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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
No404.276 MiBJun 21, 202302-09-2026 14:04:24
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)
No176.613 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 [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)

ModID: 2608952840
No2.708 MiBSep 22, 202131-08-2026 15:09:10
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.


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 the structure's own figure, read from the game rather than from a table, which is why it picks up whatever the loaded mods set it to.

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 purple on the hive panel, 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
No221.146 KiBAug 26, 202630-08-2026 17:37:49
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
Avatar Bleu3787803421[Shine] Lifeform Pickermod id 3787803421

A Shine extension that lets aliens call their lifeform before the round starts.

Open the scoreboard during the pre-round, click the lifeform icon on your own row, and pick what you intend to play. Your pick shows on the scoreboard for your team and for spectators.

It has no gameplay effect at all. Nothing is reserved, gated, or forced — you still evolve exactly as normal. It only replaces "who's going fade" in voice chat with something the whole team can read at a glance.

How to use it



  • Join the alien team during the pre-round.
  • Hold the scoreboard key. Every alien has a lifeform icon on their row, defaulting to Skulk.
  • Click your own icon. A menu opens at your cursor: Skulk, Gorge, Lerk, Fade, Onos.
  • Pick one. Every alien and spectator sees it immediately.


The icons appear only before the round starts, and disappear the moment it begins. All picks are cleared for the next round.

Who sees what



  • Aliens — see all picks, can declare.
  • Spectators — see all picks, cannot declare.
  • Marines — see nothing. Picks are filtered on the server, so the data never reaches a marine's machine at all rather than being sent and merely hidden.


Requirements



  • Requires Shine. It installs as a normal Shine extension and is enabled by default; toggle it with sh_loadplugin lifeformpicker.
  • Must be run on the server.


Credits



The idea, and the click-your-icon-for-a-menu interaction, come from Hatta's discontinued Shine - Lifeform Selector, used with his permission.

The lifeform artwork .dds file with the vanilla icons comes from Shimizu Scoreboard, used with his permission.

This is an independent implementation rather than a fork of any of them.

Source: https://github.com/Bleuitup/Shine-Lifeform-Picker
No1.012 MiBAug 22, 202629-08-2026 22:10:16
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.
No262.909 MiBAug 16, 202629-08-2026 19:35:19
Avatar shimizu3784066801manga_sourceremoved copyright issuesYes1.273 MiBAug 15, 202628-08-2026 21:17:17
Avatar shimizu3776560923shimizu scoreboardshimizu scoreboardNo697.446 KiBAug 2, 202628-08-2026 20:43:18
Avatar shimizu3776763748betterinfestbetterinfestNo68.44 KiBAug 3, 202628-08-2026 01:23:00
Avatar [OAG] Devnull3765927260Devnull - Enhanced HudThis mod is based off Drey's Enhanced Hud and credit goes to him.

A cleaner, information-rich HUD overhaul for Natural Selection 2 that improves commander awareness and team status readability without changing core gameplay.
- Enhanced top bar metrics for key team resources and status
- RT display upgraded to show current/total nodes in one compact view
- Color-coded warnings for low RT count to improve at-a-glance decision making
- Improved alien research notifications in the HUD event feed
- Biomass research integrated into the same notification system as other upgrades
- Location text shown for alien research notifications to indicate where upgrades are happening
- Cleaner commander/selection panel quality-of-life improvements
Unit status and weapon-display related HUD refinements
- General UI polish and consistency updates across multiple HUD elements
No250.513 KiBJul 16, 202627-08-2026 16:06:46
Avatar shimizu3789671641better spectatorbetter spectatorYes65.195 KiBAug 25, 202627-08-2026 07:40:50
Avatar shimizu3787256528so3so3Yes35.413 KiBAug 21, 202627-08-2026 05:56:31
Avatar Frozenclaw3790716252TEH_CagedOriginal Map: NS2_Caged

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

Changed Vent in Aux Gen to Central Processing to not allow gorge tunnels.

Added wall in sewer behind bars to block gorge placing structures outside playable area
No36.497 MiBAug 27, 202627-08-2026 00:58:34
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

No41.176 MiBAug 27, 202627-08-2026 00:40:07
Avatar shimizu3787045214so2so2Yes35.711 KiBAug 20, 202626-08-2026 23:01:51
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.
No250.042 MiBApr 19, 202626-08-2026 21:53:01
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.
No250.042 MiBJul 26, 202626-08-2026 21:52:54
Avatar Joshua-Boo-Boos3770879614CommNomCommNom - Requires ShineNo168.457 KiBJul 24, 202626-08-2026 21:22:39
Avatar Schrödinger's Katz3671493417Authenticator issue fixAttempt to fix the authenticator bug preventing spectators to join if someone is connecting.

publish_id = 3671493417
No40.607 KiBFeb 22, 202626-08-2026 16:40:36
Avatar Schrödinger's Katz629502655DefenseWorking for build 341. Publish_id = 629502655 / 258572BF

The Defense mod gameplay and rules



This mod is about marines having to survive against several waves of alien bots. Higher waves are more difficult to survive. You can't join the alien team, for balance reasons, but admins can feel free to force move people on it. You will then be able to select your lifeform and "borrow" it from one of the unspawned bot of the current wave.

Special 'hell' waves you can vote for



Hell waves are special waves intended to provide a special kind of round. They are meant to be much harder, and feed aliens at a much higher rate than the regular ones. All the bonus balance settings (like the extra bullet damage, and the reduced bite damages) are also instantly turned off. Those can be voted for in the menu.

  • Skulk hell wave
    • A wave with only skulks, a lot of them

  • Skulk hell wave (extra hard)
    • Same as the regular skulk hell wave, but with a much higher skulk count and mechanics for skulks to spawn closer to the front line for extra pressure.

  • Lerk hell wave
    • A wave with only lerks. Lerks will fly high before peeking down on open maps so watch out :p

  • Mixed hell wave
    • A remix of wave 10 with slighty more pressure and closer spawn

  • Survival hell wave
    • An infinite, single wave with an ever increasing amount of bots. This wave is working but not fully balanced or tuned out.



List of gameplay and QoL changes



  • Weapons
    • Increase rifle ammo count and clip size.
    • Infinite shotgun ammo, along free catpack upon reloading with an increased duration.
    • GL has a secondary fire mod: right click is throwing a pulse nade
    • Pistol has secondary fire mod: flare
    • Axe and rifle melee damages increased to 100 and 70.

  • Misc
    • RFK (Res for kill). With a small part spread around nearby players and assist.
    • Welding rate increased
    • The armory resupply rate is increased, and also weld armor
    • Increasing the amount of sentries allowed for each battery
    • RTs, meds, and ammo packs are automatically dropped around the map.
    • Jetpack fuel slightly buffed

  • Mechanics
    • Doors can be locked and welded, until destroyed
    • Sentries can be picked and redeployed by players



Balance changes between low and high player count



This boils down to increasing damages for marines and reducing alien damages. It scales from x3 damages to x1 after 13 players on the server. Aliens also do miss more often and use AoE less.

Major optimizations in place



The mod is using the server idle rate and the tick rate to balance the load sustained by the server and provide a smooth experience for players. Redplugs should not happen outside the last wave or a hell wave with a full server. Late joiners might suffer some lags but that's about it.

  • The mod is using a bare-bone version of hallucinations to move bots along the map and reduce. Those hallucinations are replaced with fully fledges bots once in combat or close to marines. They are as light as a pack of MACs moving on the map and simply following the pathing mesh. To compare with vanilla ns2, "hallucinations" are fully fledged bots and are considered player entities. That's why they are rather heavy.
  • Removing some sounds on crownd areas, like skulk footsteps, jump sound, bite sound if they miss, etc. Reason is when you got 20 skulks making a ladder, the amount of footsteps can become high really quickly and stress the client.
  • Rework of the AI thinking rountine and update tick rates for bots, along with cached pathing queries
  • Adjusting on-the-fly relevancy distance for newly created entities. Ranging between 16m if the server is heavily loaded and 45 if it is fine.


Custom maps to play this mod on



Works well with the following TOW (Tug-Of-War) maps:


Along with the following two custom maps, they play out a bit differently and are harder to win:
  • ns2_def_troopers
    • Unlike vanilla or tow maps, you start with a well established base already and a lot of sentries. Be sure to group them up and don't let the aliens in.

  • ns2_kf_farm
    • A remake from a KillingFloor 1 map, with 2 gameplay changes: You do not have the option to command (researches are done automatically): lose the prototype labs, and say goodbye to jetpacks. Aliens also spawn all around the edges of the maps instead of the hive only. You spawn split from each others, evenly, inside the different buildings.




Custom Game ModeNo1.98 MiBFeb 21, 201626-08-2026 14:36:19