Recent Changes
Feature Requests
Commit by Ri5ux on 2018-09-23
Added 28 new recipes, Updated ore dictionary registration

Commit by Ri5ux on 2018-09-23
Added new recipes, reformatted a bit

Commit by Ri5ux on 2018-09-23
Changed from beta to release

Commit by Ri5ux on 2018-09-23
CurseGradle version update

Commit by Ri5ux on 2018-09-22
Build number push

Commit by Ri5ux on 2018-09-22
Finished the update to 1.12.2. All major texture issues resolved. Fixed locker item rendering.

Commit by Ri5ux on 2018-09-19
Updated to Minecraft 1.12.2

Commit by Ri5ux on 2018-02-15
Fixed a few issues with the adult deacon animations.

Commit by Ri5ux on 2018-02-15
Fixed an issue with creative tab registration.

Commit by Ri5ux on 2018-02-15
MDX Update

Commit by Ri5ux on 2018-02-15
New deacon adult model.

Commit by Dustin Christensen on 2018-01-12
Merge branch 'dev' of https://github.com/Ri5ux/AliensVsPredator into dev

Commit by Dustin Christensen on 2018-01-12
Refactored to reflect the changes made to MDX with models.

Commit by Ri5ux on 2017-12-27
MDX Update.

Commit by Ri5ux on 2017-12-27
Fixed a server crash (loading client classes)

Commit by Ri5ux on 2017-12-24
MDX version update.

Commit by Ri5ux on 2017-12-24
Added a temporary shapless recipe for neodymium magnets.

Commit by Ri5ux on 2017-12-24
Finished network rack and repulsion generator GUIs

Commit by Ri5ux on 2017-12-24
Added names for neodymium, cobalt, and monazite ores, as well as rack modules.

Commit by Ri5ux on 2017-12-24
Added network rack gui texture.

Commit by Ri5ux on 2017-12-24
Language file updated.

Commit by Ri5ux on 2017-12-24
Forge version update.

Commit by Ri5ux on 2017-12-18
Debug tools moved to MDX.

Commit by Ri5ux on 2017-12-18
Merge branch 'dev' of https://github.com/Ri5ux/AliensVsPredator into dev

Commit by Ri5ux on 2017-12-18
APC improvements, removed debug messages.

Commit by Ri5ux on 2017-12-18
Added block scanner debug tool, soon to be moved to MDX.

Commit by Ri5ux on 2017-12-18
Minor refactorizations

Commit by Ri5ux on 2017-12-18
Added network racks, removed satellite modems.

Commit by Ri5ux on 2017-12-18
Added world generation for the new ores

Commit by Ri5ux on 2017-12-18
Blastdoors now use IMultiBlock

xhiyikfkox
2017-01-26 18:36:02
16
Possible Idea: Would like a way to pickup an alien to put in the cryo tubes, using minetweaker 3 I used the face hugger and royal jelly to make a recipe to make the next stage craftable to put them in tubes, but a way to catch them would be nice. Also to Beau1278's idea on royal jelly, to upgrade an alien might be of use but not just one jelly, I think it should require a few of them to get next stage and progressively need more for each continued stage. As for not getting attacked, I disagree with that idea, build a cage in your game with a 1 block hole to interact with the alien, it works fine that way!
rouge2170
2017-11-14 07:46:54
5
i think there should be diffrent ranks amoung the colonial marines in referal as such as pvt. sgt. lieutenant corporal
CyberCat5555
2017-01-23 09:01:17
4
[suggestion] Maybe we can right-click on spent facehuggers to pick them up, which turns them into summoner items, but when used, the summoners will spawn in another spent facehugger, making it possible to easily move them around
CyberCat5555
2017-01-23 09:01:17
6
A "Xenomorph Host" config would be useful. You could use it to change what xenomorphs are spawned by mobs added by other mods. It would include the following options: Runner, Ultramorph, Flying Xenomorph, and Unimpregnable. Everything else not added into one of those settings would default to a drone
CyberCat5555
2017-01-23 09:01:17
6
forgot to mention this, but the Xenomorph Host config would also have an option for aquatic xenomorphs. So 5 (technically 6, counting drones)options- Aqua, Flying, Runner, Ultramorph, and unimpregnable
CyberCat5555
2017-11-14 07:47:19
10
Maybe in higher difficulties, aliens can open wooden doors, as well as lockers, but hiding in lockers has a chance to make them stop tracking the player and target someone/something else.
CyberCat5555
2017-01-23 09:01:18
1
Maintenance Jacks should be interchangeable with the wrenches/hammers/other configuration tools from other mods, but the opening blast doors should still be exclusive to the maintenance jack.
DarkBuild10
2017-11-14 07:46:43
8
I think the hive is too limited to expand. Maybe make hive more fat too expand.
DarkBuild10
2017-11-14 07:46:43
6
the egg can spawn in a block so they die. It could be cool to fix it ;) and the hitbox of the facehuggers (when they hug a mob), is buggy. And, a last things, it could be cool to divide the queen laying time. Now it is at 1 egg/2 minutes . I thnik this could be improve to 1 egg/ 1 minutes! ;)
DarkBuild10
2017-01-23 09:01:19
6
A system of "human colony" (like "village") could be awesome! colony could spawn naturally or not and some marines/humans could start create theyre own colony (like xenomorph and hive). Maybe a block who spawn some royal jelly. It could facilitate experiences on xenomorph and could spawn in some "colony building" to facilitate an eventually xenomorph infestation.
DarkBuild10
2017-11-14 07:46:43
6
If a xenomoprh is the evoluted xenomoprh on 10 blocs around and if they aren't a Queen in 1000 blocs around, this xenomoprh turn into a Queen to start her hive. It could add more realism at the infection system and it could cause a more realistic "human lab infestation". And xenomoprh should be able to break some block to attack a human or to make free an other xenomoprh (Who is in a jail for example)
DarkBuild10
2017-11-14 07:46:43
6
It would be cool if the xenomorph drones and warriors grabbed villagers and humans and stuck them on the hive walls and they can't move at all while they wait for the facehuggers eggs in front of them to hatch and lay da ba bas alien in them
goanna678
2017-11-14 07:46:43
2
make it so marines can spawn in villages
Rookie873
2017-01-02 17:30:35
5
there are some unused sounds that haven't been implemented with some of the mobs so can you use them please
Rookie873
2017-01-02 17:31:32
5
are you able to make a video tutorial on how to set up so you can become a contributer and how about how to create your own aliens maybe a starter template?
Lord_Voltz
2017-11-14 07:46:43
1
I see a lot of aqua xenos in my survival, more than I thought I would. Giving them the ability to swim underwater after prey would be good.
Lord_Voltz
2017-01-15 21:32:27
0
Queens should be completed rooted and unmovable by other mobs once with the eggsac, and facehuggers should completely ignore bats.
Last_Dovahkiin
2017-01-26 18:36:02
7
Suggestion: Think you can have some of the metal blocks, especially industrial bricks use the iron bar step sound? It works wonderfully with Presence Footsteps/Dynamic Surroundings, which has some awesome step sounds for various blocks. Sounds exactly like the AVP sounds when walking on em.
KurokaHebi
2017-11-14 07:46:43
2
It could be cool if humanoïde creature can "sleep" on the floor while they are impregnated or while they are a facehuggers on their face
Lord_Voltz
2017-02-11 07:39:37
0
I like how fast it is for them to get a queen in this build, but They should be barred from turning to a queen if there is one already
Lord_Voltz
2017-02-11 09:07:17
0
Perhaps the difference between a normal queen and the talked about beastial queen should be; Normal queens wont make an ovipositor unless there is a roof of solid blocks above it, and seek such areas to lay eggs. Making them harder to find since theyll be hiding. And beastial queens will just lay eggs wherever, like queens do right now, making them much easier to find, but they should also act like the crusher will, and instantly break logs, leaves, cobblestone, and glass when charging, making for a possibly harder boss fight.
Saintevil86
2017-11-14 07:46:43
2
Hi guys. New to the site but i've been a fan of the mod since i saw it a couple years ago. Keep up the good work. One request at the moment, a harness for the queen as in the avp movies, used to keep her stationary.