Recent Changes
Bug, Issue, and Crash Reports
Commit by Dustin Christensen on 2017-03-05
Renderers are now registered during the standard initialization event.

Commit by Dustin Christensen on 2017-03-02
Removed the movement restriction on impregnated mobs. It was too problematic.

Commit by Dustin Christensen on 2017-03-02
Exception for blocked entity movement on players.

Commit by Dustin Christensen on 2017-03-02
Fixed problems with entity impregnation (the ender dragon in particular). Entities can no longer move while impregnated.

Commit by Dustin Christensen on 2017-02-26
Potential fix for a black screen on the tactical hud caused by bad OpenGL calls.

Commit by Dustin Christensen on 2017-02-26
AliensVsPredator now requires MDX 1.0.0.62

Commit by Dustin Christensen on 2017-02-26
Final part of the refactorization process.

Commit by Dustin Christensen on 2017-02-26
Partially fixed oredictionary support on the assembler. There is still a bug that allows the assembler to give you free items when resources are split between two or more ore types. More refactorization for 1.10.

Commit by Dustin Christensen on 2017-02-26
Adjustments to the wristbracer self destruct explosion and animation.

Commit by Dustin Christensen on 2017-02-26
Refactoring in preparation for the 1.10 update.

Commit by Dustin Christensen on 2017-02-26
Fixed a null pointer exception on world saving caused by a problem during the hive loading process. Also resolves a problem where the first hive in the world would not load its saved data from the world.

Commit by Dustin Christensen on 2017-02-22
This project now requires MDX 1.0.0.60

Commit by Dustin Christensen on 2017-02-22
Fixed a bug preventing firearms from shooting through blocks without bounding boxes. Additionally, firearms can now destroy blocks.

Commit by Dustin Christensen on 2017-02-22
Simplified the acid melting AI as well as block resistance calculation.

Commit by Dustin Christensen on 2017-02-22
One last adjustment to the readme.

Commit by Dustin Christensen on 2017-02-22
Updated a link in the project readme.

Commit by Dustin Christensen on 2017-02-22
Updated the project's readme.

Commit by Dustin Christensen on 2017-02-21
Fixed a bug that allowed parasites to impregnate liquid pools.

Commit by Dustin Christensen on 2017-02-20
Lowered the width of the dracomorphs' bounding box.

Commit by Dustin Christensen on 2017-02-20
Adjusted the bounding box sizes of the aethon, babyhead, dracomorph, predator hound, scelemur, ursuidae, yautja mutant.

Commit by Dustin Christensen on 2017-02-20
Adjustment to the resin breaking event in preparation for the 1.10 update.

Commit by Dustin Christensen on 2017-02-20
Flamethrowers can now fire without having ammo in your inventory if you are in creative mode.

Commit by Dustin Christensen on 2017-02-20
Heavy optimizations to the model rendering system. Should use much less VRAM. Requires MDX 1.0.0.59

Commit by Dustin Christensen on 2017-02-18
This project now requires MDX 1.0.0.58.

Commit by Dustin Christensen on 2017-02-18
Resolved a bug that causes firearms to hit the wrong entity. Resolved a bug that allows firearms to hit entities through blocks.

Commit by Dustin Christensen on 2017-02-18
Fixed a problem causing ovamorphs to release their facehugger at the wrong time.

Commit by Dustin Christensen on 2017-02-17
Adjusted the internal class name of the varda monkey to be named the scelemur. Adjusted the health of the scelemur, mutant predator, berserker, and ursuidae.

Commit by Dustin Christensen on 2017-02-17
More adjustments to the ingame configuration editor GUI.

Commit by Dustin Christensen on 2017-02-17
Updated the en_US localizations.

Commit by Dustin Christensen on 2017-02-17
Facehugger transform adjustments for ocelots.

CyberCat5555
2015-12-12 19:40:23
Some of the shaped blocks that can be walked up like stairs(slopes, etc) only work from one direction. Also, the hitbox of some shaped blocks do not really match the shape, i.e. the slopes should use the same hitbox as stairs. The hitbox of the power cables also should be smaller.
CyberCat5555
2016-07-02 18:37:14
The mod's ores are not fully OreDict'd. This mod's copper and aluminium can be used in other mod's recipes, but other mod's ores cannot be used for this mod. Lithium and Silicon ore have zero OreDict support
CyberCat5555
2016-08-09 18:27:00
Varda leaves decay even if placed by the player
Last_Dovahkiin
2016-08-17 11:38:07
Lighting bug with light panels in the hotbar, darkens the surrounding area when far away from light sources, making it nearly impossible to see where you're going. Also, xray glitch with placed down ceiling and floor grill blocks, as well as their variants.
CyberCat5555
2016-08-24 08:06:07
If SpecialAI is installed along with AvP, passive animals will get hurt when a facehugger is on them
ballardbuilder
2016-11-03 20:57:05
Xenos have Health issues when it comes to Evolution. For example: When I spawn a drone, It has 30 health. When it becomes a warrior, it\'s health is still 30, Evolve it into a Praetorian, it\'s health is still 30, if it becomes a queen after that, it\'s health is STILL 30 hitpoints. Please fix this.
goanna678
2016-11-02 02:15:29
alien queens spawn in small caves, causing them to suffocate and marines are too rare
Last_Dovahkiin
2017-01-05 11:03:25
3 things: Praetorian does not have sounds other than the death sound, black goo does not currently affect mobs (i.e. no way to naturally obtain the goo mutant), and acid damages aliens as stated by other users (this should not happen, as aliens are resistant to their own blood).
Last_Dovahkiin
2017-02-20 11:49:50
When wearing the tactical helm, most of the GUI is visible, but the rest is blackness. Happens with or without Optifine installed.
Rookie873
2017-01-08 16:38:59
Some of the mobs don\'t have their sounds such as the ovamorph,facehugger and chestburster can you fix that
Lord_Voltz
2017-01-08 18:35:46
octohugger and marine summons do not render.
Lord_Voltz
2017-01-08 18:53:35
Okay the thing about summoners might be linked to this, going into 3rd person mode while holding a summoner, then back to first makes that summoner appear so small you can barely see it, even in the creative tab. Seemingly permanently. Also, for the belugamorph and beluga burster, the summoner and actual mobs share animations.
Lord_Voltz
2017-01-11 15:32:12
Entities put in stasis mechanisms aren\'t really in them, they just appear as so. They run around invisible.
Last_Dovahkiin
2017-02-20 11:39:37
Witch somehow survives being chestbursted. Definitely a bug. Please fix.
Last_Dovahkiin
2017-01-22 13:21:25
Ores/Ingots need full OreDictionary support so other mods\' metals can be used in AVP recipes. Mod compatibility is fun, and would be nice. Thank you.
Last_Dovahkiin
2017-01-22 16:03:50
Assembler does not take all ingredients when crafting something.
Last_Dovahkiin
2017-01-27 10:25:41
After using the assembler, if I try to get something using NEI, it adds a messafe to my chat saying I don\'t have the materials to make x item (usually an item I recently made successfully), as well as failing to add the item/block I clicked on to my inventory.
Last_Dovahkiin
2017-01-27 13:34:11
Spawn in lava/caves when going through Varda portal. Gamebreaking.
Lord_Voltz
2017-02-11 06:38:59
If hive resin is lit on fire, it will destroy the block it is attached too.
Last_Dovahkiin
2017-02-11 09:43:32
Queens have only 50 health instead of 300 when evolved.
Lord_Voltz
2017-02-11 17:34:13
Leaving a chunk with hatched eggs, then coming back makes them appear as if they are unopened.
Last_Dovahkiin
2017-02-11 19:16:03
Naturally evolved queens only have 50 health as opposed to the expected 300. This is making them too easy to kill.
Last_Dovahkiin
2017-02-12 07:27:02
Cyber\'s bug "shaped blocks that can be walked up like stairs only work from one direction" is still in effect. Please fix.
Last_Dovahkiin
2017-02-18 07:34:57
Alien entities seem to be able to hit through blocks. Might want to fix this.
Lord_Voltz
2017-02-19 09:14:38
Aliens will unprovokedly attack mobs that are impregnated
Lord_Voltz
2017-02-20 12:11:33
Instead of seeing everything through walls , and just running at their prey and doing about 2-4 damage when they collide , I suggest Xenos must have a line of sight to target their prey. However , they get tipped off to the location of nearby prey every so often , as in , if they aren\'t already chasing something , they will find the position of another non-alien mob at that instant , then pathfind to that spot. So if you moved before it got to the spot you were standing in the moment it targeted that spot to go to , you could avoid it , but it also will find you/other mobs eventually if you or they don\'t move and hide. Otherwise , they should just wander or hide when not checking something out or chasing , or bolting from attack.
Lord_Voltz
2017-02-22 09:09:34
Acid lives for way too long
monix_hun
2017-02-27 09:41:28
I cannot set the Nuke function on the WristBracer.Why?Do I have to enable it in the mod file?If yes,where have I to do this?
TheRealATV
2017-03-06 15:00:51
I\'m playing on a server with some friends, but the server is lagging the whole time because Queens are spawned on random places. Sometimes there are 4 or more in one cave and they usually stuck in the wall. Build Version: 4.0.0.813