Source-checkedCreatures & NPCs

SE Local Wildlife

by FunkyXive · for Factorio

Space 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.

35Downloads
37d agoLast updated
MITLicense
Factorio Mod PortalSource

About SE Local Wildlife

From Factorio Mod Portal

Space 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)

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 data

Footprint

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

BuildReleasedGame versionsLoaders
1.0.02026-09-282.1n/a
0.1.32026-09-272.1n/a
0.1.12026-09-272.1n/a
0.1.22026-09-272.0n/a
0.1.02026-09-262.1n/a

Dependencies

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 catalog
Listed on Factorio Mod Portal as “Mods”

Creatures & NPCs

Adds or changes creatures, NPCs and how they behave.

Runs on your server

From source side support

Factorio 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

SE Local Wildlife, answered

Generated from the mod’s own source data.

Do my players need to install SE Local Wildlife?

Factorio Mod Portal lists SE Local Wildlife as required on the server. Check its Factorio Mod Portal page to see whether players need it too.

Is it free?

Yes. SE Local Wildlife is free to download from Factorio Mod Portal. Its license is MIT.

How do I add it to my Nxeon server?

Use “Add to a server” on this page, or open NxLabs from your dashboard. We install it, restart your server and switch it on.

NxLabs

Run SE Local Wildlife on a Factorio server.

Deploy in about a minute from $2.99 a month, then add SE Local Wildlife in one click.