Important Notice: Please review our guidelines regarding cheating, game balancing, and mods for Helldivers 2.
Read the full notice here before downloading or uploading mods.
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Know Your Constellation v4.0: lists every enemy a mission can spawn, named as on the Helldivers wiki, with spawn-rate meters for large enemies.
Better Lobby Management v1.1: adds CANCEL SOS, which stops the host's SOS Beacon in a mission.
Mod Options Menu v1.1, Mod Bindings Menu v2.1, Ship Station Hotkeys v1.8 and Shallow Water Diving v3.9: texts follow the game's Text Language when a translation is installed.
Adds the translation kit: this repository's components folder covers all six mods with text (see TRANSLATING.md).
Discontinues the Rows package, since Know Your Constellation v4 has a single layout; Rows users should switch to this pack.
New option: Better Lobby Management v1.0, host tools in the escape menu's GAME tab.
DISBAND SQUAD kicks every other player back to their own ship.
PROMOTE announces the new host with the game's own "name is the new squad leader" line, kicks them home with the game's own player-menu KICK, finds their new lobby and moves the whole squad to their ship; only the host needs the mod.
Shortens the Galactic Map lobby scanner's recharge from 20 to 5 seconds (adjustable in Mod Options Menu).
Flame Damage Fixed v1.1 fixes v1.0's flame passing through armoured targets. Now each Lumberer or Flame Sentry shares a private Havok collision group with its own flame, from its first burst until it is gone, and members of that group skip each other. This should fix the bug where Chargers, Harvesters, etc. were unable to be hit by the flame.
The two flame parts Flame Damage Fixed restored are no longer drawn: they still hit, but the flame no longer shows a second short, wide cone near the nozzle.
New option: Flame Damage Fixed v1.0. The Lumberer's flamethrower arm and the Flame Sentry share one flame, and two of its five damaging parts never spawned: their start-up curves assume the Cremator's 64 s effect lifetime, but the shared flame's is 1e10 s. They now start with the Cremator's timing, the flame starts at the Cremator's distances from the nozzle, and it no longer hits the Lumberer itself. In recorded play on bugs the Lumberer averaged 4.7 hits per damage window without the fix and 14.7 with it; the Cremator averaged 14.6 (different fights, so a rough comparison). Measured cost: 0.0015 ms per frame aboard the ship and 0.008 ms per frame in missions.
New option: Mod Options Menu v1.0.1, the native MODS tab on the Options screen, where Shallow Water Diving sets its maximum dive depth. It was a separate install before.
New option: Mod Bindings Menu v2.0, the native MODS tab on the keyboard and controller binding pages, where Ship Station Hotkeys' shortcuts are rebound. It was a separate install before. Like its standalone release, the option also deploys its content/input.config override with the native input actions; another mod that replaces that resource must be merged with it.
Shallow Water Diving v3.8: with Mod Options Menu installed, MODS > SHALLOW WATER DIVING > Max Dive Water Depth sets the deepest water a dive can start in, from 0.20 (lower shin; the previous fixed limit and still the default) up to 1.30, where the Helldiver starts swimming. It applies with the menu's Apply (Tab). Without Mod Options Menu nothing changes.
Shallow Water Diving checks the water record's memory page once per record table instead of before every write. A protection query costs about 0.2-0.3 ms in game; v31 made four at every dive start and two at every landing, now the first assisted dive after loading into a mission makes one and later dives and landings none.
Shallow Water Diving's per-frame checks allocate no memory (about 1.9 KB of garbage per frame aboard the ship before) and read far less: outside a mission one check per frame; in a mission, one read of your dive controller per check, with a full identity check every 31st check. Its log is written at startup, at shutdown and when it stops instead of on every status change. Measured in recorded play: 0.022 -> 0.006 ms per frame aboard the ship and 0.141 -> 0.009 ms per frame in missions.
Require Bingus Shared Loader v18, which raises the game's shared LuaJIT code cache before any mod starts: 16 MB of machine code and 8,000 traces instead of the game's 512 KB and 1,000, shared by the game and every mod. Filling either limit made LuaJIT discard all compiled code at once and recompile it during play.
Measured in recorded real play with all thirteen options enabled (19 minutes aboard the ship and an 11-minute mission): the old 512 KB was already full aboard the ship, the session ended at 960 KB of machine code in 946 traces, and the cache never flushed.
If an older loader is still installed, the pack raises the same limits once at startup, without the loader's growth after a flush or its log line; with v18 it leaves the cache to the loader.
Correct the pack's self-reported revision, which still read megapack-v28.
Reduce the per-frame work of the bundled mods: in recorded real play, their combined main-thread time per frame fell from about 2.0 ms to 0.85 ms in missions and from about 1.05 ms to 0.37 ms aboard the ship, even with Shallow Water Diving now active.
Reinforcement Beacons Fixed v4.5 and Hellpod Steering Unlocked v7.4 check memory protection only before a write; in game that query costs about 0.3 ms each. Reinforcement Beacons Fixed dropped from about 0.99 ms to 0.03 ms per frame in missions.
Shallow Water Diving v3.7 fixes the mod stopping itself in missions on this game build ("Native dive timeout changed") and reads only identity and dive records outside a dive.
Consistent Vaulting v8.8 reads only the input state while no assist is active and the input is released, verifies native tables once and decodes fields without copying buffers: about 0.44 ms to 0.25 ms per frame in missions.
Enemy Collision Synchronized v2.11.0 validates guards without per-block string copies, halves per-poll garbage in synthetic scenes and adds a one-second cooldown before re-posing the same actor for small corrections (under 10 cm and 5 degrees): about 0.29 ms to 0.14 ms per frame in missions.
Sentry Aim Retention v1.0.13 and Controllable Hover Pack v1.7 skip per-frame work that could not act (no deployed sentries, no hover pack) and reuse decode and read buffers.
Replace the Galactic Menu Hotkey option with Ship Station Hotkeys v1.7: Tab map, F1 Armory, F5 Control Center, F6 Ship Management, F7 Stratagem Hero and F8 instant Hellpod entry.
Name the option Ship Station Hotkeys; its option folder and addon resource are unchanged, so managers update it in place.
Rebind all six shortcuts, choose activation types and assign controller buttons with the separate Mod Bindings Menu v2.0 (can be obtained from GitHub).