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Pick your Bots/Bugs/Squids 2.0

A Mod for Helldivers 2
Pick your Bots/Bugs/Squids akl_mod_preview_image
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  • 04-Illuminate-Settings.png
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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.​

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Uploaded by
Feroz77
Downloads
2,561
Comments
221
Views
25,125
First release
Last update
Platform
PC 
Version
2.0
Total Size
390 KB
Rating
4.00 star(s) 17 ratings

Uploaded by

  • 2,561
  • 25,125

Ratings

4.00 star(s) 17 ratings

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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

    .

DreadOp

Members
Members
Sep 22, 2026
21
1
Can someone help me out as I am dumb.
Bug Breach Unit Cost Multiplier
Will 1.2x give me more or less bugs on breach?
 

crosbee101

Members
Members
Sep 13, 2026
10
1
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
I did not have an older version of mod bindings but for whatever reason, after I updated one of my other mods, the keybinding finally showed up in the menu lol.

I think my crashing was because of lower difficulty, I tried a mission on diff 8 and the crashing was gone. It was probably because of the Alpha Commander slider enabling their spawn when there's only Brood Commanders below D8, so that was my fault. Thanks for this awesome mod.
 

Feroz77

Modder
Modder
Members
Sep 28, 2026
124
24
Can someone help me out as I am dumb.

Will 1.2x give me more or less bugs on breach?
on bugs breach cost should be lower for more bugs per breach, and for bot and illuminate the drop cost should be higher for more units in a drop (its kinda unintuitive ill fix that in the future)
 

TheFoolOnTheHill

Members
Members
Sep 29, 2026
2
0
it could be conflict with other stat editors, i have posted a fix, try it and see if it works
That did indeed fix it! I do have a separate, unrelated issue to report however. The limiter for titans on bugs doesn't seem to work properly, I have tried a few different ways to have a high amount of bile titans but they spawn in huge quantities ignoring the limiter and crash the game very quickly.
 

Feroz77

Modder
Modder
Members
Sep 28, 2026
124
24
That did indeed fix it! I do have a separate, unrelated issue to report however. The limiter for titans on bugs doesn't seem to work properly, I have tried a few different ways to have a high amount of bile titans but they spawn in huge quantities ignoring the limiter and crash the game very quickly.
try it at 15 cap and 10 resume, factory striders dont crash with that limit, or keep bile titans a low % like 10 or 20
 

haygt

Members
Members
Oct 5, 2026
3
0
Hi! With “Other Illuminate units can call reinforcements” enabled (illuminate_calls=true), is the Crusher from the Voiceless faction supposed to be able to call reinforcements?

I observed one doing so with the Illuminate mixes set to Vanilla. Is this intended behavior, or should Crushers be excluded?
 

Feroz77

Modder
Modder
Members
Sep 28, 2026
124
24
Hi! With “Other Illuminate units can call reinforcements” enabled (illuminate_calls=true), is the Crusher from the Voiceless faction supposed to be able to call reinforcements?

I observed one doing so with the Illuminate mixes set to Vanilla. Is this intended behavior, or should Crushers be excluded?
any unit except leviathan and stingray can call
 

dahaut

Members
Members
Jun 19, 2025
15
1
this mod is to increase and customize your spawns not decrease it, the game is a snoozefest at D10 already, dont know why you would want it to be easier
why would it matter? You're calling your mod "pick your ..." and then don't make obvious options just because the game is already easy in your opinion. I would understand if there was some kind of technical difficulty in making it this way (like with increasing stationary spawns), but if you deliberately didn't add it just because of your personal idea of "balance", that's weird af.

Hope somebody makes a mod that does that, and maybe also increases stationary spawns. Constant patrol spam to your exact location is stupid, obnoxious and punishes strategic positioning (for sniping for example) in favour of running around like a madman. With upcoming warbond such change would be incredible.
 

dahaut

Members
Members
Jun 19, 2025
15
1
is there an option to turn patrols off? I've been searching a way to make static enemies spawn x5 or even more the quantity, but with no patrols
apparently bro didn't make it just because he didn't feel like it lmao (the first part)
 

Feroz77

Modder
Modder
Members
Sep 28, 2026
124
24
why would it matter? You're calling your mod "pick your ..." and then don't make obvious options just because the game is already easy in your opinion. I would understand if there was some kind of technical difficulty in making it this way (like with increasing stationary spawns), but if you deliberately didn't add it just because of your personal idea of "balance", that's weird af.

Hope somebody makes a mod that does that, and maybe also increases stationary spawns. Constant patrol spam to your exact location is stupid, obnoxious and punishes strategic positioning (for sniping for example) in favour of running around like a madman. With upcoming warbond such change would be incredible.
with current modding its not possible to change no of static spawns, and as for balance, you are free to make your mod, this is all free anyways so theres no incentive for me to listen to every guys request