| Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
|---|---|---|---|---|---|---|---|---|---|
| 3737223330 | SBM | Small 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) | No | 176.613 KiB | Jun 2, 2026 | 31-08-2026 21:45:39 | |||
| 3547511704 | docking_mmpg | Filename: ns2_docking_mmpg | Map | No | 34.695 MiB | Aug 12, 2025 | 31-08-2026 20:37:12 | ||
| 3547513596 | biodome_mmpg | Filename: ns2_biodome_mmpg | No | 57.663 MiB | Aug 12, 2025 | 31-08-2026 20:36:02 | |||
| 2992773495 | BDT 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 | No | 404.251 MiB | Jun 21, 2023 | 31-08-2026 20:31:34 | |||
| 2608952840 | Devnull - [Shine] Extras | This 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 | No | 2.708 MiB | Sep 22, 2021 | 31-08-2026 15:09:10 | |||
| 3790290682 | Bleu's Improved Tooltips | mod 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
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" panelCommander 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 panelThe 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:
Both are visible to every player on the team, not just the commander. Fixes to vanilla display bugs
Live valuesNumbers 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 modsNothing 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. ServersThe 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 | No | 221.146 KiB | Aug 26, 2026 | 30-08-2026 17:37:49 | |||
| 1571291937 | TTO | TTO | No | 4.534 MiB | Nov 22, 2018 | 30-08-2026 11:01:17 | |||
| 3791866369 | weazen AV Dark Alien Vision | weazen AV Dark Alien Vision | No | 8.468 KiB | Aug 29, 2026 | 29-08-2026 23:33:59 | |||
| 3787803421 | [Shine] Lifeform Picker | mod 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
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
Requirements
CreditsThe 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 | No | 1.012 MiB | Aug 22, 2026 | 29-08-2026 22:10:16 | |||
| 3784657118 | Natural Selection 2.0 - The Eastern Hive - Beta | Ask 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. | No | 262.909 MiB | Aug 16, 2026 | 29-08-2026 19:35:19 | |||
| 3784066801 | manga_source | removed copyright issues | Yes | 1.273 MiB | Aug 15, 2026 | 28-08-2026 21:17:17 | |||
| 3776560923 | shimizu scoreboard | shimizu scoreboard | No | 697.446 KiB | Aug 2, 2026 | 28-08-2026 20:43:18 | |||
| 3776763748 | betterinfest | betterinfest | No | 68.44 KiB | Aug 3, 2026 | 28-08-2026 01:23:00 | |||
| 3765927260 | Devnull - Enhanced Hud | This 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 | No | 250.513 KiB | Jul 16, 2026 | 27-08-2026 16:06:46 | |||
| 3789671641 | better spectator | better spectator | No | 65.195 KiB | Aug 25, 2026 | 27-08-2026 07:40:50 | |||
| 3787256528 | so3 | so3 | Yes | 35.413 KiB | Aug 21, 2026 | 27-08-2026 05:56:31 | |||
| 3790716252 | TEH_Caged | Original 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 | No | 36.497 MiB | Aug 27, 2026 | 27-08-2026 00:58:34 | |||
| 3790710251 | TEH_NS2_Veil | Original 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 | No | 41.176 MiB | Aug 27, 2026 | 27-08-2026 00:40:07 | |||
| 3787045214 | so2 | so2 | Yes | 35.711 KiB | Aug 20, 2026 | 26-08-2026 23:01:51 | |||
| 3710449633 | Natural Selection 2.0 - The Eastern Hive - Event Server | Ask 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. | No | 250.042 MiB | Apr 19, 2026 | 26-08-2026 21:53:01 | |||
| 3771771100 | Natural Selection 2.0 - The Eastern Hive | Ask 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. | No | 250.042 MiB | Jul 26, 2026 | 26-08-2026 21:52:54 | |||
| 3770879614 | CommNom | CommNom - Requires Shine | No | 168.457 KiB | Jul 24, 2026 | 26-08-2026 21:22:39 | |||
| 3671493417 | Authenticator issue fix | Attempt to fix the authenticator bug preventing spectators to join if someone is connecting. publish_id = 3671493417 | No | 40.607 KiB | Feb 22, 2026 | 26-08-2026 16:40:36 | |||
| 629502655 | Defense | Working for build 341. Publish_id = 629502655 / 258572BFThe Defense mod gameplay and rulesThis 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 forHell 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.
List of gameplay and QoL changes
Balance changes between low and high player countThis 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 placeThe 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.
Custom maps to play this mod onWorks 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:
| Custom Game Mode | No | 1.98 MiB | Feb 21, 2016 | 26-08-2026 14:36:19 | ||
| 3426836832 | Blast to the Past | mod id 3426836832Blast to the Past (B2TP)TL;DR: a vanilla-flavored balance mod for 6v6-8v8 Natural Selection 2, the original size public servers ran at. Most changes either tweak some values or mechanics to what vanilla used to run years ago, or incorporate changes from CompMod or good ideas from CBM, with the goal of improving skill expression while still remaining valuable for a managed, coordinated public server experience. ALIENSSkulk
Gorge
Lerk
Fade
Onos
Upgrades
Chamber hive passivesInspired by the CBM changes, but conditioned to be available only while the matching Hive is still alive.
Cysts
Tunnels
Hallucinations
MARINESRound startMarines start with 1 IP (vanilla!) but
This serves as an interpolation between 1 IP and no bonuses for 6v6 (vanilla behavior) and +1 IP for the arcade clusterfugg that is 10v10, which is essentially +20 Tres. The only way to give "half an IP" is to give Tres. Giving a straight IP for 8v8 amounts to nonstop early marine pressure and can snowball easily into marines choking out the aliens. Structures and units
Drops
Medpack TechMarines get Medpack Tech #1 and #2, ported from ENSL CompMod seasons 13 and 14:
This makes medding scale as the round progresses, since vanilla meds are truly lacking in the end game. Weapons
The shotgun change is half of the CompMod change (CompMod moves falloff to 10m/20m; B2TP splits the difference with vanilla's 5m/15m). The 50% damage floor past the falloff-end range is unchanged vanilla/CompMod behavior -- only where the falloff starts and ends has moved. Vanilla shotguns aren't terrible now. There's a reason the 10v10 meta skips them over entirely for AA. CreditsAuthor: Bleu Developed for: the NS2 Sudamerica community. Join us at discord.gg/NS2-Sudamerica. Several changes here are ported or adapted from ENSL CompMod / CBM, with permission from their respective authors. | No | 7.086 MiB | Feb 13, 2025 | 26-08-2026 08:54:26 |