Showing 1-25 of 2,892 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
Avatar Joshua-Boo-Boos3710449633Natural Selection 2.0 - The Eastern Hive - Event ServerAsk for permission before taking ANY content from this mod. I reserve the right to remove this mod at ANY time.

This mod is the event server version of NS2.0-TEH.
No256.053 MiBApr 19, 202616-09-2026 19:33:14
Avatar Joshua-Boo-Boos3771771100Natural Selection 2.0 - The Eastern HiveAsk for permission before taking ANY content from this mod. I reserve the right to remove this mod at ANY time.

| What is this
- Natural Selection 2.0
- Aimed 12v12 and further
- Extension for original ns2 gamemode
- Provides lots more strategic options to both teams.

| What it includes
- A bunch of gameplay tweaks.
- A lot techs added.

For Both Teams
- Res kill grants p-res.
- Overhauled power system.
- Ragdolls lasting a number of seconds.
- Extra weapons for both teams.

For Marines
- [Standard]&[Explosive] Tech branch.
- [Nanoarmor]&[LifeSustain] Research.
- MachineGun,Knife,SubmachineGun,Revolver
- Cannnon
- CombatBuilder to build utilities as marines.
- Alt attack mod for [Shotgun]&[Grenade Launcher]

For Aliens
- Remove cyst restriction for tunnel(still needs gorge).
- Instant tunnel travel research to immediately travel through tunnels.
- Most unused upgrades been boosted (includes camouflage).
- Prowler (Modifed) to reel enemy with his rappelsilk ability.
- Rework gorges bilemine to babbler hive.
- Pheromones will spawn a babbler on hit.
- Onos devour (tweaked).
- Xenocide with 7 biomass.

| Further more
- Please join The Eastern Hive's Discord community: https://discord.gg/RAnE4U7usT
- About NS2.0-TEH: The mod content is being updated by Joshua-Boo-Boos.
- Feel free to contact me if there are any problems.
- Forked from NS2.0-CN, which can be freely forked, after agreement by the coder StriteR. upon starting a server.
No256.053 MiBJul 26, 202616-09-2026 19:30:48
Avatar Joshua-Boo-Boos3784657118Natural Selection 2.0 - The Eastern Hive - BetaAsk for permission before taking ANY content from this mod. I reserve the right to remove this mod at ANY time.

This mod is the beta version of NS2.0-TEH.
No269.019 MiBAug 16, 202616-09-2026 19:27:20
Avatar Joshua-Boo-Boos3607312901Joshua-Boo-Boos BIHCAt the infamous battle of Sanji Kharaa lifeforms defeated most Frontiersmen leaving only few alive.

Those few owe their lives to this weapon.

The Brazier Industries Heavy Cannon is the pinnacle of hand-held Frontiersmen weaponry.

Capable of discharging 125 shots of laser ammunition at 12.5 damage per shot the Kharaa were not able to withstand the damage output of Frontiersmen Special Forces personnel on Sanji but ultimately those personnel were forced to withdraw.

The Heavy Cannon also has a secondary attack that can only be used in Defense mode which switches the Heavy Cannon between standard, shotgun and smartgun modes depending upon Weapons Level:

Standard: 1 bullet, 12.5 damage, accurate (W0).
Shotgun: 8 bullets, 100 = 12.5 x 8 damage, inaccurate (W1).
Smartgun: 2 bullets, 12.5 damage, aim-assist (W2+).

The smartgun mode will only let you shoot if it has a locked target which requires the target to be an alien lifeform within a 25 degree cone of your player camera and within 42.5 units distance.

Make the Kharaa pay for the Frontiersmen lost on Sanji.
No38.373 MiBNov 17, 202516-09-2026 14:57:50
Avatar Joshua-Boo-Boos3797124173Natural Selection 2.0 - The Eastern Hive - Siege2.0-TEHAsk for permission before taking ANY content from this mod. I reserve the right to remove this mod at ANY time.

REQUIRES SiegePlusPlus. This mod does NOT contain SiegePlusPlus and does not implement the Siege game mode itself - it adds no doors, no siege timers and no sudden death.

This is the Siege build of NS2.0-TEH. It carries the NS2.0-TEH content with the Deadlock anti-stalemate system disabled, since a Siege round is paced by its own door and siege timers rather than by a stalemate clock, and it includes the compatibility work needed for the two mods to coexist without either silently losing functionality.
No267.926 MiBSep 6, 202616-09-2026 11:38:53
Avatar Joshua-Boo-Boos3800146458Natural Selection 2.0 - The Eastern Hive - Defense2.0-TEHAsk for permission before taking ANY content from this mod. I reserve the right to remove this mod at ANY time.

REQUIRES Defense. This mod does NOT contain Defense and does not implement the Defense game mode itself.

This is the Defense build of NS2.0-TEH content, loaded alongside Defense: Marine respawn time is 10 seconds, and no Deadlock anti-stalemate mechanic is introduced. Defense has no Marine bots and its Alien entities are not bots either - nothing in this mod touches bot code, and none is added.
No256.376 MiBSep 12, 202616-09-2026 11:38:40
Avatar Bleu3790290682Bleu's Improved Tooltipsmod id 3790290682

Puts the numbers a commander actually needs into the commander tooltips. Research times, ability cooldowns, structure health and armor, and movement speed, on the tooltip you are already looking at — no alt-tabbing to a wiki mid-round.

What it adds to tooltips



  • Research time — an hourglass and a number on every research and upgrade. Armor 3 reads "40 res, 120 seconds" instead of just "40 res".
  • Cooldown — a stopwatch on commander abilities: Bone Wall, Power Surge, Nutrient Mist, Rupture, Heal Wave, Cyst, and the rest.
  • Health and armor — for anything you drop, build or manufacture, on both teams.
  • Movement speed — for the things that move: ARC, MAC, Drifter, Whip, Shade, Shift, Crag.


All of it sits in one row under the tooltip title, above the description. The card grows to fit, and tooltips with nothing extra to show look exactly as they always did.

Health and armor take the game's own selection-panel colors, so a number means the same thing in the tooltip as it does when you click a structure that already exists. Vanilla's selection panel is brought in line too, where it colored the two figures differently but drew both icons in one flat team color.

ARC stances. The Deploy and Undeploy buttons describe the state they put the ARC into, so Deploy shows armor dropping to 0 and speed to 0 — the cost of deploying, visible while you are choosing it.

The "In Cooldown" panel



Commander ability cooldowns in NS2 are team-global: they are not per-structure and not per-commander. A Shade Ink puts every Shade on cooldown, so three Shades cannot alternate Ink to keep ARCs suppressed.

This mod adds a panel on the right of the screen listing whatever your team has on cooldown right now, using the game's own rotating dial plus the seconds remaining. It is visible to every player on the team, not just the commander. Shade Ink being down is as useful to a field alien deciding whether to push as it is to the commander.

It also fixes a vanilla bug. In the base game, nobody but the commander who personally cast an ability ever saw its cooldown dial: not a commander who took the chair mid-cooldown, and no field player at all. The dial on the commander button is now right whoever is in the chair.

The alien hive panel



The hive status panel in the top-left corner (Advanced Options, UI, hive status) already shows each hive's health, eggs and type. Two things are added to every hive's row:

  • Biomass — one icon per +1 biomass research that hive has completed. A fresh hive shows none, the same way it shows no hive type icon until it is upgraded, and each research adds its own button's art.
  • Researching — the game's own rotating "working" ring with the DNA glyph inside it, on any hive researching anything: biomass, a lifeform ability, or a hive type upgrade. The same pair you see in the world when you look at a busy hive.


Both are visible to every player on the team, not just the commander.

Fixes to vanilla display bugs



  • Simultaneous biomass research. With two hives researching biomass at once the tech map lit up only one icon between them, because the team collapses every hive into a single number before drawing. Two hives now light two icons, three light three.
  • Supply icons. The supply figure on a tooltip was marked with a MAC or a Drifter while the HUD's top bar used a different pair of icons for the same thing. The tooltip now uses the top bar's. The MAC and Drifter icons are untouched wherever they stand for the units themselves.
  • Uncolored biomass icons. The biomass icon was drawn as bare grayscale wherever it appeared, on the commander tooltip, the spectator counter and the hive panel. Nothing else in a tooltip or the tech tree is left uncolored, so it read as unfinished. All of them now take the tech map color for researched alien tech.
  • Lost arms lab upgrades. When a team loses every arms lab, or they all lose power, the weapon and armor icons on the marine HUD simply vanished - which looks exactly like never having researched them. They now stay on screen in the alert red the base game already defined for this and never showed, so "we lost it" reads differently from "we never had it".
  • Exo weapon readouts. Hiding the exo viewmodel hid minigun heat and railgun charge; bars beside the crosshair now show them.


Live values



Numbers that change during a round are read live rather than printed from a table. Bone Wall's health scales with your biomass level, so at Biomass 9 the tooltip says 900, not 100.

Movement speed is read off the unit's own class rather than from a table, so it is the vanilla unupgraded figure. Mods that compute speed live from game state rather than storing it will read low, or blank rather than guess.

The biomass bar



The twelve bead bar in the top left, the one that appears with the map, the buy menu or the tech map open, only ever knew whole beads: a bead was empty until the research finished, then full.

Each bead being researched now fills as the work goes in, and more than one fills at a time when more than one hive is working. The ability icons along the bar light up and carry a progress bar while their research is under way, the same as they do on the tech map, instead of staying grayed out until the moment they finish.

Map, spectating and tournament play



  • Phase gate arrows on the commander minimap. As on the big map, per your phase gate lines setting.
  • Marine blips colored by weapon. Each marine's blip takes their primary weapon's color, as on the commander's ammo bars, so a glance says where the shotguns are. With CBM, SMGs are blue. On by default for the big map only. Exosuits keep the marine color; only marines and spectators see it.
  • Supply on the spectator bar. Both teams' supply now shows there, used against maximum.
  • Ready state on the scoreboard. Under Shine's tournament mode each team's header is marked ready in green or not ready in red, with a tick or a cross beside it. Both come off at round start, and nothing is drawn on a server without that plugin. Shine only announces readiness when it changes, so a client joining mid pre game may show a team as not ready until the next change.


Settings



Options, Mods, "Bleu's Improved Tooltips": switch each optional feature and set the shortest cooldown listed. Changes apply immediately.

Works with other mods



Nothing is hardcoded per tech. The mod reads the same tech data the game itself uses to make a tech function, so tech added by other mods gets improved tooltips automatically, with no patch needed here.

Community Balance Mod is the one mod named anywhere in the code, in a single place: its biomass 5 research is tinted on the hive panel in CBM's own color for advanced alien tech, matching the way CBM marks that hive out. Everything else about CBM tech, including its own icons for it, arrives through the same path as anything else.

Modders can register their own value resolvers for anything they compute at runtime — see the README on GitHub.

Servers



The mod does not change gameplay. It reads values your client already has. The two things it does send are the team cooldown list the panel is built from, and each hive's biomass and research for the hive panel, neither of which a client can work out for itself.

It does have to be installed on the server. NS2's default consistency check restricts which mod entry files a client is allowed to load, so on a server running stock settings the server needs this mod too. If you want it on a server you play on, ask the admin to add it.

Source: https://github.com/Bleuitup/Bleus-Improved-Tooltips
No371.144 KiBAug 26, 202616-09-2026 06:56:12
Avatar Bleu3802094438ENSL - Lost Season BadgesRestore the missing ENSL Season 13, 14 and 15 medals in Natural Selection 2.

ENSL Lost Season Badges gives verified tournament recipients their earned medals through the game's native badge system. Equip them in the normal badge picker, move them between the usual ENSL badge slots, and hover over them to see the season, division and placing.

Included in v1.0


  • 16 medal definitions covering Seasons 13-15.
  • 119 confirmed player awards across 105 Steam accounts.
  • Artwork based on the original ENSL medals, with matching 2018 and 2019 designs.
  • Native badge selection and hover descriptions. Multiple earned medals can be equipped together.


Who receives a badge?


Recipients come from the ENSL Hall of Fame. Accounts are checked against ENSL player and team records, or confirmed directly. Awards follow the current standings: disqualified teams are removed and the next eligible teams move up.

Made_in_Russia is the only recipient still awaiting an account match. The Void/Reguliym account overlap is documented and receives a single medal. Follow the remaining cases in GitHub issues. Season 13 Division 1 bronze is omitted because the records are unavailable; Season 15 Division 1 bronze is omitted until a next eligible team can be established.

Installation and use


  • Server owners: enable Workshop mod 3802094438 on your server.
  • Eligible players: join a server running this mod, then equip your medals in the native badge picker.
  • Standalone mod; no Shine dependency. No gameplay changes.


These are custom server badges. They appear on servers running the mod and do not issue official Steam inventory items.

Missing or incorrect award?


Leave a Workshop comment with your ENSL profile, Steam profile or NS2 ID, plus the season, team and division. Uncertain identities remain pending until confirmed.

Credits


Original NS2 medal artwork and the ENSL emblem belong to their respective creators. Tournament results and rosters are sourced from ENSL.
No86.661 KiBSep 15, 202616-09-2026 06:20:04
Avatar Joshua-Boo-Boos3770879614CommNomCommNom - Requires ShineNo178.639 KiBJul 24, 202615-09-2026 18:35:40
Avatar Bleu38021479184x Wide ydy Centralized HUD Bars (Fixed)The 4x wide ydy HL2-style center HUD bars, fixed so they stay solid on every server, including the ones you host yourself.

What was wrong



On a game you create yourself, the original's vertical bars can look chopped into segments instead of one solid line. The same bars looked fine online.

The cause is in the texture file. Game textures carry a set of smaller copies, called mipmaps, that the game uses when it draws the texture smaller than its full size, as it does for these bars. The original file was saved without them.

What this version changes



  • The same bar art, pixel for pixel. Nothing about the look is redrawn or recolored.
  • The missing mipmaps are added, stored the same way as the game's own bar texture.
  • That is the only change.


How to use



  • Unsubscribe from the original (and any other center HUD bar texture). They replace the same file, so only one can win.
  • In Options, set HUD BARS (MARINE) and/or HUD BARS (ALIEN) to CENTRALIZED.


Client-side only. It is a texture mod with no scripts, and the game's consistency check already allows this file, so it works on any server.

Credits



The bar art is the work of ydy, who created the original HL2-style center HUD bars, and y@mz, who made the 4x wide version. This upload only adds the missing mipmaps to their texture.
No85.465 KiBSep 15, 202615-09-2026 14:41:45
Avatar twiliteblue2716582607Prowler Remake (test)Test version of Prowler
-Swapped Acid Spray to default attack, with Volley (to tier 3).
-Increased Acid Spray damage to 26 (x3), and reduced splash radius from 2 to 1.4. Damage type changed to Normal.
-Tightened Volley spread. Increased Volley damage to 66.
No2.853 MiBJan 12, 202215-09-2026 06:08:12
Avatar Brandon3801518324TEH QoL StagingExperimental additive QoL staging for The Eastern Hive.

Phase 6 v0.6.0: structure-aware unit movement/pathing (#3), vertical-only evolve placement retaining NS2.0 bot caps and camouflage (#4), connected cyst ground infestation and matching visuals (#5), and improved local recovery behind the existing Shine unstuck command (#10). Includes Phases 1-5 plus final team-size equalisation protection for patron/commander locks.

671 isolated Lua checks pass. All original NS2.0/Server Files remain unedited. Live map, physics, UI/network and performance acceptance is pending, especially dense units and synchronous cyst graph construction. Hive/tunnel infestation and native commander-dropped egg placement remain unchanged. No MaNGA API, ELO formula change or PHP/Discord source edits.

Use only on a test server with matching clients, TEH NS2.0, TEH Server Files and existing Shine. Do not combine with original MaNGA bundles. Credit: MaNGA/Shimizu algorithms and reference behaviours; native UWE code portions. See PROVENANCE.md.
No293.098 KiBSep 14, 202614-09-2026 13:47:12
Avatar Bleu3801049022[Shine] VoteRandom v2[Shine] VoteRandom v2No275.818 KiBSep 13, 202614-09-2026 00:10:27
Avatar Joshua-Boo-Boos3799270735RTD2.0-TEHRTD2.0-TEHNo24.586 MiBSep 10, 202613-09-2026 21:36:23
Avatar Frozenclaw1099636271sg_caveMap for Siege ++
Mod ID: 418B1E2F
MapNo8.722 MiBAug 3, 201713-09-2026 17:48:14
Avatar Frozenclaw3800646040sg_cavesg_caveYes8.675 MiBSep 13, 202613-09-2026 01:43:30
Avatar Joshua-Boo-Boos3589295702Joshua-Boo-Boos Exo ModHold your reload key during Defense to fire missiles.

Missiles replenish when not trying to fire them and they track nearby aliens and deal area of effect damage.

Structures do not take damage from the missiles.
No1.826 MiBOct 18, 202512-09-2026 10:24:57
Avatar Bleu3798409220Shine - Shuffle Mk IIShine - Shuffle Mk IINo8.292 KiBSep 9, 202611-09-2026 06:34:39
Avatar shimizu3776560923shimizu scoreboardshimizu scoreboardYes710.81 KiBAug 2, 202611-09-2026 02:38:14
Avatar shimizu3794848518ns20kns20kNo24.469 MiBSep 3, 202611-09-2026 02:38:02
Avatar 2104WAUDIVER3796808110ns2_craftns2_craftMapNo1.258 GiBSep 6, 202609-09-2026 19:03:33
Avatar Brandon3737055618TEH TESTTEH TEST

DO NOT USE ANY CODE IN THIS MOD PACK UNLESS AUTHORISED
No61.023 MiBJun 1, 202608-09-2026 14:50:34
Avatar [OAG] Devnull2608952840Devnull - [Shine] ExtrasThis mod contains a collection of shine plugins.

At the moment:
- Auto Spectator Kick
- Forced Notifications
- Enhanced Scoreboard Extra Stats
- Commander Hud
- Gorge Restrictions (stops more than 2 gorges at start of match)
- Round Preperation (show what lifeform you will play)
- Spectator On Connect (a solution for connecting players locking player slots)

ModID: 2608952840
No4.588 MiBSep 22, 202108-09-2026 12:12:30
Avatar [OAG] Devnull2597529958Devnull - Enhanced ScoreBoardThis mod will change various parts of the ScoreBoard:
- Steam Icon location fix.
- Commander tag will stay when jumping out temporary
- New team topbar showing current lifeforms and equipment
- Some general tweaks and performance fixes
more to come...

Publish ID: 2597529958
No10.213 MiBSep 9, 202108-09-2026 10:38:41
Avatar ns2bdt2992773495BDT Community Balance Mod (dev)

BDT Community Balance Mod revision 3.6 (dev)


Development build of the BDT Community Balance Mod.

This build is for testing only and should not be run in live servers!

Any changes in this build are not guaranteed to make it into a mainsteam release.

View the source: here
No404.158 MiBJun 21, 202307-09-2026 00:23:47