About SE Local Wildlife
From Factorio Mod PortalSpace Exploration addon: spawns themed enemy factions (frost, explosive, toxic, electric, arachnid, armoured) in the Alien Biomes climates that fit them, and adds planet-level variety from vitamelange and ancient ruins. Respects each planet's SE threat level. Should work without SE, or with Space Age, as long as alien biomes is installed.
Every world has its own wildlife.
SE Local Wildlife is an addon for Space Exploration. Instead of the same biters everywhere, each planet and moon is home to the enemy factions that suit its terrain and its resources. Nauvis keeps its familiar vanilla biters, so the rest of the universe feels alien by comparison.
The enemies come from other mods (see below). This mod decides where they live. Space Exploration still decides how many enemies a world has.
Features
Enemies follow the terrain
- Frost biters in snow and ice
- Explosive biters on volcanic ground and lava fields
- Toxic biters on dry purple ground
- Electric enemies in wet purple and blue swamps
- Arachnids in deserts
- Armoured biters on cold, barren rock
- Vanilla biters everywhere else
Planet identity
- A planet only hosts the themed factions whose terrain covers enough of it: at least 15% of the land, and at most two factions per world, any other biomes will instead have that planet's default wildlife.
- A world's primary resource sets its default wildlife:
- Holmium: electric enemies
- Beryllium: toxic biters
- Iridium: armoured biters and arachnids
- Vulcanite: explosive biters
- Cryonite: frost biters
- Vitamelange worlds draw in a few toxic and armoured biters.
- Nauvis only has vanilla biters, and 0% threat worlds stay empty.
One faction per base
Every enemy base(cluster of nests) is a single faction, with clean borders between biomes. Expanding enemies take on the faction that suits their new ground.
Leviathans and mothers need pollution
These far-stronger tiers never spawn on untouched worlds. They only appear once your pollution reaches a nest.
Ancient guardians
Electric enemies guard vault pyramids and ruins. Entering a vault may wake something.
Know what you're landing in
The Universe Explorer gets a Local wildlife section. Survey a world with remote view or land on it, and it shows which factions live there and how much of the land each one claims. Informatron pages and tips-and-tricks entries explain the details.
Supported enemy mods (all optional)
- Frost Biters
- Explosive Biters
- Toxic Biters
- Arachnids on normal enemy force
- Armoured Biters (currently only available for Factorio 2.0)
- Electric flying enemies: Enemies from this mod is fully supported and utilized as stated above, however the mod has Space Age as a hard dependency, and thus can't be loaded with SE. Pending aproval from the mod author, a fork is in the works for using the electric enemies without Space Age. Until that happens, swamps get toxic biters instead and the vaults wil lbe unaffected by this mod.
Install any combination. Terrain whose faction isn't installed goes to the world's default wildlife.
What about Without SE or with Space Age?
If SE is not installed, the mod will simply allow every enemy type on nauvis, but restrict them to certain biomes, enemy amount should be around the same as if no extra enemies mods are installed, but with much more variety. There is a customiseable "starting zone" where only vanilla biters appear.
If Space Age is installed, nauvis will have the same logic as above, but any planet specific rules from additional enemies mods will still apply. this mod contains an option to restrict them to nauvis
Good to know
- Factorio 2.1 with Space Exploration 0.7.62+ and Alien Biomes 0.8.0+.
- Settings are per world: planet factions are decided when a world is first surveyed, so settings changes affect worlds you haven't visited yet.
- Climate fix: Space Exploration 0.7.62's per-planet moisture and terrain-type settings are ignored by Factorio 2.x. This mod fixes that for new planets by default (setting: Fix SE planet moisture/aux). With the fix, dry worlds become deserts and high-aux worlds turn purple.
- Performance: placement is done by the game's map generator, there are no per-tick scripts, and in a stress test the mod added about 0.02 ms per tick.
- Source and issues: GitHub
Space Exploration and Alien Biomes are by Earendel; the enemy mods are by MFerrari and CybranM. Please report problems with Local Wildlife here, not to them.
FAQ
Why make this mod?
i was tired of all the different planets feeling so same'y so i tried to do something about it.
What if i want another enemy mod to work with this mod?
let me know of any mod whose enemies you'd like for this mod to work with and i will add it when/if i have time, or you can do it yourself and submit a pull request on github
Why does this seem so ai generated?
because some of it is. I spend all day programming at work, i don't wanna spend all my free time doing it as well. However i still want this mod, so AI it is.
Highlights
From source dataFootprint
Rated a light load on a server.
License
Published under MIT.
Last update
Its author last shipped an update 37d ago.
SE Local Wildlife on Nxeon
From our catalogue- One-click install
- Supported on Nxeon Factorio servers. We download it from Factorio Mod Portal, place it, and restart the server.
- Server side
- Required on the server
- Server load
- light
- Smallest plan we suggest
- Factorio — 2 GB (2 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 1.0.0, released 2026-09-28
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 1.0.0 | 2026-09-28 | 2.1 | n/a |
| 0.1.3 | 2026-09-27 | 2.1 | n/a |
| 0.1.1 | 2026-09-27 | 2.1 | n/a |
| 0.1.2 | 2026-09-27 | 2.0 | n/a |
| 0.1.0 | 2026-09-26 | 2.1 | n/a |
Dependencies
- Required: Alien Biomes
- Optional: Space Exploration
- Optional: Frost Biters
- Optional: Explosive Biters
- Optional: Toxic Biters
- Optional: Arachnids on normal enemy force
- Optional: Armoured Biters
- Optional: Fulgoran enemies
Declared by the newest build that lists any. Required ones are installed with it on one-click installs.
Run SE Local Wildlife on a Factorio server
Pick a server or deploy a new one above; it is installed in one click.
What kind of mod it is
From the catalogCreatures & NPCs
Adds or changes creatures, NPCs and how they behave.
Runs on your server
From source side supportFactorio Mod Portal lists SE Local Wildlife as required on the server. Check its Factorio Mod Portal page to see whether players need it too.
Compatibility
- Game
- Factorio
- Runs on
- Serverrequired on the server
Verified at the source
- ✓Factorio Mod PortalOfficial listing, checked 2026-10-02Open ↗
- ✓AuthorFunkyXive, as published on Factorio Mod Portal
- ✓LicenseMITFree

