SE Local Wildlife


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.

Tweaks
2 hours ago
2.0 - 2.1
18
Enemies Environment

Changelog

Version: 1.0.0
Date: 2026-09-28
  Major Features:
    - Space Exploration is now optional (still recommended). With only Alien Biomes installed, Nauvis's wildlife follows its terrain: each climate gets the enemy faction that suits it, every base is a single faction, expanding enemies take on the faction of their new ground, and leviathan and mother tiers only appear once your pollution reaches a nest.
  Features:
    - Vanilla start zone: without Space Exploration, only vanilla biters live within 1000 tiles of the spawn point (startup setting; 0 turns it off).
    - Works with Space Age: only Nauvis is affected. A startup setting decides whether the enemy mods' own biters on Vulcanus, Aquilo and Fulgora stay as those mods place them (default) or every faction is kept on Nauvis.
    - Electric flying enemies (which needs Space Age) now brings electric enemies to Nauvis's wet purple swamps in games without Space Exploration.
  Changes:
    - Settings that only apply with Space Exploration are hidden when it isn't installed, and the tips and Informatron pages describe Nauvis instead.
Version: 0.1.3
Date: 2026-09-27
  Features:
    - A single electric vault guardian now waits inside each vault pyramid, replacing the vanilla biters Space Exploration puts there. Its level (1 to 10) follows the planet's threat: up to 10% is level 1, up to 20% level 2, and so on. It can be turned off in the map settings.
    - A message warns you the first time you enter a guarded vault.
    - The Universe Explorer's Local wildlife section shows a surveyed world's vault guardian level, and whether it has been defeated.
  Changes:
    - Guardian nests around vault pyramids and ruins now defend their structure and never leave it: they no longer expand or send attack waves, but still fight anything that comes close.
    - Guardian nests are placed closer to their structure (within 128 tiles instead of 256) on newly generated planets.
    - The electric boss no longer appears outside the pyramid when you enter a vault.
Version: 0.1.1
Date: 2026-09-27
  Changes:
    - Electric flying enemies is no longer listed as an optional dependency, because it requires Space Age. Electric enemies still appear if it is installed.
Version: 0.1.0
Date: 2026-09-25
  Features:
    - Enemy factions follow the terrain: frost biters on snow and ice, explosive biters on volcanic ground, toxic biters on dry purple ground, electric enemies in wet purple swamps, arachnids in deserts, armoured biters on cold barren rock, and vanilla biters everywhere else.
    - Each world only hosts the factions whose terrain covers enough of it (at least 15% of the land, at most 2 factions per world by default).
    - A world's primary resource sets its default wildlife: holmium brings electric enemies, beryllium toxic biters, iridium armoured biters and arachnids, vulcanite explosive biters, and cryonite frost biters.
    - Vitamelange worlds draw in a few toxic and armoured biters.
    - Nauvis only has vanilla biters, and worlds with 0% threat stay free of enemies.
    - Every enemy base is a single faction, and expanding enemies take on the faction that suits their new ground.
    - Leviathan and mother tiers only appear once your pollution reaches a nest.
    - Electric guardians protect vault pyramids and ruins, and entering a vault may wake a guardian boss.
    - The Universe Explorer shows a "Local wildlife" section for surveyed worlds, listing their factions and how much of the land each one claims.
    - Informatron pages and tips-and-tricks entries explain the local wildlife.
    - Optional setting to show why an enemy nest or worm is its faction when you hover over it.
    - Setting (on by default) that makes new planets use Space Exploration's intended moisture and terrain type, so dry planets become deserts and high-aux planets turn purple.