• Credit Cards Now Supported!

    Help keep AyakaMods servers running. You can now purchase Premium securely using credit cards via Patreon.

    🔥 Lifetime Premium is available for a limited time! Offer Expires November 9th, 2026.


    Get Premium & Support Us

Pick your Bots/Bugs/Squids 2.0

A Mod for Helldivers 2
Pick your Bots/Bugs/Squids akl_mod_preview_image
  • 02-Automaton-Settings.png
    02-Automaton-Settings.png
    83.8 KB · Views: 1,925
  • 04-Illuminate-Settings.png
    04-Illuminate-Settings.png
    76.7 KB · Views: 1,627
  • 03-Terminid-Settings.png
    03-Terminid-Settings.png
    96.1 KB · Views: 1,358
  • 05-Automaton-Drops.png
    05-Automaton-Drops.png
    99.3 KB · Views: 1,197
  • 07-Terminid-Patrols-More-Units.png
    07-Terminid-Patrols-More-Units.png
    73.9 KB · Views: 974
  • 06-Terminid-Patrols.png
    06-Terminid-Patrols.png
    98.1 KB · Views: 848
  • 08-Illuminate-Reinforcements.png
    08-Illuminate-Reinforcements.png
    98.1 KB · Views: 1,350

https://hf-mod.com/Mods/Details/17​

Hellforge port
Get Hellforge if u want full functionality

Pick Your Bots / Bugs​

Customize the enemies you fight, with separate Automaton and Terminid mixes for patrols, reinforcements, guards, and POIs/outposts.

Read all this before posting an issue
Set a key to it first in mouse and keyboard if u want, theres a default key (F9) assigned at first install


Some units may not spawn in bugs due to them being not available (if you see ? marks, use operation reroller to get an eligible mission with that seed, for ex pouncers cant spawn on a bile seed mission, but other bugs (like hunters/stalkers/alpha commanders which are common) will replace the bile seed ( in this example)
Read the rules in the rules tab in the mod.

Build your own enemy mix​

Set individual unit percentages for each spawn category. Faction weights save separately, so changing your Terminid mix won’t change your Automaton setup.

Shared Master controls​

Adjust reinforcement budgets and cooldowns, patrol counts, patrol sizes, patrol frequency, and corpse cleanup across factions.

Population guard (Main tab, on by default)

The guard is the mod’s crash protection. Helldivers 2 crashes or breaks when too many enemies exist at once. Every half second in a mission, the guard reads the game’s own counters (enemies waiting to spawn, enemies alive and AI agents) and holds new spawns back before things get out of hand:
  • It pauses reinforcements early, so one more wave still fits under the limit. It learns how big a wave is in each mission.
  • It lets a smaller wave through when only some room is left.
  • It pauses patrols at the limit.
  • It always pauses everything at 200 enemies alive or 400 AI agents, whatever the limit is set to.

Enemies already on their way still arrive. The guard only holds back new spawns and never removes anything.

Enemy limit, all factions (default 180, range 60 to 240): how many enemies (waiting to spawn plus alive) the guard allows before it holds spawns back. One limit now covers bots, bugs and squids.
  • Lower it if your game struggles or crashes in big fights.
  • Raise it for bigger fights, with less safety margin. The 200 alive / 400 agents ceiling always applies.
With the advanced tabs:
  • Release and the patrol limit only work while the guard is on.
  • Every released squad has to fit under the limit first.
  • While the guard is holding spawns back, released squads and added callers wait. Patrols stay at normal size until it opens up again.
Leave the guard on. Turning it off keeps the rest of the mod working, but removes the crash protection and switches off release and the patrol limit

Opening the advanced tabs: open the panel (Mod Bindings Menu binding or F9) and go to MAIN. The top row has ADVANCED BOTS / SQUIDS (used on Automaton and Illuminate missions) and ADVANCED BUGS (used on Terminid missions). Both tabs have the same rows in the same order.


Controls at the top
  • [ON] ADVANCED / [OFF] GAME DEFAULT (or F6): turns the whole tab on or off. Off means game default for everything on the tab, and your values are kept for later.
  • RESET TO DEFAULTS: release off, patrol limit off, all values back to default.
  • SAVE THIS TAB: saves your changes. They apply the next time you are on the ship. A running mission keeps its settings.
The settings
  1. Limit patrols (default off): stops new patrols while too many patrol enemies are alive.
  2. Patrol limit (default 80): how many patrol enemies can be alive before patrols stop. Only patrol enemies count, not drops or breaches.
  3. Release held reinforcement drops / bug breaches(default off): above about 100 enemies, the game still accepts reinforcement calls but holds most of the squads back until the call expires. With this on, those held squads are sent in, from every call (the game’s own callers and the mod’s added callers), within the guard limits. Built in:
    • calls stay alive while squads remain,
    • objective waves go first,
    • a call nobody is near for 20 seconds ends,
    • bug breaches open on the caller’s side with up to 5 holes.
  4. Released squads per call (default 30): how many held squads one call can send.
  5. Endless (default off): ignores the per call number, so a call keeps going while players are near it.
  6. Repeat squads when a call runs out (default off, needs Endless): a call that has used all its squads starts over.
  7. Follow players (default on): a call stops once every player has moved away from it.
  8. Follow distance: how far you can move away before a call stops. Bots and squids: metres from the nearest landing point (default 80). Bugs: metres from the nearest breach hole (default 40).
  9. Enemies in the air at once / Bugs emerging at once (default 80 / 40): caps how many released enemies are on their way at the same time.

How the population guard affects these tabs: the guard (Main tab, on by default) is the crash protection. It watches enemies queued, enemies alive and AI agents, and holds new spawns back near the enemy limit (default 180). It always holds spawns back at 200 enemies alive or 400 agents.

  • Release only works while the guard is on. Every released squad has to fit under those limits first.
  • Rows 4 to 9 only do something while Release is on.
  • Limit patrols also needs the guard on.
  • While the guard is holding spawns back, released squads and the mod’s added callers wait too. Patrols come at normal size until it opens up again, so you don’t get a big burst.
  • An advanced tab switched off still has the guard’s limits.

Suggested setups
  • Close to vanilla: release off, patrol limit off. Only the guard differs from the game.
  • Harder fights: release on, 30 squads per call, Endless off, enemy limit 180 to 200.
  • Horde: release on, Endless on, Repeat on, Follow on, enemy limit 200. Calls keep coming while you stay near them; walk away to end them.
  • Fewer patrols in big fights: Limit patrols on at 60 to 80.

Automaton controls​

  • Additional reinforcement callers.
  • Factory Strider reinforcement calls.
  • Adjustable Factory Strider population limit.
  • Disable Factory Strider production or select its output.
  • Bot drop cost adjustments and extra patrol troopers.

Terminid controls​

  • Enable or disable Alpha Commander summons.
  • Choose from 11 summon options, or randomize the choice per mission.
  • Adjust bug breach costs.
  • Allow Chargers, Stalkers, and Bile Titans to call breaches, with the small caller-cloud effect.
  • Adjustable Titan/Dragonroach population cap and resume threshold, without stopping other bugs.
  • Bug holes use your Guards selection subject to the hole’s supported spawning behavior.
  • Selected nest guards use equalized affordable prices.
  • Guards set the poi and nest guards and bug hole production choices

Do not use it with any other spawn multiplier or surge mod, they all can change the same settings and crash.​

390 KB
Log in or sign up to download
Uploaded by
Feroz77
Downloads
2,561
Comments
221
Views
25,134
First release
Last update
Platform
PC 
Version
2.0
Total Size
390 KB
Rating
4.00 star(s) 17 ratings

Uploaded by

  • 2,561
  • 25,134

Ratings

4.00 star(s) 17 ratings

More mods from Feroz77

  • PC Hell Dead Redemption

  • PC SG-226 Heavy Breaker

  • PC MG-206 Belt fed Heavy Machine Gun

  • PC Knife Tips - Explosive & Gas

  • PC Super Jericho Missile

Latest updates

  1. Editor for EAC build.

    An editor for Helldivers 2 build 25988413. Adjust spawn multipliers, mapped weapon and...
  2. Pop cap increase and Endless mode update (plus an extra)

    New: release held reinforcements (Advanced tabs, off by default). Above about 100 enemies the...
  3. Native data not writable possible fix

    .

crosbee101

Members
Members
Sep 13, 2026
10
1
Mod was really fun to use on Automatons by making a tank/trooper surge. Cranked the spawns tenfold and had no issues outside of my frames dying but that's to be expected. Then I tried using it on Terminids and their missions always crash at complete random. Sometimes it'll happen near the start, sometimes after 20-30 minutes. Sometimes when there's a lot of enemies, sometimes when there's almost none. I don't have any mods that change Terminids in any way so I have no idea why this happens specifically with them.


Also there's just no keybinding to set for the menu at all. I'm not sure what that description is for since there's no mention of what this mod's requirements are to make it work properly and have the keybind option available. I have the Bingus Loader and Megapack, with the mod options and keybindings included. Most other mods I got have working keybinds, but this one doesn't. Description says there's no default key but F9 is the default and I only found this out after looking through the comments. It would be nice if there was more information.
 

Jekotia

Members
Members
Oct 2, 2026
5
0
I'd like for MG Raiders, Rocket Raiders, and Scout/Rocket Striders to be added in at some point! Well, if possible.
Some, perhaps all, of these comes down to how the game handles spawning. Taking Rocket Striders as an example...

Scout Striders are added to the spawn roster at difficulty 3, Medium. At difficulty 8, Impossible, they are outright replaced by Rocket Striders. With this mod changing spawn weights & tweaking other numbers, I don't think what you're asking is possible. The mod author would have to expand the scope of the mod to include modifying the existing enemy pools, which may be outside of the scope of what they wish to do. There's a lot of enemies in the game that are pooled together. Troopers, for example, appear to have an RNG roll on spawn to determine if they are a plain Trooper, MG Raider, Rocket Raider,
 

Feroz77

Modder
Modder
Members
Sep 28, 2026
124
24
Some, perhaps all, of these comes down to how the game handles spawning. Taking Rocket Striders as an example...

Scout Striders are added to the spawn roster at difficulty 3, Medium. At difficulty 8, Impossible, they are outright replaced by Rocket Striders. With this mod changing spawn weights & tweaking other numbers, I don't think what you're asking is possible. The mod author would have to expand the scope of the mod to include modifying the existing enemy pools, which may be outside of the scope of what they wish to do. There's a lot of enemies in the game that are pooled together. Troopers, for example, appear to have an RNG roll on spawn to determine if they are a plain Trooper, MG Raider, Rocket Raider,
the mod had options for different raiders and rocket striders, but all the raiders and troopers are bundled in the mk3 trooper, and rocket striders were removed because they were crashing the game, with spawns cranked up
 

Feroz77

Modder
Modder
Members
Sep 28, 2026
124
24
Mod was really fun to use on Automatons by making a tank/trooper surge. Cranked the spawns tenfold and had no issues outside of my frames dying but that's to be expected. Then I tried using it on Terminids and their missions always crash at complete random. Sometimes it'll happen near the start, sometimes after 20-30 minutes. Sometimes when there's a lot of enemies, sometimes when there's almost none. I don't have any mods that change Terminids in any way so I have no idea why this happens specifically with them.


Also there's just no keybinding to set for the menu at all. I'm not sure what that description is for since there's no mention of what this mod's requirements are to make it work properly and have the keybind option available. I have the Bingus Loader and Megapack, with the mod options and keybindings included. Most other mods I got have working keybinds, but this one doesn't. Description says there's no default key but F9 is the default and I only found this out after looking through the comments. It would be nice if there was more information.
it could be that u have an older version of the mod bindings settings, and for the terminids, try to use terminids that appear in that seed, for example if u want a bile spewer surge, choose a bile bug seed mission, thats why u r crashing, trying to spawn units which are not available for that mission
 

Jekotia

Members
Members
Oct 2, 2026
5
0
the mod had options for different raiders and rocket striders, but all the raiders and troopers are bundled in the mk3 trooper, and rocket striders were removed because they were crashing the game, with spawns cranked up
Some of this behaviour could be due to how spawns are handled outside of weighting. As an example, I tried running a mission with friends where ONLY stalkers were configured for spawns, on Trivial (we were trying to see if difficulty impacted anything when touching all of the mod sliders, or if the mod sliders were the difficulty settings), and nothing spawned. We tried another mission, nothing but Crescent Overseers on a Vote Snatcher planet (so a mission where that enemy shouldn't have been present), and the two console players in the group consistently crashed.
 

Feroz77

Modder
Modder
Members
Sep 28, 2026
124
24
Some of this behaviour could be due to how spawns are handled outside of weighting. As an example, I tried running a mission with friends where ONLY stalkers were configured for spawns, on Trivial (we were trying to see if difficulty impacted anything when touching all of the mod sliders, or if the mod sliders were the difficulty settings), and nothing spawned. We tried another mission, nothing but Crescent Overseers on a Vote Snatcher planet (so a mission where that enemy shouldn't have been present), and the two console players in the group consistently crashed.
yea this mod is made to be used on diff10, other difficulties can crash if that unit isnt available for the difficulty
 

Feroz77

Modder
Modder
Members
Sep 28, 2026
124
24
Some of this behaviour could be due to how spawns are handled outside of weighting. As an example, I tried running a mission with friends where ONLY stalkers were configured for spawns, on Trivial (we were trying to see if difficulty impacted anything when touching all of the mod sliders, or if the mod sliders were the difficulty settings), and nothing spawned. We tried another mission, nothing but Crescent Overseers on a Vote Snatcher planet (so a mission where that enemy shouldn't have been present), and the two console players in the group consistently crashed.
and there is a separate weight for each unit for each difficulty, scout striders have weight 1 uptil difficulty 7 then 0, rocket striders vice versa
 

TheFoolOnTheHill

Members
Members
Sep 29, 2026
2
0
I am having an issue where, for bots and only bots, I am getting a 'native data not writeable' error. Works fine for terminids.
 

Feroz77

Modder
Modder
Members
Sep 28, 2026
124
24
I am having an issue where, for bots and only bots, I am getting a 'native data not writeable' error. Works fine for terminids.
it could be conflict with other stat editors, i have posted a fix, try it and see if it works