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ORBIT 2.0.0

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@Chazut Chazut released this 07 Sep 12:00

The biggest update since the first release. Huge thanks to everyone who tested the RC and shaped this version with their feedback 🙏

👻 Ghost Mode (new)

The headliner. Far-away bots go dormant to free your CPU, but ORBIT keeps playing them: squads keep walking their routes, keep looting, and when two hostile ghost squads cross paths the fight is simulated over seconds to minutes, with audible distant gunfire (matching each side's real weapons), real casualties and lootable corpses. Get close while it's going and it turns into an actual firefight.

Waking is seamless: proximity, taking damage, or aiming at them through a scope (wake range scales with your magnification).

The fps gains are massive: +45% average in my heavy-population benchmark, RC testers reported +50 to +100% depending on map, modlist and hardware.

Ghost Mode ships ON by default. If you want the full vanilla AI cost back, one switch turns it off: web UI, Ghost Mode page.

Heads up about bots ORBIT doesn't drive (vanilla scavs, raiders and rogues, bosses and followers, UNTAR / RUAF and other faction mods): they can still go dormant, but they FREEZE in place instead of moving around as ghosts, until someone active gets close. Ghost movement for them is planned for 2.1. Until then, two workarounds for faction-mod bots:

  • enable their Take over toggle (Factions page): they become ORBIT-driven and ghost properly, or
  • disable Ghost Mode for their bot type (the Dormant toggles on the Ghost Mode page): they stay fully awake and follow their own AI. Note that awake bots wake up any ghost they come across, so those encounters become real fights instead of simulated ones.

Web config UI (new)

Every setting now lives in a web UI on your SPT server: https://127.0.0.1:6969/orbit, or the button in the F12 menu. It applies from the next raid and works headless. Full-config export/import included, so you can back up or share your tuning.

Zone editor (new)

Draw and tune the hotspots that steer squads, on a real render of each map: custom zones, BSG's own zones, pull-field preview, per-map player convergence. Export your setup as a zone pack and publish it on the Forge as an ORBIT addon, or import someone else's.

Also new

  • Per-faction "area roaming" percentage sliders (community contribution by #18 Andrewgdewar, thanks!)
  • Bots no longer path through minefields or border zones
  • Simplified F12 menu: one button to the web UI

Install

Coming from 1.3.x or older: clean install required (breaking changes).

  1. Delete the BepInEx/plugins/ORBIT folder.
  2. Extract the zip into your SPT root folder (client plugin + server mod).
  3. Configure from the web UI (F12 -> Open web config UI).

Coming from a 2.0 RC: just extract over, your config and zones are kept.

Dependencies unchanged: BigBrain, Waypoints, SAIN.

Fika addon (optional)

The separate ORBIT-Fika-Addon is for Fika users: the host broadcasts the simulated ghost-fight gunfire to every connected player, so everyone hears the same distant battles. Extract it into the SPT root folder on every machine (host and clients), on top of ORBIT. Ghost Mode in co-op got positive reports during the RC but remains lightly tested, feedback welcome.

What changed since RC2

  • The AI limiter has a proper name now: Ghost Mode (it deserved better than a generic label). Your RC config carries over as-is.
  • Ghost fight sounds respect the shooter's weapon: automatics fire bursts, semi-auto and bolt rifles fire aimed single shots, suppressed weapons sound suppressed.
  • Ghost kills are gated by the loaded weapon and ammo: no more 300m buckshot kills, the kill goes to a squadmate whose gun can actually make the shot.
  • Zone editor: fixed the "second drag does nothing" bug, radius sliders now step by 1m, and dragging a built-in zone explains why it pans instead of moving.
  • Zones page: per-map player-convergence editing (enable, radius min/max in meters) with a draggable ring preview at map scale.
  • Landing page: full-config export/import ("Backup & share").
  • Disabling ORBIT on a bot type now asks for confirmation and explains the Ghost Mode consequence (those bots sleep frozen in place, ghost movement for them is planned for 2.1).
  • Fika addon: network packet optimized (thanks Lacyway for the review).

ORBIT 2.1-RC

ORBIT 2.1-RC Pre-release
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@Chazut Chazut released this 21 Sep 16:11

Ghost movement for vanilla and faction bots, zones by floor and bot type, and switchable configuration presets. This RC also includes the latest Ghost, navigation and looting fixes.

What to test

  • Zone Editor: overlapping floors, destinations on the intended level, and bot-type filters. Zones influence ORBIT-controlled bots only.
  • Native Ghost: bosses, followers, raiders, rogues and faction patrols/hunters. Check that they continue their original behaviour while asleep and resume correctly when waking.
  • Hearing: try the new investigation percentages under Ghost Mode > Ghost hearing, then use RaidReview 1.8-RC to inspect the recorded decisions.
  • Fika addon 1.1-RC: check distant Ghost-fight sounds on the host/headless setup and connected clients.

To preserve a faction author's behaviour, leave Take over OFF (exception for ISB leave it ON). Ghost Mode now also works with vanilla bots, even with "Vanilla behaviour" enabled. Enable Ghost Mode, Ghost movement, Vanilla / faction movement, and sleep for the relevant bot type. Save and restart the game after changing takeover/vanilla options. Supported bots keep their own routing and decisions. With Ghost fights: Simulated, fights between sleeping groups stay simulated across ORBIT, vanilla and faction bots. Ordinary unlocked doors can be opened without waking; special interactions and unsupported actions may still require it.

Presets and addon creators

Save and switch between configurations containing settings and zones. Default and addon presets are protected: editing either creates an independent Custom copy. Customised 2.0 configurations migrate automatically.

An addon folder becomes one selectable preset, combining its JSON files. Package a settings export, a zone export, or both:

SPT_Runtime/user/mods/ORBIT/addon/MyAddon/
    settings.json
    zones.orbitzones.json

A complete export from Presets > Export preset, saved as orbit-preset.json in that folder, can replace both files. Omitted settings and maps keep their current values.

Keep the same addon folder and JSON filenames across updates. Put the version in the ZIP name only. New files then overwrite the previous version. Valid updates to the selected addon are applied automatically; personal Custom copies remain independent.

RaidReview hearing preview

With RaidReview 1.8-RC, record a new raid and enable Ghost hearing on the replay map. A temporary ear icon marks a recorded decision to investigate; hover it to reveal the sound's position and a dotted connection. The overlay shows investigation decisions recorded for ORBIT squads.

ORBIT remains usable with older RaidReview versions; the new overlay requires the new RR release. Fika's sound addon remains optional and has its own version number.

Full changelog since ORBIT 2.0

Zone Editor and map support

  • Added floor selection, matching floor renders and floor-scoped zones. Routing selects eligible destinations on the requested floor.
  • Added bot-type filters for zones and a bot-type preview. Filtering affects ORBIT-controlled bots only.
  • Highlighted zones exclusive to the selected floor or bot type, while retaining the context of zones that apply more broadly.
  • Added automatic floor assignments for built-in zones and locked their floor editing. Existing built-in tuning is migrated; older custom zones retain their all-floor/all-type scope.
  • Added custom zone names, duplication and copying to a sibling map variant.
  • Added the decay heatmap, middle-mouse panning, clearer radius/force tooltips and warnings for force ranges that usually roll close to zero.
  • Replaced the long instruction paragraph with collapsible controls and a visual legend.
  • Improved detection and separation of map reworks that reuse vanilla map IDs, including Interchange variants. Map-variant detection is restricted to the relevant map.
  • Restored the Interchange Rework editor background and Labs/Labyrinth convergence previews. The convergence preview remains visible when its option is disabled.

Configuration and presets

  • Added personal presets with switching, duplication, renaming, deletion and full settings/zone export.
  • Added protected Default and addon presets, with automatic Custom creation on edits.
  • Added migration and backups for existing 2.0 settings and zones. Customised installations retain their configuration in a personal preset.
  • Added automatic addon discovery, one combined preset per addon folder, partial-content support and automatic refresh of valid source updates.
  • Preserve the last valid addon snapshot if its files disappear or become invalid. Pending edits are preserved in a personal copy.
  • Added global undo/redo for configuration and zone edits, including keyboard shortcuts.
  • Added direct numeric entry on sliders, including percentage values, decimal commas and bounded input.

Vanilla and faction Ghost behaviour

  • Added the separate Vanilla / faction movement option so supported native behaviour can continue without ORBIT takeover.
  • Preserved native patrol destinations, followers, cover travel, pauses and arrival handling across sleep/wake transitions.
  • Added support for MoreBotsAPI hunt/regroup/search behaviour, supported ISB/Black Division checkpoints and tactical movement, and RoguesVRaiders squad behaviour, including late registration.
  • Corrected faction ownership detection so UNTAR/RUAF hunters respect their takeover toggles instead of being captured by generic hunter/raider handling.
  • Preserved native movement paths during inactive-bot cleanup and kept supported faction/Partizan lifecycle updates running while asleep.
  • Added support for settled Zryachiy overwatch and peaceful sniper-scav cover travel/prone surveillance.
  • Made sniper scavs eligible for Ghost under the Scavs toggle. Their Ghost contact detection uses a minimum 200 m horizontal range, extended by optics up to 400 m before night penalties; line of sight and combat resolution retain their 3D checks.
  • Corrected patrol eligibility so passive point metadata does not keep an entire group awake. Active physical interactions still use the awake body.
  • Allowed ordinary unlocked doors to open in native Ghost, waiting for the door's actual opening before continuing. Locked/special doors and unsupported interactions retain physical fallbacks.

Ghost encounters, hearing and combat

  • Added Ghost meets awake bot: prefer putting an eligible awake group into Ghost, or choose the previous behaviour of waking the Ghost group. Combat, player proximity, scoped view and other sleep protections remain active.
  • Kept simulated fights available between hostile sleeping ORBIT, vanilla and faction groups, including mixed encounters.
  • Replaced side-only hostility shortcuts with the game's relationship rules and used the bot's selected fighting weapon for range and equipment checks.
  • Added night visibility and night-vision handling to Ghost encounters.
  • Added reactions to real gunfire and simulated Ghost fights for eligible ORBIT squads, with distance, personality, cooldown and extraction/fight protections.
  • Made the base investigation chance configurable per personality: Very aggressive 85%, Aggressive 60%, Average 30%, Cautious 8%, Timmy 3%, PlayerScav 20% by default. Distance reduces these odds; 0% disables that category's investigations.
  • Added optional, bounded hearing-decision telemetry for RaidReview, without continuously recording hearing ranges on every position sample.
  • Improved weapon-specific distant gunfire, suppressor handling, automatic-fire bursts and per-shooter positions. Fika addon 1.1 synchronises these sounds to clients.
  • Ghost gunfire audio has been fixed and improved: sounds match each bot's actual weapon and suppressor, automatic weapons fire in more natural bursts, and shots come from each shooter's position. The Fika addon 1.1 brings these improvements to connected clients too.

Looting, movement and reliability

  • Allowed sleeping bots to equip and upgrade gear while deferring changes that require their active hands/body.
  • Added dry-run validation for gear swaps to avoid invalid equipment combinations and moving carried items before an operation is rejected.
  • Preserved active loot sessions through the transition to Ghost after the current physical step finishes. Door finalisation also continues outside the sleeping body.
  • Fixed completed or vanished loose-loot targets leaving bots in repeated attempts, and tightened reservation/retry handling.
  • Removed stale loose-loot waypoints when another Fika player picks up the item.
  • Improved Ghost walking/sprinting, extract-route movement, brain throttling and health synchronisation; avoided fall damage caused by sleeping-body movement.
  • Added Ghost door opening/unlocking on ORBIT routes and recovery for disconnected navigation areas.
  • Preserved original route goals across zigzag/partial paths and corrected arrival checks near the final path corner.
  • Added bounded recovery for blocked native routes, avoided repeated rescues to the same positions, and requested replacement checkpoint/regroup targets through the original faction selector when appropriate.
  • Corrected repeated Guard/Goto transitions and retained progress tracking across internal action switches.
  • Made extraction arrival failures progress-aware and reduced repeated solo-extract orders while another behaviour controls the bot.
  • Reduced added danger-zone navigation padding to 1 m, improving routes near map boundaries and vehicle extracts while retaining danger checks.
  • Added a spatial door index and a two-second nearby-door cache, early refresh after movement, and reusable group buffers.
  • Hardened cleanup for despawned bots, destroyed movers and disposed paths; one invalid reference no longer stops the whole ORBIT tick.
  • Expand...
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ORBIT 2.0.0-RC

ORBIT 2.0.0-RC Pre-release
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@Chazut Chazut released this 27 Aug 19:44

The biggest update since the first release. This is a release candidate: everything works in my raids, but there are way more setting combinations than one person can test. Try it, tweak it, and tell me what works for you.

AI Limiter (new)

Distant bots fall asleep and stop eating your CPU, but ORBIT keeps driving them as "ghosts": they still move, loot and follow their squad plan. When two hostile ghost squads cross paths, the fight is simulated over seconds to minutes, with audible distant gunfire, real casualties and lootable corpses. Get close while it's going and both squads wake up into an actual firefight.

Waking is seamless: proximity, taking damage, or aiming at them through a scope (wake range scales with your magnification).

My Shoreline benchmark with lots of bots: +45% average fps, up to +50% with "Let everyone sleep" ON.

Web config UI (new)

Every setting now lives in a web UI on your SPT server: https://127.0.0.1:6969/orbit, or the button in the F12 menu. Works headless too.

Zone editor (new)

Draw and tune the hotspots that steer squads, on a real render of each map. Custom zones, built-in zones, attract or repel, and export/import as zone packs so you can share your presets.

Also

  • Per-faction "area roaming" percentage sliders (ported from PR by Andrewgdewar, thanks!)
  • Bots no longer path through minefields or border zones
  • Simplified F12 menu (one button to the web UI)

Install (breaking changes)

2.0 adds a server-side component and changes the config format, so a clean install is required:

  1. Uninstall any previous ORBIT: delete the BepInEx/plugins/ORBIT folder.
  2. Extract the zip into your SPT root folder.
  3. Configure from the web UI (F12 -> Open web config UI).

Dependencies unchanged: BigBrain, Waypoints, SAIN.

Fika addon (optional)

The separate ORBIT-Fika-Addon: the host broadcasts the simulated ghost-fight gunfire to every connected player, so everyone hears the same distant battles. Extract it into the SPT root folder on every machine (host and clients), on top of ORBIT.

I don't play Fika myself, so this addon (and the AI limiter in co-op in general) is completely untested in a real multiplayer session. It's built from reading the Fika source, and it should work, but that's exactly what this RC is for. Reports very welcome, good or bad.

RC notes

The defaults are what felt like a good compromise in my raids, but please experiment: limiter settings, ghost fight frequency and lethality, "Let everyone sleep", minimum awake bots, custom zones... I read everything, and your feedback decides the final 2.0 defaults.

ORBIT 1.3.0

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@Chazut Chazut released this 20 Aug 19:53
03134b9

SPT 4.1.X support

ORBIT now runs on SPT 4.1.X.
Requirements on 4.1: SAIN 4.5.0 (or newer), BigBrain 1.5.0, Waypoints 1.9.0.

Changelog

  • Version banner removed: ORBIT no longer adds itself to the corner version label next to SPT/SAIN
  • Fika door fix: bots opening locked doors are now visible to clients. They breach the door instead of appearing to walk through it. Solo behavior is unchanged.
  • Corpse fixes: squads no longer freeze in place around a corpse that has already been looted, and bots no longer loot corpses through walls.
  • Smarter extractions: a bot heading to an exit now commits to the trip even if part of the path looks blocked, retries an exit a few times before writing it off, and only despawns when it actually reaches the exit area. No more vanishing mid-map.
  • Spawn rescue rework: squads that spawn on a broken map spot get teleported to safety like before, but now properly re-plan their raid afterwards. Fixes squads that would stand still for the rest of the raid after a rescue.
  • New option: "bots keep their spawn weapons" stops bots from swapping their guns for looted ones, if you prefer loadouts to stay as your spawn mods made them.
  • White Tusk: ISB's White Tusk commanders are never taken over by ORBIT, so their always-on hunt behavior stays intact.

Notes

The bigger roadmap items (built-in AI limiter, extended raids, and friends) are still in the works and will land in later releases.

1.3.0-rc1

1.3.0-rc1 Pre-release
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@Chazut Chazut released this 18 Aug 19:28

Not much changes beyond the port to SPT 4.1.2 and a batch of bug fixes, full changelog will come with the release. The built-in AI limiter is a big chunk of work and is NOT in this one yet, it's still cooking

You'll need:
SAIN 4.5.0-rc1: ⁠https://discord.com/channels/875684761291599922/1121357894068224031/1538978183485849673
BigBrain 1.5.0: https://sp-mod.com/mod/902/bigbrain
Waypoints 1.9.0: https://sp-mod.com/mod/827/waypoints-expanded-navmesh

ORBIT 1.2.1

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@Chazut Chazut released this 01 Jul 18:50
2b31b22

Patch release: fixes the performance issues introduced by 1.2.0, bots walking through doors, and a batch small issues. Huge thanks to everyone who reported and tested the RC builds!

⚡ Performance

1.2.0 could tank your fps (especially on Streets, or near bosses and rogues). Several causes were found and fixed, it should now run at least as smoothly as 1.1.0 did.

🚪 Doors

  • Bots no longer walk through closed or locked doors (Labs keycard rooms included). They stop, open the door, then walk through.
  • Doors opened by bots now stay open instead of closing again on their own.

🎒 Looting

  • Bots now go back and loot their own kills after a fight.
  • The rest of the squad keeps moving and looting nearby instead of standing frozen while one member loots.

🚑 Extraction

  • "Extract allowed for = None" now blocks all extract types, including emergency and loot extracts.
  • Squads no longer walk toward exits they can't actually reach.

Enjoy 🙂
and thanks again to the reporters and RC testers 🙂

ORBIT 1.2.0

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@Chazut Chazut released this 30 Jun 20:48
5b4c3e3

1.2.0 is mostly about what bots do when things go sideways: a wounded bot now extracts itself instead of dying, squads rally to a teammate in trouble, and a whole class of "bot stuck forever" cases are caught and recovered. There's also a new off-screen performance mode, Combine faction support, and the usual wave of door / looting reliability fixes.

🚑 Solo & emergency extraction

Bots can now leave the raid on their own, two ways:

  • Emergency extract → a bot that's badly wounded and out of usable meds stops trying to fight or loot and heads for the nearest exfil instead of bleeding out where it stands. If it recovers on the way (found a med, or the bleed stopped), it cancels and rejoins the squad. If it can't reach an exfil, it falls back to regrouping with a living squadmate.
  • Loot extract → a bot whose own loot haul crosses its personal value threshold can go to exfill while the rest of the squad keeps playing.

New Emergency extract toggle (section 08, ON by default).

🤝 Squad rally

When a squadmate comes under fire, the rest of the squad now rallies to support them instead of each carrying on with their own thing. Members already in their own fight aren't pulled off it, and a lone bot doesn't "rally" itself.

🩹 Bots get un-stuck

Several ways a bot could get stuck permanently are now detected and recovered:

  • Bots that spawn on a disconnected chunk of the map (an "island" the rest of the map can't reach) get teleported back onto it.
  • Bots wedged behind their own door get freed.
  • Bots stuck on the way to any objective now un-stick themselves.
  • Stuck-bot teleports are better at actually un-sticking, and they leave guarding bots on their post alone.

🚪 Doors

  • Bots no longer unlock doors from across the map. A locked door a bot needs to get through has its navmesh path opened up front so the bot can walk to it, but the door itself stays locked until the bot is actually standing at it, and only then does it get unlocked.
  • Door unlocks are floor-gated so a bot can't pop a lock through the floor above or below.

The unlock doesn't play a hand/key animation yet → I took a few swings at it without luck, so I've parked it for now. It's a minor cosmetic detail and there are bigger things on the list, so it's on the back burner, not dropped.

🎒 Looting

  • Squads no longer loop on or get stuck on corpses they can't finish looting.
  • Bots no longer park on a loot spot they can't actually reach, and a loot objective whose items are all below-threshold now finishes cleanly instead of hanging.

🪖 Factions

  • Combine Soldiers are now supported, with their own takeover toggle.
  • Bloodhounds get Roaming / Disable-ORBIT toggles, like the Goons.
  • ISB fixes → ORBIT now properly drives all ISB's bots.

⚡ Off-screen performance mode (experimental)

There's a new opt-in option to throttle squads that are far off-screen, but honestly the gain is very small and I wouldn't recommend turning it on yet. ORBIT only drives the bots' high-level decisions → the heavy lifting (combat, aiming, vision, pathfinding, animations) keeps running at full cost no matter what, so throttling ORBIT's slice barely moves the needle.

I'll look at building a proper AI limiter into ORBIT down the line → that's the thing that would actually claw back frames.

⚙️ Settings (F12) → reorganized

The F12 config got a big cleanup. The default view is now short and focused.
All the deep tuning is tucked behind the "Advanced settings" checkbox → there if you want it, out of the way if you don't.
Tooltips are shorter with examples, and percentage sliders read as 70% instead of 0.7.

New toggles this release: Emergency extract when wounded, Combine Soldiers takeover, Bloodhound Roaming / Disable ORBIT, Quiet logging (on by default, cuts log spam), and an off-screen tickrate option (off by default; honestly minor, see above).

⚠️ Heads up: the F12 config was reorganized, so your existing settings won't carry over. Because of the refactor, the cleanest update is to delete your old config file → BepInEx/config/com.chazut.orbit.cfg → before launching. ORBIT regenerates it fresh with the new layout and sensible defaults. (If you leave it in place the old/renamed entries just sit there unused, but a clean file is recommended.)


Enjoy, and thanks to everyone who reported issues and tested 🙂

ORBIT 1.1.0

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@Chazut Chazut released this 15 Jun 07:02
1cf7be2

This is a big one. 1.1.0 add in-raid gear upgrade system, makes bots far more reliable at doors, looting, multi-floor buildings and extracts, fixes a pile of SAIN personality edge cases, and brings back the player-convergence pull from Phobos (janky).

If you're updating: just drop the new build in, your existing F12 settings carry over (a couple of options moved or were removed, see Settings changes at the bottom).

✨ Bots now upgrade their loadout

Bots look at what they find on corpses and actually kit themselves up mid-raid. Each piece is compared against what they already have and only swapped when it's a genuine upgrade:

  • Weapons — judged on how the gun actually performs (ergonomics, recoil, effective range, ammo quality, weighted per map), not its price tag. A bot won't ditch a solid armor-piercing rifle for a flashy but worse shotgun.
  • Body armor & helmets — better protection wins.
  • Rigs & backpacks — bigger/better carry wins, and the bot moves its current loot into the new one first (it won't drop your would-be loot on the floor).
  • Headsets.
  • Ammo & mags — bots keep the mags and ammo that fit their new gun and stop hoarding the rest.
  • Stripping — before a bot throws its old weapon on a corpse, it strips the expensive attachments (scope, suppressor, grip…) into its bag first. Kill it afterwards and you'll find the old gun stripped clean, just like a player would leave it.

Scavs stay scavs: they only grab gear for empty slots, no deliberate upgrading.

🚪 Doors actually work now

Bots used to phase straight through doors. They now stop, open the door (with the animation), and walk through, including rolling to force open locked doors to reach loot behind them. Doors that get stuck mid-animation are cleaned up so they don't stay broken for the rest of the raid.

🧠 Smarter looting & movement

  • Multi-floor buildings — bots clean a floor at a time and stop yo-yoing up and down the stairs. They'll still wander to other floors naturally, just not on every single pickup.
  • Patrol behaviour — bots actually walk to their patrol points instead of teleport-twitching between nearby ones.
  • Squad leaders keep moving during "Kill" roams instead of standing guard while the rest of the squad works.
  • Corpse looting is tighter — no more grabbing gear from across the room.
  • Loot hang fix — a bot that gets stuck on a pickup now unsticks itself instead of crouching in place forever.
  • Dead teammate? The squad can grab their dropped gear and re-think whether it's still worth extracting.

🎯 Better extracts

Bots are much more reliable at actually reaching and using exfils, including tricky underground/hatch extracts. No more bots parking next to an exfil and never leaving.

👤 Personality fixes (SAIN)

Several cases where PMCs all fell back to the generic "Average" behaviour are fixed.

🌍 Player convergence is back

The world gently drifts toward where you actually are, bringing more action around you. Off by default, flip it on in F12 (section 03) if you want it, and there are sliders to tune how strong and how far-reaching the pull is (you can even set it negative to make bots avoid you).

Full credit for this one goes to janky, the original Phobos mod — it's a port of their convergence system.

🤝 FIKA & faction mods

  • FIKA / headless (not officially supported): I took a couple of attempted swings at issues people reported — a crash that could leave a lobby in a broken state, and bots valuing all loot at 0 on headless (now pulling prices from the server instead). These aren't confirmed yet, so if you run Fika, let me know how it goes.
  • Faction mods play nicer: the "Vanilla X" toggles are now clearly named "Disable ORBIT on X", there's a new toggle for Raiders, and ORBIT now drives the ISB faction by default (with a toggle to leave them on their own).

Heads up: if you run a bot-spawn overhaul mod (ABPS or other) and your custom-faction bots aren't spawning, that's a problem between the spawn-mod and factions mods, not ORBIT.

⚙️ Settings changes

  • Vanilla scavs / goons / cultists are renamed to Disable ORBIT on scavs / goons / cultists (same thing, clearer name).
  • New: Disable ORBIT on raiders, Player convergence (+ scales), Cross-floor splinter chance, Take over ISB bots.

Enjoy, and thanks to everyone who reported issues and tested 🙂

ORBIT v1.0.0 - Initial Release (v2)

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@Chazut Chazut released this 04 Jun 06:48
81de32d

Smarter bots. Real objectives. Raids that feel alive.

PMC squads and PlayerScavs in your raids now roll a list of goals at spawn - loot a rich area, hunt a PvP hotspot, run an EFT quest - and extract when they're done. Just like players.

📖 Full docs, SAIN config, roadmap, known issues: See the mod page on the Forge.

💬 Questions, bug reports, feedback: ORBIT Discord thread

⚡ Install

  1. Install BigBrain and SAIN first
  2. Download ORBIT-1.0.0.zip below
  3. Extract at your SPT root - done

🎯 What's in 1.0.0

  • Per-squad long-term objectives (Kills / LootValue / Quest)
  • Five SAIN personality archetypes, each with their own tuning
  • Brand-new custom looting layer built from scratch on top of BSG vanilla APIs:
    • Per-personality value thresholds (Chad walks past trash, Rat grabs everything, etc.)
    • Bot scavs roll random pickups instead of vacuuming corpses
    • Smart squad memory: a Chad rejection doesn't block a Rat teammate from coming to clean up
    • Realistic search/looting timing delays
    • Inside-out drain (cash before wallet, contents before container)
    • Mod filtering: only attachments removable in raid
    • PMC melee bound to the body (Scabbard) - same as live
    • Always-pick dogtags, cash, and frag grenades
  • Smart extract logic (loot threshold / mains done / time low)
  • Public API for Raid Review integration - see every bot's decisions on the post-raid replay

🙏 Credits

Built on top of Phobos (used with explicit permission from Janky) and inspired by LootingBots and QuestingBot. The looting layer is fully original code on top of BSG vanilla APIs.

Built on SAIN and BigBrain - none of this works without them.