Showing 1-25 of 2,885 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
Avatar 2104WAUDIVER3796808110ns2_craftns2_craftMapNo1.258 GiBSep 6, 202609-09-2026 19:03:33
Avatar shimizu3794848518ns20kns20kNo24.468 MiBSep 3, 202609-09-2026 07:20:48
Avatar twiliteblue2716582607Prowler Remake (test)Test version of Prowler
-Swapped Acid Spray to default attack, with Volley (to tier 3).
-Increased Acid Spray damage to 20 (x3), and reduced splash radius from 2 to 1.5. Damage type changed to Normal.
-Tightened Volley spread.
No2.852 MiBJan 12, 202209-09-2026 06:57:22
Avatar Bleu3798409220Shine - Shuffle Mk IIShine - Shuffle Mk IINo7.596 KiBSep 9, 202609-09-2026 05:17:25
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 Joshua-Boo-Boos3770879614CommNomCommNom - Requires ShineNo172.856 KiBJul 24, 202607-09-2026 21:29:08
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.
No250.043 MiBApr 19, 202607-09-2026 21:19:24
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.
No250.043 MiBJul 26, 202607-09-2026 21:19:10
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.
No263.004 MiBAug 16, 202607-09-2026 21:18:57
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.
No263.407 MiBSep 6, 202607-09-2026 21:18:40
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 armour, 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. Armour 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 armour — 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 armour take the game's own selection-panel colours, 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 coloured the two figures differently but drew both icons in one flat team colour.

ARC stances. The Deploy and Undeploy buttons describe the state they put the ARC into, so Deploy shows armour 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, not one who had just left it, and no field player at all. Enforcement was always correct; only the display was blind. Vanilla marks the gap itself, with an empty "send message to commander to sync the cd" block sitting where the sync belongs. 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.
  • Uncoloured biomass icons. The biomass icon was drawn as bare greyscale art wherever it appeared: on the commander tooltip, on the spectator counter, and so on the hive panel too. Nothing else in a tooltip or in the tech tree stays uncoloured, so it read as unfinished rather than deliberate. All of them now take the tech map's own colour for researched alien tech.
  • Lost arms lab upgrades. When a team loses every arms lab, or they all lose power, the weapon and armour 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".


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 greyed out until the moment they finish.

Spectating and tournament play



  • Supply on the spectator bar. It carries resources, resource towers and alien biomass, but never supply. Both teams' supply now sits on it, used against maximum, and nothing new is sent to get it.
  • 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 announces readiness only when it changes, so a client joining mid pre game sees an already ready team marked not ready until the next change.


Settings



Options, Mods, "Bleu's Improved Tooltips". The In Cooldown panel can be turned off there, and a slider sets the shortest cooldown it will list, so you can quiet it down or show everything. Both take effect 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 colour 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
No317.91 KiBAug 26, 202607-09-2026 05:34:34
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
Avatar Frozenclaw3790710251TEH_NS2_VeilOriginal map: NS2_Veil

Map made for The Eastern Hive Server but can be used elsewhere.

Added new outside pathway south of Y Junction.
Uses Y Junction Location Entity, No Pathing

MapNo41.176 MiBAug 27, 202606-09-2026 04:20:52
Avatar shimizu3784066801manga_sourceremoved copyright issuesYes11.507 MiBAug 15, 202605-09-2026 20:21:34
Avatar shimizu3789671641better spectatorbetter spectatorYes78.445 KiBAug 25, 202605-09-2026 20:21:13
Avatar Llorx.es3796218821Ultrawide safearea HUD 16:9Modify the HUD width to be able to play in ultrawide monitors. F10 to open the menu ingame.Look and FeelNo57.324 KiBSep 5, 202605-09-2026 19:33:08
Avatar UWE Modding3558697165UWE Hotfix 344Resolves the following main menu issues:
- Removes crashed servers from the community server list
- Display steam news in main menu instead of no longer available uwe website news
- And more ..
No778.156 KiBAug 30, 202503-09-2026 19:59:44
Avatar Bleu3736971653Hive Spawn SelectorLets the Aliens team choose where they start each round. Once the alien commander picks a hive location, the Marines are automatically assigned a different starting tech point.

Handy for scrims, captains games, casual competitive play, or any server that wants deliberate starting positions instead of the usual random spawns.

What it does



  • Before the round starts, the alien commander sees a "SELECT STARTING LOCATION" panel listing every hive location available on the map.
  • Whatever the commander selects becomes the alien starting hive.
  • The marine base is placed at a different start location, chosen at random from the map's valid opposing spawns for the alien's pick.
  • The selection is highlighted in green and syncs to the alien team so everyone can see the chosen spot.
  • The alien team gets a chat message announcing the pick, tagged "[Hive Spawn Selector]" in magenta, naming every legal marine spawn for it too (not which one actually won the random draw) — configurable to the commander only, see Server admin below.


Recommended setup



  • Strongly recommended: run a "ready up before the round starts" plugin, such as Shine's Tournament Mode, so both teams lock in and the countdown only begins once everyone is ready. Without one, the alien commander may only get a few seconds to pick before the round starts on its own.
  • Specifically avoid the common setup where the round auto-starts a fixed countdown (e.g. 15 seconds) as soon as both teams have a commander, with teams shuffled partway through (e.g. 5 seconds before the round begins). That leaves no good moment to pick: choosing before the shuffle announces the pick to the current alien roster, and the shuffle can then move roughly half of them onto Marines — so part of the enemy team sees the pick before the round even begins. Choosing after the shuffle is too late either way, since spawns are resolved almost immediately alongside it.


Server admin



  • sv_spawnselect true/false — enable or disable alien spawn selection (enabled by default).
  • configs/HiveSpawnSelectorConfig.json — set "AnnounceToWholeTeam" to false to send the pick announcement to the alien commander only instead of the whole team, if your server can't avoid the shuffle-timing issue above.


Compatibility



  • Do not run alongside NSL — it drives the same underlying spawn setting and the two mods will fight over it.
  • Works alongside Shine's CustomSpawns plugin (from Shine-Epsilon) automatically. If it's installed and configured for the current map, the picker restricts itself to the locations CustomSpawns allows aliens to start at, and pairs marines using its own legal combinations. No configuration needed here — it's detected automatically, and every other map or server falls back to the behavior above.


Additional Credits



Based on the spawn-selection feature from the NSL (Natural Selection League) plugin by Dragon (xToken). The original code has been adapted into this focused, standalone mod. All credit for the underlying approach goes to the NSL project and its author.

Thanks to LZZ for their help with the 1.0 release.

Source: https://github.com/Bleuitup/Hive-Spawn-Selector
No37.562 KiBJun 1, 202601-09-2026 08:52:47
Avatar shimizu3737223330SBMSmall balance changes to improve vanilla gameplay and fun

1. Onos stomp -> 1 damage, half casting time
2. Railgun, falloff (10m-25m, 0.25 factor), charge time (1.4->1.3), charge damage (140->150)
Yes176.613 KiBJun 2, 202631-08-2026 21:45:39
Avatar Mephilles3547511704docking_mmpgFilename:
ns2_docking_mmpg
MapNo34.695 MiBAug 12, 202531-08-2026 20:37:12
Avatar Mephilles3547513596biodome_mmpgFilename:
ns2_biodome_mmpg
No57.663 MiBAug 12, 202531-08-2026 20:36:02
Avatar SupaFred1571291937TTOTTONo4.534 MiBNov 22, 201830-08-2026 11:01:17
Avatar weazen3791866369weazen AV Dark Alien Visionweazen AV Dark Alien VisionNo8.468 KiBAug 29, 202629-08-2026 23:33:59