="tab-title">Special Thanks</div>
<div class="tab-content"><p><strong>Tarkin</strong> - Help with bundles and EFT assets<br />
<strong>SPT Team</strong> - For all the hard work creating SPT</p>
<p>Without all of you, this wouldn’t be possible</p></div></div></div>
]]></description><category>Overhauls</category><dc:creator>minesettimi</dc:creator><pubDate>Sat, 07 Feb 2026 22:23:08 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/DrYaZa9sBqwiUbtsLxsNcXDtKeXHwM9TyiJqPIpd.png" type="image/png" length="0"/><dc:date>2026-02-19T22:15:01+00:00</dc:date><dc:identifier>v0.12.2</dc:identifier></item><item><title>DaGrogsVanillaWeaponRemix</title><link>https://forge.sp-tarkov.com/mod/2578/dagrogsvanillaweaponremix</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2578/dagrogsvanillaweaponremix</guid><description><![CDATA[<h2>TYFONS WEAPON CUSTOMIZER IS REQUIRED FOR MAKING A GOOD AMOUNT OF ATTACHMENTS FIT WELL IN THIS MOD</h2>
<p>======================================================================
This mod adds no new attachments, just moves some filter lists around to allow some guns and attachments to use reasonable attachments. I literally cannot explain all the changes but like 90% of vanilla guns are affected by this change, I made this for myself to not make all these changes by hand like I used to every time the game updated but I figured others may enjoy this.</p>
<p>This is a very jank mod so please expect some clipping hence why the above mod is recommended!!!</p>
<p>Examples of changes:</p>
<ul>
<li>Glock 18c and pistols with actual muzzles, foregrips, slide sights</li>
<li>Shorty shotguns and rifles</li>
<li>Low customization guns now with some attachments</li>
<li>9mm muzzles on ALL 9mm guns (like the sr3m or vsk with muzzle attachments)</li>
<li>too much to list seriously</li>
</ul>
<p>This mod does affect my other mods, and mods that use the same vanilla attachments- so balancing of guns are affected since some mods just make guns better. I have not seen a conflict yet but as I said, without the above recommended mod then some customizations are unusable. It will be a lil groggi so you have been warned, install at your own risk. DO NOT USE WITH REALISM if its even out yet</p>
<hr />
<p>TO INSTALL JUST UNZIP TO YOUR MAIN SPT DIRECTORY
path is SPT &gt; user &gt; mods &gt; (THREE FOLDERS) DaGrogsVanillaAttachmentPart1Remix, DaGrogsVanillaAttachmentPart2Remix, DaGrogsVanillaWeaponRemix</p>
<p>TO UNINSTALL JUST DELETE THE THREE FOLDERS IN mods AS I LAID OUT IN THE PATH ABOVE</p>
]]></description><category>Equipment</category><dc:creator>Carbon Black</dc:creator><pubDate>Sat, 07 Feb 2026 19:27:07 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/HgGZzcP40J6fH4DitdiBJXnWIRWxpbAvqHAycZWS.jpg" type="image/png" length="0"/><dc:date>2026-02-07T19:37:26+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>DaGrogs Weapon AddOn Pack</title><link>https://forge.sp-tarkov.com/mod/2577/dagrogs-weapon-addon-pack</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2577/dagrogs-weapon-addon-pack</guid><description><![CDATA[<h2>Da Grog’s Weapon add on pack. A bunch of cloned weapons with caliber conversions and extended customization. No new models but I highly recommend using Tyfon’s Weapon Customizer as with all my mods due to some small groggistuff with the extended customization.</h2>
<p>Install by unzipping the downloaded file directly into your main SPT directory, the path will be SPT &gt; user &gt; mods &gt; DaGrogsAddOnWeaponPack</p>
<p>Un install by going into the game, load the profile, delete all weapons you have in inventory from the mod, and then delete the mod folder DaGrogsAddOnWeaponPack</p>
<p>===============================================================</p>
<h1>Ill try to add more stuff as time goes on, but I dont got much time. There may be some jank but it worked as I tested this on a good fresh install and my main install with like most of the 4.0 SPT mods.</h1>
<p>In the README.Md on github and the download, youll find a text file with some code for SVM’s Trader Assort window. Copy paste it in so the lines are following SVM’s FAQ on item additions to the assort in Greed.exe to have the items added to the traders in game - otherwise the items are found in flea without the assort. Again, the SVM Greed.exe has a FAQ in it on how to format but I tried to make it Copy Paste. Stack lines ON TOP not side by side, no spaces. Change the prices or levels in the assort as you like but, have fun figuring out the item ids- maybe look in the code? idk an easy fix to help you guys on this, maybe will try to add a page with the ids.</p>
<p>=================================================================</p>
<p>Not a coder, tried my best but my standards are most likely far below yours. This means, issues? Your guess is as good as mine, I will try to fix but no promises. Use at your own risk, but it worked for me.</p>
<p>=================================================================</p>
<p>Guns Added So Far:</p>
<ul>
<li>(Modified) Auto Deagle .50Ae Pistol</li>
<li>SR-50 .50Ae Auto Marksmen Rifle</li>
<li>MP-50 .50BMG Nitro Double Barrel</li>
<li>AA20 20g Auto Shotgun</li>
<li>Saiga20 20g Semi Shotgun</li>
<li>9x18mm AS Val</li>
<li>9x19mm M60</li>
<li>46x30mm OPSKS</li>
<li>9x21mm PKP</li>
<li>762TT RPDN</li>
<li>20 Gauge RSh20</li>
<li>762x39mm AK15</li>
<li>.300Blk Vss Vintorez</li>
<li>A special hammer :)</li>
<li>TOZ-545 5.45x39mm Bolt Action Survival Rifle</li>
<li>Added 9x39 AKMSN</li>
<li>Added .45 ACP RPK-45</li>
<li>Added .357 Kel-Tec CFB</li>
</ul>
]]></description><category>Weapons</category><dc:creator>Carbon Black</dc:creator><pubDate>Sat, 07 Feb 2026 02:28:42 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/rQ5ytbyDKSIJDtjsvgfLXMTprPrh1Ohh09oEinr9.jpg" type="image/png" length="0"/><dc:date>2026-02-13T01:00:17+00:00</dc:date><dc:identifier>v1.0.4</dc:identifier></item><item><title>All In Weapon: Unslotted</title><link>https://forge.sp-tarkov.com/mod/2576/all-in-weapon-unslotted</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2576/all-in-weapon-unslotted</guid><description><![CDATA[<p>Reimagining of the <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/354/all-in-weapon" rel="noreferrer noopener"><strong>“All In Weapon” mod by Lua</strong></a></p>
<h3>Features</h3>
<ul>
<li>Use any mod in any weapon or mod slot</li>
<li>Use any ammo in any weapon or magazine</li>
<li>Use any magazine with any weapon</li>
<li>Remove Conflicting Items - mods no longer exclude each other from being attached to the same weapon</li>
</ul>
<div class="tabset"><div id="tabset-22-panel-1" class="tab-panel"><div class="tab-title">Screenshots</div>
<div class="tab-content"><p><img src="https://i.imgur.com/Ovfd2TF.png" alt="Ovfd2TF.png" /></p>
<p><img src="https://i.imgur.com/Z7YVUR0.png" alt="Z7YVUR0.png" /></p>
<p><img src="https://i.imgur.com/VjKe9aX.png" alt="VjKe9aX.png" /></p>
<p><img src="https://i.imgur.com/EP11Ds1.png" alt="EP11Ds1.png" /></p>
<p><img src="https://i.imgur.com/39CssYf.png" alt="39CssYf.png" /></p>
<p><img src="https://i.imgur.com/8je3ZlE.png" alt="8je3ZlE.png" /></p>
<p><img src="https://i.imgur.com/GMP0hSi.png" alt="GMP0hSi.png" /></p>
<p><img src="https://i.imgur.com/QNhPT51.png" alt="QNhPT51.png" /></p>
<p><img src="https://i.imgur.com/oDZYcZH.png" alt="oDZYcZH.png" /></p>
<p><img src="https://i.imgur.com/mxDR9le.png" alt="mxDR9le.png" /></p>
<p><img src="https://i.imgur.com/2cPBA3c.png" alt="2cPBA3c.png" /></p></div></div>
<div id="tabset-22-panel-2" class="tab-panel"><div class="tab-title">Config options</div>
<div class="tab-content"><ul>
<li>FckWeapons - All weapon slots (excluding magazine) have their filters expanded to include all mods from the same category (based on categories of mods already included in that weapon slot filter)</li>
<li>FckMods - All mod slots have their filters expanded to include all mods from the same category (same as above)</li>
<li>FckChambers - Use any bullet with any weapon</li>
<li>FckCalibers: - Use any magazine with any weapon</li>
<li>FckMagazines - Use any bullet with any magazine</li>
<li>FckALL - All weapon and mod slots have their filters expanded by all attachment categories</li>
<li>RemoveConflictingItems - Removes “Conflicting Items” restrictions from mods</li>
<li>Experimental - Changing “unslot” method to instead of adding all mods from the same category, add category ID to the slot. Can fix infinite client loading, but can introduce other issues</li>
</ul></div></div>
<div id="tabset-22-panel-3" class="tab-panel"><div class="tab-title">Notes</div>
<div class="tab-content"><ul>
<li>If you have any issue with your installation of SPT, remove this mod first</li>
<li>Removing this mod does not remove ANY cursed weapons already created</li>
<li>Please do not use this mod with any <em>serious</em> Tarkov runs</li>
<li>Bots WILL have cursed guns, unless APBS is used (but don’t tell Acid, I told you this! He will probably kill me for mentioning any of his mods here :V)</li>
<li>My version of the mod is arguably better than the old one, because you can attach night vision goggles to your weapon – but they do not work, though… who could have guessed?</li>
</ul></div></div>
<div id="tabset-22-panel-4" class="tab-panel"><div class="tab-title">Credits</div>
<div class="tab-content"><p>Original mod: <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/354/all-in-weapon" rel="noreferrer noopener"><strong>“All In Weapon” by Lua</strong></a><br />
Requested and play-tested by: <strong>ITube</strong></p></div></div></div>
]]></description><category>Scripting</category><dc:creator>Szonszczyk</dc:creator><pubDate>Fri, 06 Feb 2026 21:18:56 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/0HNIHGA0BCZcNGDuXZ8FjNCD5VS0Clm1whhFFMiT.png" type="image/png" length="0"/><dc:date>2026-03-15T15:50:28+00:00</dc:date><dc:identifier>v1.1.0</dc:identifier></item><item><title>Fair Equipment Restoration</title><link>https://forge.sp-tarkov.com/mod/2575/fair-equipment-restoration</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2575/fair-equipment-restoration</guid><description><![CDATA[<p>In this episode of Keep Your Equipment™ mod series:</p>
<ul>
<li>Keep the gear you had at the start of the raid (wow)</li>
<li>Preserve item state: anything worn, consumed, or lost stays that way after death</li>
<li>Handle insurance, transfers and the mail service</li>
<li>Configurable behavior for secure slots</li>
<li>Configuration toggles for most other mod features</li>
</ul>
<div class="tabset"><div id="tabset-23-panel-1" class="tab-panel"><div class="tab-title">Description</div>
<div class="tab-content"><p>An SPT mod that provides a configurable softcore implementation with the goal of delivering a more balanced experience.</p>
<p>If you’ve ever noticed the inconsistency where softcore implementations restore all your spent ammo, meds, and gear durability, yet your character still needs to heal and satisfy thirst and hunger, this mod is for you. It aims to provide a more consistent sense of progression by also tracking the state of your equipment - what items you consumed or broke.</p>
<p>You will need to repair your weapons and armor, replace meds and food, and refill ammo after both successful and failed raids.</p></div></div>
<div id="tabset-23-panel-2" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><p>Drag and drop the contents of the downloaded ZIP to the SPT root folder, just like other mods.
<img src="https://i.imgur.com/34vXXDj.gif" alt="instructions" /></p></div></div>
<div id="tabset-23-panel-3" class="tab-panel"><div class="tab-title">Configuration</div>
<div class="tab-content"><p>The default configuration assumes that item state should always be preserved after a raid. Secure slots are not affected. You are free to configure it to behave almost like a full rollback (item-wise) if you want though. Changes to lostondeath.json are not supported, as they may break insurance handling in some cases.</p>
<hr />
<p><strong>restoreLostItems</strong>: If disabled, items that you brought into the raid but lost or consumed entirely will not be restored. Examples include consumed food, meds, spent ammo, a backpack dropped to take a better one etc. Disabled by default.</p>
<p><strong>restoreItemCondition</strong>: If disabled, item wear accumulated during the raid will not be restored. For example, if you died from a chest shot, your chest plate will remain damaged after restoration. Weapons will also eventually need repairs even if you never survive raids. Disabled by default.</p>
<p><strong>restoreOnlyLostOnDeathSlots</strong>: If enabled, only items from lost-on-death slots (defined by <code>SPT\SPT_Data\configs\lostondeath.json</code>) are processed. Your secure container, special slots, melee and similar are unaffected by the mod. Enabled by default.</p>
<p><strong>updateOnTransfer</strong>: If enabled, the saved inventory is updated on transfer. Disabled by default.</p>
<p><strong>restoreInsurance</strong>: If enabled, insurance is restored on items returned via this mod’s restoration process. Enabled by default.</p>
<p><strong>restoreFoundInRaid</strong>: If enabled, the Found in Raid flag is restored on items returned via this mod’s restoration process. Disabled by default.</p></div></div>
<div id="tabset-23-panel-4" class="tab-panel"><div class="tab-title">How this works</div>
<div class="tab-content"><p>When a raid ends, the mod has access to your pre-raid inventory, your post-raid inventory, and a list of transferred and lost insured items.</p>
<p>Pre-raid inventory items are updated with their post-raid state if they still exist. Items that were lost are removed from the pre-raid inventory. Items are compared by their unique IDs.</p>
<p>Items in safe slots are excluded from this process. Transferred items are not returned, even if the config option is on. Insured items that are restored by the mod do not go through the insurance system.</p>
<p>This creates several edge cases where the mod is unable to place an item back into your pre-raid inventory. In such cases, the item is sent via the game’s mail service (a message from SYSTEM).</p>
<p>As a bonus, the mod fixes an existing SPT issue where insured items thrown directly out of the secure container are not returned via insurance.</p>
<hr />
<p>This is a server-only mod.</p></div></div>
<div id="tabset-23-panel-5" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><ul>
<li>Mods that modify raid-end behavior are likely incompatible</li>
<li>Fika compatibility unknown</li>
<li>SVM is compatible, but Softcore and Safe Exit must be disabled to avoid issues</li>
<li>lostondeath.json wipeOnRaidStart=true prevents the mod from working because the mod does not get the pre-raid inventory, keep set to false</li>
<li>lostondeath.json individual slot changes will work, but some setups can allow item duplication via insurance, either don’t change it or don’t use insurance</li>
<li>MergeConsumables is compatible: if you restore the condition of a starting item with some other item (by dragging and dropping it onto the starting item) during a raid and then die, it will return correctly, with its condition depending on whether you had restoreCondition enabled. However, if you fully consume that item to restore the condition of another item, it will be treated as lost.</li>
</ul></div></div>
<div id="tabset-23-panel-6" class="tab-panel"><div class="tab-title">Known issues</div>
<div class="tab-content"><ul>
<li><strong>restoreLostItems=false</strong> Splitting item stacks in raid causes the split portion to be treated as lost and not returned, even if it was still in your inventory on death</li>
<li><strong>restoreLostItems=false</strong> Removing ammo from a magazine is treated as a loss for the same reason: stack splitting creates a new item with a new ID</li>
<li><strong>restoreInsurance=true, restoreLost=false</strong> Items returned via the mail service (not through insurance) will not retain insurance</li>
</ul>
<hr />
<p>If you encounter something that is not on this list, report it <a target="_blank" class="external-link" href="https://github.com/gorecreek/FER/issues" rel="noreferrer noopener">here</a></p></div></div></div>
]]></description><category>Equipment</category><dc:creator>gorecreek</dc:creator><pubDate>Wed, 04 Feb 2026 23:41:16 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/pmUsFMB5hY6cH4Eg1NYVkuW7N2DPu0oTy3TlWzEW.png" type="image/png" length="0"/><dc:date>2026-02-05T00:33:30+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>ArmorGreatAgain</title><link>https://forge.sp-tarkov.com/mod/2573/armorgreatagain</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2573/armorgreatagain</guid><description><![CDATA[<p>mod that makes full-size armor useful again. It once again protects the old hitboxes, and most importantly, the abdomen and lower back. The mod has a config where you can add the IDs of armor should also apply or remove any of them.</p>
<p>INSTALL:<br />
Drop to your main spt folder (where EFT.exe)<br />
Enjoy!</p>
<p>def config:<br />
-6B43 Zabralo-Sh body armor<br />
-IOTV Gen4 body armor (Full Protection Kit, MultiCam)<br />
-IOTV Gen4 body armor (High Mobility Kit, MultiCam)<br />
-6B13 assault armor<br />
-6B13 M assault armor<br />
-6B23-2 body armor (Mountain Flora)<br />
-6B23-1 body armor (EMR)<br />
-FORT Redut-M body armor<br />
-FORT Redut-T5 body armor<br />
-FORT Defender-2 body armor<br />
-NPP KlASS Korund-VM body armor (Black)<br />
-NFM THOR Integrated Carrier body armor<br />
-6B13 M assault armor (Christmas Edition)<br />
-FORT Redut-M body armor (SK Woodland)</p>
]]></description><category>Equipment</category><dc:creator>Try4ckme</dc:creator><pubDate>Sun, 01 Feb 2026 17:44:16 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/o2dK8tAIbNxQtTbtHtHEfreK30Taw8ObqjhrxKJH.png" type="image/png" length="0"/><dc:date>2026-02-01T17:47:48+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item></channel></rss>