Shared-Equipment-Registry/通用装备写入器 v2.0

A Mod for Helldivers 2
这是通用装备登记接口,支持局内动态提交、批量提交、跨模组去重和状态查询。装备需能被原生目录识别并适用共享登记机制,仍受 64 槽限制。

安装时二选一:

  • Library Only:仅公共接口,由其他模组提交需求。
  • Library + Eight Throwable Test:附带八种投掷物测试调用方。

离线测试、游戏 Lua 语法和封包检查通过,接口版仍待联机实测。测试时请停用其他登记包。
Shared Equipment Registry Framework
共享装备登记框架
版本 / Version:v0.1.0e


共享装备登记框架是基于 Bingus Shared Loader 的公共接口模组,为其他 Lua 模组提供统一的原生共享装备登记服务。

框架支持任务进行中动态提交装备需求、批量登记、跨模组去重和登记状态查询。调用方只需提供装备资源哈希,由框架完成原生装备 ID 解析、版本与权限校验、登记调度及结果核验,无需重复实现底层原生调用。

本框架旨在帮助模组处理生成未携带装备时的共享登记需求,改善由此引发的联机兼容性问题。接口支持范围取决于原生装备目录及共享登记机制。

注意事项​

  • 需要 Bingus Shared Loader v18+,目前仅适配 Steam build 25480438。
  • 登记操作仅在房主任务中执行。框架不负责装备生成或本机资源包加载。
  • 仅公共库模式不会自动登记任何装备,需要其他模组调用接口;附带的测试选项会提交八种投掷物需求。
  • 共享登记表由游戏和所有模组共同使用,最多容纳 64 条记录。通用接口不代表所有模型、实体、护甲或战略配备均可登记。
  • 登记被原生逻辑清除后不会持续补写,也不提供强制删除功能。表中存在记录不等于已确认所有客机资源加载完成。
  • 本版为测试版本,已通过离线检查;底层登记机制已获用户实测有效,公共接口版及更多装备的联机效果仍需验证。
  • 测试时请停用其他重复登记组件。Maelstrom v0.9.3 已内置登记逻辑,尚未改为本框架的调用方。

Shared Equipment Registry Framework is a public API addon built on Bingus Shared Loader, providing a unified service for native shared-equipment registration across Lua mods.
Game modding community

The framework supports dynamic requests during missions, batch submission, resource deduplication across mods, and registration status queries. Consumer mods provide equipment resource hashes, while the framework handles native equipment ID resolution, build and authority checks, registration scheduling, and result verification.

It is designed to help mods declare equipment that may be spawned without being equipped, addressing related multiplayer compatibility issues. The API's compatibility depends on the native equipment catalogue and shared-registration mechanism.

Important Notes​

  • Requires Bingus Shared Loader v18+. Currently supports Steam build 25480438 only.
  • Registration runs only during host-authoritative missions. The framework does not spawn equipment or load local resource packages.
  • Library Only mode registers nothing automatically. Consumer mods must submit requests. The optional test configuration submits eight throwable requests.
  • The native registry is shared by the game and all mods, with a maximum of 64 entries. A generic API does not guarantee support for every model, entity, armor item, or stratagem.
  • Entries removed by native game logic are not continuously restored. Forced removal is not provided. Local registry presence does not confirm resource readiness on every client.
  • This is an experimental release that has passed offline checks. The underlying registration mechanism was reported effective by the user; this public-interface build and additional equipment still require multiplayer testing.
  • Disable overlapping registration components during testing.
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2231qwe111231231
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Latest updates

  1. v2.0 update

    - 新增 registered / equipped / unavailable 三态,分别报告共享登记、原生配装携带或均未确认。 - 新增 available:前两种状态为...
  2. Shared Equipment Registry Framework v1.0

    Shared Equipment Registry Framework v1.0 共享装备登记框架|更新日志...

Karv3r

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Sep 6, 2026
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So can this be used to load the necessary models for everyone in the lobby and avoid purple question marks for unmodded players? Or is it just to load them for the client running the mod?
 

2231qwe111231231

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Members
Sep 19, 2026
9
1
So can this be used to load the necessary models for everyone in the lobby and avoid purple question marks for unmodded players? Or is it just to load them for the client running the mod?
In multiplayer testing with Maelstrom Halo, my other mod, teammates reported that they could see the shield grenades correctly and no longer disconnected when they were deployed.Compare to the environment without ser, they saw purple question marks and disconnected. This suggests the shared registration approach helps the game load the required vanilla assets for other players, although other equipment types and late-join scenarios still need testing. Writing‑tests for non‑host players enabling ser have also not been validated.
 

2231qwe111231231

Members
Members
Sep 19, 2026
9
1
So can this be used to load the necessary models for everyone in the lobby and avoid purple question marks for unmodded players? Or is it just to load them for the client running the mod?
btw,the test setup used the host (myself) with both SER and the SER‑calling mod installed, while all client machines ran with no mods.
 

2231qwe111231231

Members
Members
Sep 19, 2026
9
1
So can this be used to load the necessary models for everyone in the lobby and avoid purple question marks for unmodded players? Or is it just to load them for the client running the mod?
oh,and i forgot to mention,it won’t fix the problem automatically out of the box. The API supplies the solution, but your mod has to call it explicitly