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Treasure Map 1.3.0

A Mod for Helldivers 2
Treasure Map akl_mod_preview_image
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Treasure Map has a successor: Treasure Radar
Treasure Map needs the old loaders, which no longer work on the current game. Treasure Radar is rebuilt for the current game, with a sonar radar where your map opens, the loot ledger and world markers, and its own loader built in: Treasure Radar on GitHub (download the latest release).

Treasure Map
Every sample, medal, Super Credit, Requisition Slip, supply and undiscovered objective in the mission, marked on your tactical map.

Open the tactical map and Treasure Map shows you what's still lying around in the mission and where the objectives you haven't found yet are, so you can sweep up the loot and restock before extraction instead of running back and forth looking for it.

Features
  • Map markers: Requisition Slips, Common Samples, Rare Samples, Super Samples, Medals and Super Credits are marked on the tactical map, each kind in its own color, using the game's own pickup icons. Every pickup gets its own marker, so each one can be found.
  • Supplies: the ammo boxes, grenade packs and stim packs lying around the map, with the game's own icons: ammo in the game's ammo yellow, grenades in red, stims in blue. A marker goes away when someone picks it up. There can be a lot of them, so they're drawn under the other markers and never cover your samples or objectives.
  • Objectives: the side objectives you haven't discovered yet are marked in bright cyan. With the Poor Intel modifier, where the map only shows a dotted area around a main objective, its real spot is marked in the game's main objective orange. A marker goes away as soon as the game shows that objective on its own map, or when it's done. Objective markers are a bit bigger than the loot markers.
  • Stacks: when several pickups of the same kind lie on the same spot (like a pile of medals in a bunker), they share one marker with how many it stands for next to it, in that kind's color. Different kinds never share a marker.
  • Loot ledger (optional): a small panel at the bottom left of the map, out of the way, lists each kind you picked with how many are still lying in the mission. It counts down as things are picked up, and a kind you've cleared is dimmed and checked off. It goes from most to least important, in three groups split by a divider: objectives on top, then the loot from Super Credits down to Requisition Slips, then the supplies. It's its own option, and with Mod Options Menu it can be turned off and on in game.
  • Always visible: the markers and the ledger draw on top of the map's overlays, the Atmospheric Spores cloud included. Where markers overlap, the more important one is on top.
  • Pick what you want: each kind is its own option, so you only see what you care about.
  • Opacity sliders: with Mod Options Menu, each kind gets its own opacity slider in game, so you can tone down the kinds you see a lot of (or hide one completely at 0%).
  • Light: with the map closed it checks one byte a frame. In game it costs about 0.01 ms a frame on average and about 0.06 ms with the map open, and it only redraws when the markers would actually move on screen.

Options
In your mod manager (Arsenal / HD2 Mod Manager), in this order:
  • Treasure Map (core) - the markers. Keep this ticked.
  • Loot Ledger - the ledger beside the map with how many of each kind are left.
  • Requisition Slips - in requisition yellow.
  • Common Samples - in green.
  • Rare Samples - in orange.
  • Super Samples - in pink.
  • Medals - in medal yellow.
  • Super Credits - in Super Credit blue.
  • Ammo Boxes - in the game's ammo yellow.
  • Grenade Packs - in red.
  • Stim Packs - in blue.
  • Objectives - undiscovered side objectives in bright cyan, and Poor Intel main objectives in orange.
Arsenal: click the sliders (Options) button on the mod's row in your profile.

In game: with Mod Options Menu (by CowboyBingus) installed, the TREASURE MAP section under ESC > MODS has a Loot Ledger on/off toggle (with the Loot Ledger option ticked) and an opacity slider for each kind you ticked (0 to 100%, 100% to start). A change shows at once.

Requirements
Bingus Shared Loader v19 or newer (by CowboyBingus).
Optional: Mod Options Menu (by CowboyBingus) for the opacity sliders and the ledger toggle.

Install / update
  1. Install Bingus Shared Loader v19 or newer if you don't have it.
  2. Mod manager (Arsenal / HD2 Mod Manager): add Treasure-Map-1.3.0.zip and enable it, tick Treasure Map (core), Loot Ledger if you want it and the kinds you want, then Purge and Deploy.

Uninstall
Disable it in your mod manager, then Purge and Deploy. Its log and cache files stay in the Bingus logs folder and can be deleted.

Compatibility
  • A Bingus Shared Loader script: it doesn't replace any game files, so it works alongside other mods, HUD mods included.
  • Only you see the markers and the ledger. Nobody else needs the mod.
  • Patch-proof by design: it finds the game's addresses by itself after a game update. If it can't, it turns itself off and says so in its log, rather than guessing. If only the objectives or the supplies can't be found, just those options turn off; the loot markers keep working.
  • Reads the game's memory only; it never changes anything in the game.
  • Made and tested on the October 2026 game version.

Known limitations
  • It marks what the game itself lists as pickups in the mission. Loot the game hasn't listed yet shows up once it does.
  • Objectives show up about a minute into the mission, once the game has set them up.
  • Markers show on the tactical map only, not on the compass or in the world.

Troubleshooting
  • No markers: check Bingus Shared Loader v19 or newer is installed, Treasure Map (core) and at least one kind are ticked, and that you Purged and Deployed after installing.
  • Attach the logs to a bug report: TreasureMap.log and BingusSharedLoader.log in %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs (type %LOCALAPPDATA% into the File Explorer address bar and press Enter). TreasureMap.log shows the kinds you picked, whether it found the game's addresses, what it found in the mission (objectives and supplies included) and any errors.

Credits
  • HD2 HUD+ by DDRK1NG - the idea of marking loot on the tactical map. Treasure Map is written from scratch and works on its own.
  • The marker icons are copies of the game's own pickup icons.
  • CowboyBingus - Bingus Shared Loader and the Mod Options Menu.

Source code
Source and every release are on GitHub: Th3chef/Treasure-Map
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Uploaded by
chfb
Downloads
9,410
Comments
137
Views
55,060
First release
Last update
Platform
PC 
Version
1.3.0
Total Size
970.2 KB
Rating
4.97 star(s) 30 ratings

Uploaded by

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Ratings

4.97 star(s) 30 ratings

More mods from chfb

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Latest updates

  1. Treasure Radar 0.5.0

    Treasure Map is now Treasure Radar: rebuilt for the current game, with its own loader built in...
  2. Treasure Map 1.3.0

    New option: Loot Ledger. The ledger beside the map is now its own option, so you can leave it...
  3. Treasure Map 1.2.1

    Lighter with the map open: about 0.06 ms a frame instead of about 0.24 ms in my test. The map no...

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chfb

Modder
Modder
Members
Sep 11, 2026
224
236
FAQ - does this still work?

Does this mod work after the October 20 update?

Not in the live game. Since update 7.2.0 the game runs plain Lua 5.1, and Lua mods can't read or write game memory anymore. This mod was built on that.

Can I still play with it?
Yes, in HellForge! It runs the older game build offline and loads Lua mods just like before. You don't have to wait for a port:
1. Get HellForge (0.1.8 or newer).
2. On its Mods page, add Bingus Shared Loader and this mod's zip (plus Mod Options Menu if the mod uses it).
3. Tick the options you want, same as in your mod manager, and play.
Lua mods are client-side in HellForge, so only you need them.

Is there an update coming for the live game?
Not right now, because what the mod does isn't possible there at the moment. But I'm not giving up on it! If the game ever opens Lua back up, or a new way to do this shows up, I'll update this mod as soon as I can. Keep an eye on this page. Until then, HellForge is the way to play it.

Can Chef Shared Loader or Bingus Shared Loader fix it for the live game?
No. It's the game that changed, not the loader. No loader can bring memory access back.

What should I do with it in the live game?
Disable it in your mod manager, then Purge and Deploy. It won't do anything there anyway.

Do any of your mods still work in the live game?
Yes. My mods that don't use Lua (like Better Bubble Shields and Charge Warning) work as normal. Treasure Radar runs on my Chef Shared Loader.

Thanks for all the support on this one!
 

DreadOp

Members
Members
Sep 22, 2026
21
1
Is it possible to make the ON/OFF for each item in the Mod menu? Unless Im missing something you have to quit game if you want to turn on or off common samples for example.

Amazing mod either way.
 

Sunna

Members
Members
Mar 21, 2026
22
44
THANK!! it's working like a charm ❤️
 

chfb

Modder
Modder
Members
Sep 11, 2026
224
236
Is it possible to make the ON/OFF for each item in the Mod menu? Unless Im missing something you have to quit game if you want to turn on or off common samples for example.

Amazing mod either way.
Adjust the opacity of whatever item you don't want to see on the in-game menu. Otherwise turn it off in the mod manager options
 

suika114514

Members
Members
Sep 28, 2026
4
0
Masterpiece,it will be even better if nests can also be on the map
 

Paegus

Members
Members
Sep 5, 2026
50
19
would it be possible to add a scaler to the icons, allowing them to expand to their curret size, or shrink down to a couple of colour coded pixels across?

an option to have the map zoom scale them would be cool too or iestead? As in on a fully zoomed out map, the treasure icons are tiny, almost illegible, but colour coded. As you zoom in and out, they grow and shrink accordingly. Zooming all the way in could have them at max/current size. Zooming all the way out makes them little more than coloured dots.

Allowing zoom/scaling effect per marker type would be nice so objectives etc could always be visible at the user's prefence?

I think this would declutter the map fairly nicely?
 
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