Know Your Constellation v3.12

A Mod for Helldivers 2
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Make sure you have the latest version of Bingus Shared Loader before downloading this mod.

Reveals mission constellations and enemy forecasts on the war table and briefing screen so you can choose your loadout before deployment.
  • Vanilla does not show the mission's enemy constellation before deployment. This mod adds a scrolling forecast to mission previews and the briefing screen.
  • Shows constellation names and their associated units for Terminids, Automatons and Illuminate.
  • Supports your own operation missions and other players' joinable missions, with the forecast attached to the left panel.
  • Uses the game's body font and matching frame style. The briefing forecast stays hidden during pod entry and on the loadout screen.
  • Runs only on your client. Other players need their own copy to see it, and enemy spawns and gameplay remain unchanged.
  • Forecasts describe the mission's composition and eligible enemies. Individual spawns are not guaranteed.
This mod is client-side only and does not affect how others see the pre-mission briefing screens.

While all of my mods will always remain free and open source, you can help support my work and stay up to date on development over on Patreon:
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CowboyBingus
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v3.12
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CowboyBingus

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Sep 9, 2026
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CowboyBingus

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Doesn't seem to be working for me at all. Its placed second to last on the mod load order and I don't have any HUD, Icon or related mods that may be conflicting.

Hi Highwayman, make sure you've purged and deployed the mods through Arsenal and that you have the latest version of the Loader (v12). You want to see a green border around the mod like this:

sd7lXWD.png


Undeployed mods will have a red border and not activate. If you've deployed your mods, can you send me in a DM the following log files from your %LOCALAPPDATA% folder?
  • EnemyIntelligence.log
  • BingusSharedLoader.log
As well as the versions for both of these that you have installed.
 

FRN-92 Kawakaze

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Sep 11, 2026
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A constellation only guarantees the enemy composition, not whether they will be present. So you could have a Cyborg mission with no Vox engine. For example, D3 and D10 share the same constellation (Cyborg Forces) but a Vox can never spawn that low.

Heavy devastators are this unit:
https://helldivers.wiki.gg/wiki/Heavy_Devastator
I see
I thought warstriders had an own seed, so I assume it is not moddable to warn you before a mission if they can spawn or not?
 

CowboyBingus

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CowboyBingus

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I see
I thought warstriders had an own seed, so I assume it is not moddable to warn you before a mission if they can spawn or not?

Apologies for the long post. There's some memory addresses that I haven't mapped yet. But warstriders are flagged in these constellations. Here's the copy-pasted list from my testing for Automatons (apologies, some of these use internal names to the engine itself e.g. siege engine instead of Vox).

ConstellationTypePotential composition and distinguishing rules
Assault ForcesBaseMelee and jump-melee infantry, Berserkers, assault lieutenants, standard/heavy/rocket soldiers and assault walkers. Covered tanks become assault walkers from difficulty 6.
Phalanx ForcesBaseInfantry, commanders, standard/heavy/rocket soldiers and suppressor lieutenants. No replacement rule.
Artillery ForcesBaseRocket soldiers, other soldier variants, infantry, suppressor lieutenants and assault walkers. Covered tanks become assault walkers from difficulty 6.
Armored ColumnBaseScout walkers, heavy-cannon/autocannon/rocket tanks, spawner walkers and supporting infantry.
Mixed AutomatonsBaseEligible shared infantry, soldiers, lieutenants, walkers and tanks. No exclusive unit, group or replacement records.
Jump AssaultModifierJump infantry, jump-melee infantry, jump commanders, jump-pack soldiers and modified lieutenant variants. Covered tanks become assault walkers from difficulty 6.
Cyborg ForcesModifierCyborg elite and rusher variants, siege engines and supporting Automaton forces. Replaces scout-walker resources with Cyborgs and covered spawner walkers with siege engines from difficulty 7.
Ivory LegionModifierIvory infantry, flamers, standard/heavy/rocket/shotgun soldiers and lieutenant variants. Covered melee infantry become flamers, and Berserkers become shotgun soldiers.

Here's Terminids:

ConstellationTypePotential composition and distinguishing rules
Bile BugsBaseBile Spewers, Spitters, Bile/acid Warriors and supporting Warrior/Commander groups. Scavenger resources become Spitters.
Armored Bugs / Hive Guard HellBaseHive Guards, Warriors, Scavengers and Charger groups, including tier-2 and Acid Charger entries.
Hunter Swarms / Jumping BugsBaseHunters and Pouncers. Scavenger resources become Pouncers.
Light BugsBaseScavengers, Warriors, Hive Guards and Commander-type units. No exclusive unit or replacement rule.
Bug NurseryBaseNursing Spewers, Scavengers, Warriors, Hive Guards and Commander-type units. Nursing Spewers also have a shared definition.
Mixed TerminidsBaseHunters, Warriors, Hive Guards and Commander-type units alongside eligible shared forces.
Super PredatorsModifierTier-3 Hunters replace ordinary Hunter resources from difficulty 2. Also references Scavenger groups and an unresolved special unit.
Gloom VariantsModifierGloom Scavengers, Warriors, Hunters and Bile Titans replace their corresponding ordinary resources.
BurrowersModifierBurrowing Warrior, Spewer and Charger variants. Covered replacements begin at difficulty 6.
Dragonroach ActivityModifierEnables Dragonroaches and their groups. Separately replaces the ordinary Bile Titan resource with a Charger in the decoded selection path.

And Illuminate:

ConstellationTypePotential composition and distinguishing rules
Illuminate InvasionDefault compositionCorrupted variants, staff units, jet champions, beam champions, observers, tripods, meatglue units and attack ships. Applied as the fallback when the other recognized Illuminate compositions are absent.
Illuminate EngineersModifierStaff units, jet champions, observers, tripods, melee/ranged exomechs and two unnamed resources. Beam champions become jet champions.
Illuminate HarvestModifierCorrupted variants, staff units, beam champions, observers, tripods and meatglue units. Competing jet-champion replacements have different priorities, so both should not be listed as guaranteed outcomes.
Body HorrorModifierCorrupted variants, meatglue, bodyhorror_helmetguy and bodyhorror_bladed units.

These aren't fully complete yet and there are some known unmapped units. But this should cover 90% of it. There's also some other composition tags that aren't incorporated as constellations in the actual tables:

FactionEntryWhat is established
TerminidsFlyer CompositionExists as a tag, but is absent from the captured random base choices. Does not establish Dragonroach activity.
TerminidsShrieker ModifierTag exists. Ordinary Shriekers have a separate resource, but this modifier's mapping remains unresolved.
TerminidsHive Lord ModifierTag and a separate Hive Lord resource exist. Their activation relationship remains unresolved.
AutomatonsAir CompositionExists as a tag, but is absent from the captured random base choices.
AutomatonsGunship ModifierTag exists. Gunships have a separate shared definition, but this modifier's mapping remains unresolved.
IlluminateIlluminate StragglersTag exists without a direct association here. It is not the captured build's default composition.
IlluminateWar Machine ModifierTag and a separate war-machine definition exist. Their activation relationship remains unresolved.
 

muffet

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May 7, 2026
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i have a feeling this isn't compatible with HDMM.

never mind! i had to update the loader :)
 
Last edited:

muffet

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May 7, 2026
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Doesn't seem to be working for me at all. Its placed second to last on the mod load order and I don't have any HUD, Icon or related mods that may be conflicting.
have you updated the loader? doing that fixed it for me
 

CowboyBingus

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Sep 9, 2026
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i have a feeling this isn't compatible with HDMM

Hey muffet, all of my mods come with built-in HD2MM compatibility. If you're not able to get it running, just let me know and I'll be happy to assist.
 

Winternian

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Sep 10, 2026
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Doesn't seem to be working for me, and I have it 1st in the mod load order
 

CowboyBingus

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Sep 9, 2026
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Doesn't seem to be working for me, and I have it 1st in the mod load order

Hi Winternian,

Do you also have the Bingus Shared Loader mod downloaded and placed last in the load order? If so, have you purged and deployed the mods through Arsenal?

If you've done the above, can you send me the BingusSharedLoader.log and EnemyIntelligence.log files from your %LOCALAPPDATA% folder in a DM? That will help me narrow down what's happening.