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[Forge] AliensVsPredator, Prometheus

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Ri5ux
Level 67 : High Grandmaster Modder
Requirements:
  • Java 7 or newer
  • Minecraft 1.7.10
  • Minecraft Forge for Minecraft 1.7.10
  • MDXLib (Minecraft Development Library X)


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AliensVsPredator is a science fiction, horror, themed Minecraft mod based primarily on the Aliens Vs Predator franchise. It is also based on the two other franchises, Alien and Predator. Due to the fact that Prometheus is a part of the Alien franchise, it has also been included in the mod's content.

Currently, the mod features a large amount of new and unique weapons, mobs, dimensions, items, and blocks. This mod is designed to transform Minecraft into a science fiction horror game. Surviving in Minecraft has never been this hard before. New weapons, enemies and worlds are constantly being added, so, what are you waiting for? Download the mod, warp into the AliensVsPredator universe and start Building Better Worlds today!



Current Content (12-8-2016)





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Download and install Minecraft Forge.
Download MDXLib. (CurseForge)
Download AliensVsPredator. (Using the download button on this page)

EDIT: Replace "AIRI" with "MDXLib" in the following instructions until they can be updated.

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Having installation problems? Verify the following:

  • You're using the Minecraft Forge version that is recommended for the build you're on. (Find this on the official website)
  • You're using the Minecraft version that the build was built on.
  • You're using the required Java version or newer. (Java 7)
  • You're using the MDXLib build that you're build was built with. (Find this on the official website)

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The AliensVsPredator Minecraft Mod falls under the Microsoft Public License (Ms-PL).

Copyrights

  • AliensVsPredator Minecraft Mod - Copyright © 2012-2017 Arisux Technology Group
  • Prometheus Minecraft Mod - Copyright © 2013-2014 Arisux Technology Group
  • Minecraft Development Library X - Copyright © 2016-2017 Arisux Technology Group

Permission
You can re-distribute this content with credit.
You can use this content in mod-packs with credit.
You can upload videos containing this content.

Official Facebook Page: https://facebook.com/arisuxmcdev
Progress: 100% Complete
Game Version:Minecraft 1.7.10
Tags:Ri5ux, Forge, Scifi, Futuristic, Alien, Predator, Prometheus, Mod, Avp, Aesthetic, New Content
Credit:HassanS6000, TheDigitalDiamonds, Cybercat5555, The Minecraft Community

Note: Showing last 25 of 55 logs.

Version 4.0.0.640 - 4.0.0.663 : 12/08/2016 7:43:58 am12/08/16

Added the Laurel Forest biome (Name may be changed). These forests are found in the valleys of Varda. Black Goo pools commonly generate in this biome.
Acid was not applying direct damage to entities. This has been resolved.
Optimized Varda & refactored its packages
Caves now generate on Varda
Bauxite, Copper, Silicon, Lithium, Coal, Iron, and Diamonds now generate on Varda. Also balanced ore spawns in the overworld.
Moved VardaTreeGenerators into the correct package location.
Interpreted most of the variable names in VardaGenCaves
Renamed the standard Varda biome to the Varda Badlands.
Moved the GenerationHelper to the proper package location.
Varda was not using the correct ChunkProvider. This issue has been resolved.
Refactored two worldgen classes, deleted an unused worldgen class
Deleted WorldGeneratorVarda, all worldgen was moved into BiomeDecoratorVarda
Saplings now generate unidentified trees. Added 4 types of trees that can generate from the sapling.
Combat Synthetics should no longer despawn.
Deacon sharks spawn in underground lakes on Varda again.
Stabilized deacon shark spawning. Deacon sharks can and will not spawn within 8 blocks of another deacon shark.
The proper blocks will now render under resin that is newly placed by drones. Resin already placed will continue to render incorrectly.
Removed a debug message.
Goo Mutants will no longer attack any instance of EntitySpeciesAlien.
Additional lang file entries added
Fixed a bug causing sounds to crash the server.
Fixed a bug where you couldn't access the graphical settings interface using /avpsettingss while connected to a server.
Fixed a server crash due to missing classes on the server side.
Fixed a bug causing ceiling grills, floor grills, and ceiling fans to have an xray effect. Resolves Github issue #11.
Changed the ID of TileEntitySolarPanel to resolve compatibility problems with other mods. Resolves github issue #12.
All xenomorphs are now hostile again. (Tested)
Aethons were not attacking players. They are now.
Goo mutants were not attacking players.
Fixed a bug causing drops to only drop once.
Added a new damage source: wristbracer
Skulls now have a 25% drop rate if the target is killed with a
wristbracer. Applies to xenomorphs, engineers, and predators.
Skulls now render on the ground

Version 4.0.0.615 - 4.0.0.639 : 10/30/2016 2:27:52 pm10/30/16

Lots of tweaks and fine tuning to the Xenomorph hive system.
Xenomorph Queens now depend on their royal jelly level in order to begin growing an ovipositor. They start out with a jelly level of 1000, and it slowly decreases as their ovipositors grow. Once it has become fully grown, she will begin laying 1 egg every 2 minutes. Each time she lays an egg her jelly level decreases by 100. If her jelly level drops below 50, her ovipositor will become unhealthy and fall off, allowing her to protect the few eggs she created while initially growing her ovipositor. Once the eggs fully evolve into drones, the drones will help her re-gain her jelly level, and she will begin to grow an ovipositor once again and repeat the process as many times as it is necessary to create a stable hive.
Queen dorsal spikes are now visible from all angles and rotated at the correct angle.

Potential fix for a bug where xenomorph stats are not saved after evolving to their next state. (Also fixes name loss from names set with anvils or nametags)
Utilizing the new item drop system added to amdxlib
Added the Ultramorph.
Added inner mouth animation support to xenomorphs (implemented on the ultramorph for testing)
Adjustments to Xenomorph AI. Attempting to pinpoint the cause of loss of attack AI.
Predators no longer attack players equipping any item. Instead, they now attack players equipping the following items: Swords, Firearms, Wristbracers, Plasma Casters, Bows, Smart Discs, Shurikens and Spears.
Fixed a bug causing xenomorphs not to target and attack mobs.
Fixed a bug also causing goo mutants not to attack other mobs correctly. They will also no longer attack themselves.

Increased the size of the ultramorphs' hitbox.
Lowered knockback resistance of engineers, xenomorphs and yautja based mobs.
Predators no longer attack players equipping any item. Instead, they now attack players equipping the following items: Swords, Firearms, Wristbracers, Plasma Casters, Bows, Smart Discs, Shurikens and Spears.
Fixed a bug causing xenomorphs not to target and attack mobs.
Fixed a bug also causing goo mutants not to attack other mobs correctly. They will also no longer attack themselves.
Increased the size of the ultramorphs' hitbox.
Lowered knockback resistance of engineers, xenomorphs and yautja based mobs.
Added skulls for engineers, space jockies, xenomorph drones, xenomorph warrios, and predators.

Added the Aethon.
Fixed xenomorph scale problems.
All entity drops have been converted to the new drop system implemented in amdxlib. This will also completely fix the ghost drops bug.
Fixed a graphical glitch on summoners caused by culling.
Fixed a bug causing drops to only drop once.
Added a new damage source: wristbracer
Skulls now have a 25% drop rate if the target is killed with a
wristbracer. Applies to xenomorphs, engineers, and predators.
Skulls now render on the ground
Goo Mutants will no longer attack any instance of EntitySpeciesAlien.
Additional lang file entries added
Fixed a bug causing sounds to crash the server.
Fixed a bug where you couldn't access the graphical settings interface using /avpsettingss while connected to a server.
Fixed a server crash due to missing classes on the server side.
Fixed a bug causing ceiling grills, floor grills, and ceiling fans to have an xray effect. Resolves Github issue #11.
Changed the ID of TileEntitySolarPanel to resolve compatibility problems with other mods. Resolves github issue #12.
All xenomorphs are now hostile again. (Tested)
Aethons were not attacking players. They are now.
Goo mutants were not attacking players.

Version 4.0.0.614 : 10/13/2016 5:57:42 pm10/13/16

Xenomorph queens will now only lay 10 eggs per day (1 egg every 2 minutes) based on user feedback.

Versions 4.0.0.550 - 4.0.0.611 : 10/12/2016 7:00:24 pm10/12/16

Ovamorphs now hatch at random instead of at the end of a static timer. (detail / githubweb)
Hive resin can now be burnt off of surfaces (detail / githubweb)
Xenomorph Queens now lay eggs once their ovipositor is fully grown. Ovipositor will grow once the hive has grown to over 1000 hive resin.
Redesigned the assembler GUI based on user feedback. More compatible design with NEI.
Further optimized the rendering registries of RenderFacehugger, RenderMedpod and RenderCryostasisTube
Full removal of IFaceMountable. Now using EntityRenderTransforms.
Permanent fix for the medpod rendering issues.
Potential fix for rendering problems caused by manually rendering the player model in medpods.
Disabling unnecessary code to potentially find a resolution for buggy player rendering in medpods.
Potential fix for a bug that allowed aliens to spawn in the precense of ExtraUtilities' magnum torch.
Drop rates of NBT drives and yautja artifacts have been increased to 50%.
Re-enabled lightmap updating to fix nightvision.
Fixed a bug that caused players not to be impregnated on only the client side.
Potential fix for an NPE with an unknown cause.
Fixed a crash caused by varda's sky provider casting other world providers to varda's world provider.
Predefined the hive tessellation graphics setting to ultra to prevent an NPE on world startup.
Re-enabled hive updating, the lag problem introduced in build 590 should now be resolved.
Added configuration option to toggle whether evolved xenomorph types should naturally spawn or not. Facehuggers spawn more when disabled.
The new hive resin system has been implemented, as well as a basic xenomorph AI set for the new hive creation subsystem.
Improved the interface and functionality of the assembler.
Fixed several potential crashes. Adjusted queen AI, Changes to match AMDXLib's refactored methods.
Fixed a NullPointerException thrown by hive resin.
Hive resin now acts as an overlay to the blocks it replaces.
Reduced the size of the Predalien hitbox to reduce lag caused by Minecraft's extremely unoptimized hitbox system.
Fixed a bug with a despawn mechanic causing the game to crash.
Removed several debug messages. Organized a few imports.
Fixed an updated the predalien model and texture, Added basic animations to Predalien, Added basic AI improvements to Predalien.
Entities that have been impregnated will no longer despawn.
Converted summoners and turrets over to the new entity ID fetching system. Fixes client/server sync problems with turrets.
Fixed a bug where supply crates were continuously set in the world. This caused it to appear as if the items placed in them were deleted.
Supply crates, gun lockers, and standard lockers now drop their contained items if they are destroyed.
Fixed a bug where combat synthetics do not make shooting sounds, AI adjustments for xenomorphs, facehuggers, marines, and combat synthetics.
Turrets were shooting bullets too high. They have been lowered.
Prevented a crash while shift clicking in a turret GUI.
Fixed bugs causing guns, spears, smartdiscs, shurikens, and flamethrowers to prevent experience drops from killed entities.
Entities that are part of the alien species no longer bleed acid if the damage source was fire, Refactored several damage sources
Fixed a problem causing flamethrowers not to play sounds.
Liquid latex pools are now left in place of synthetics when they die, Fixed Marine & Synthetic AI, Synthetics hold pulse rifles again.
Fixed a bug that allowed acid to be pushed around in the world.
Fixed a bug with turrets causing a server crash
Acid will no longer melt through bedrock.
Fixed a bug causing turrets to operate without power. Fixed a bug causing turrets to throw null pointer exceptions
Added more ore dictionary entries.
Constructing a button in the wrong location.
An ovamorph egg will no longer render beneath the Xenomorph Queen. This was not a bug, just an unfinished feature.
No longer using global entity IDs. This will fix bugs caused by ID conflicts with other mods.
Now using AMDXLib's Sound class to store and play sounds. Added a global sound volume setting in the configuration.
Updated the US english language mappings.
Dependency Change: AMDXLib 1.0.0.8, Java compatibility level raised to 1.7, Updated GitIgnore, Renamed a conflicting method
Fixed a bug causing players to spawn in the world impregnated.
Xenomorphs will no longer attack entities that have been impregnated.
Fixed a bug where Marines would not defend themselves against Golems.
Fixed a bug where Combat Synthetics would not defend themselves against Golems.
Fixed a bug when using pickblock that caused the mod's slabs to return stone slabs.
Fixed a bug preventing lithium from being used in recipes.
Removed Dependency AIRI. Added Dependency AMDXLib.

Version 4.0.0.524 : 05/23/2016 1:24:18 pm5/23/16

The mod's non-living entities have been optimized. They should now update from client to server and vice versa more often.

As a result of the last tweak, APCs are now much more usable. They respond much quicker. Laser mines also detonate more accurately. Some other entities that may have been made more responsive in the process are as follows: Spears, Plasma Projectiles, Grenades, FlamethrowerFX, Acid Pools, Acid Spit Projectiles, Smart Disc Projectiles, Shuriken Projectiles, Turrets, Nukes, Stasis Mechanisms, Medpods, and Supply Chutes.

Supply chutes now have a model while falling.
Updated all of AVP to use the new model storage system provided by AIRI. Should result in better overall performance.
Added a satellite dish model and texture.
Added ItemRenderers for satellite dishes and medpods.
Satellite dishes are now tile entities. Preparation for satellite dish functionality.
Completely stripped out the old medpod player rendering code and re-designed it to be multiplayer compatible.
Fixed a rendering bug where other players would render incorrectly in medpods.
Fixed a crash caused by morphing into a queen while using the Morph mod.
Medpods will no longer heal an entities status until they are fully sealed.
You can now re-enter a medpod without putting a different entity in it by closing it and re-opening it once you exit it.
Fixed a bug with medpods where certain entity extremities would flap around uncontrollably.
Fixed a bug where potion effects would not fully clear in medpods.
Added player skin support to the medpod entity renderer. (Somehow wasn't included in the initial build)
Corrected the animations of the medpod.
Living entities now render correctly inside of medpods.
Medpods no longer allow aliens to enter them.
Updated several field references.
Added an EntityLivingBase ridingEntity check to RenderFacehugger.
Updated to Minecraft Forge 1.7.10-10.13.4.1614
Fixed a NullPointerException crash caused by the pressure helmet HUD.

Version 4.0.0.505 : 05/17/2016 10:52:23 am5/17/16

Finished medpod functionality. Medpods will now fully heal an entity of its ailments. To put an entity in a medpod, open the medpod by first powering it. Once the medpod has power, open the medpod by right clicking the lower center. Push the entity into the opened medpod. The entity will mount itself to the medpod. Right click the same place to close the medpod. After the medpod is closed, the entity will be cured. Open the medpod to release the entity. Once an entity has entered this medpod, you must first place another entity in it, in order to put it back in. This is to prevent the medpod from picking the entity back up once you release it. The medpod will cure potion effects, destroy facehuggers attatched to hosts, remove embryos implanted in an entity, and fully heal the entities health and food levels.
Fixed blast door placement rotation. Forgot to change the block layouts when the rendering was fixed.
Simplified the rendering of the assembler to reduce client side lag.
Fixed a rendering bug medpods had while doing GL_BLEND.
The medpod now rotates vertically when the doors open and close.
Refactored an incorrect variable name in TileEntityTurret.
Snowmen and iron golems can no longer be facehugged.
Added IFacehugSelector. Allows mod developers to choose if their entities can be facehuggable or not.
Combat synthetics can no longer be facehugged.
Predators wearing masks can no longer be facehugged.
Refactored the model rendering system to match AIRI's requirements.
Potentially fixed a bug where players as facehuggers would render upside-down in the morph mod.

4.0.0.484 : 05/09/2016 9:00:49 am5/09/16

Fixed a bug that caused facehuggers to push a facehugger off of a targetted host.
Facehuggers will search for more hosts if their currently targetted host already has a facehugger attatched to it.
Facehuggers will render upside-down when they become unfertile.
Facehuggers can be refertilized by giving them royal jelly.
Reduced the hatch wait timer on ovamorphs to 5 seconds.
Fixed an incorrect class import on the client, causing a crash while rendering Facehuggers.
Refactored ModelBaseExtension to ModelBaseWrapper
Deleted an unused texture.
Added the initial medpod TileEntity. Not finished.
Refactored PacketOpenLocker to PacketOpenable and made it compatible with any class implementing IOpenable.
Royal facehuggers are now dependant on the super class type (Facehugger)
Ovamorphs now open when any entity, that is not of the alien species, is near.
Disabled aqua xenomorph AI, it caused random NullPointerExceptions.
Facehuggers now have an entirely new face mount rendering system. Other mods are not officially supported, but they can add support if they choose to.
Added IDamageableMachine and IRepairableMachine. Will allow machines to be damaged and repaired using a maintenance jack when completed.
Added IRotatable, which is an easier way of implementing rotation for TileEntities.
Implemented IFaceMountRenderer on several models.
Finished vanilla entity FaceMountRenderers
Refactored IFaceMountRenderer to IFaceMountable
Added the new royal facehugger model, texture and animations.
Added the new Ovamorphs. Ovamorphs now stay in-world when a facehugger jumps out of them. They now open up 10 seconds before the facehugger jumps out. New models, modified texture, new animations.
Ovamorphs will now hatch if they are damaged or if they are collided with entities other than members of the alien species.
Ovamorphs are now preserved in mist.
Added the genschematic command, which generates schematics that are registered with AIRI. The following example will generate a derelict at your player's coordinates: /genschematic derelict
Added a Storm Detection Indicator on the Pressure Suit
Adds the new and improved silica storm.
Simplified the code of Varda's sky provider.
Added unidentified tree leaves.
Added unidentified tree saplings (not done yet).

4.0.0.423 : 03/18/2016 2:24:19 pm3/18/16

Added Deacon Sharks... good luck.

4.0.0.420 : 03/15/2016 12:42:00 pm3/15/16

Updated the configuration to point to aliensvspredator's SSL site.
Completely removed static global entity IDs. This will fix entity ID conflicts that this mod ever had with any other mods.
Adjustments to the sky rendering of acheron.
Minor AI enhancement for performance.
HUD realism, Varda spawn rate, Sounds
Added TrilobiteLeapAI,
Engineer/Yautja spawns reduced on Varda
Fixed blast door lighting bug.

4.0.0.414 : 03/13/2016 3:23:38 am3/13/16

Xenomorph AI Changes. Xenomorphs now build hives.
Disabled Derelict world generation due to a bug that causes crashes upon world startup.
Added new and improved animations for the Trilobite.

Version 4.0.0.395 : 02/18/2016 1:30:11 pm2/18/16

Added mist, a "fluid" that will be found in derelict and juggernaut ships. It will preserve ovamorphs and ampules when complete.
Added a bucket for mist.
Removed the rotational effect of items in inventories. It was too intensive for lower end systems.
Added more assembler schematics, recipes, and balanced them.
Balanced world generation of ores.
Xenomorph armor can now climb
Celtic armor can now enable partial invisibility when wielding a wristbracer.
Celtic armor can now allow the player to jump twice as high.
Other armor enhancements and bonus features.

Version 4.0.0.385 : 02/06/2016 3:46:40 am2/06/16

Merged Glixyl's survival update PR. Includes new recipes and assembler schematics for survival progression.
Added a more optimized version of the Derelict structure generator which uses AIRI's improved structure generation system.
The Derelict now generates at world coordinates 0, 0, 0.
Added Cybercat5555's new and improved version of the Derelict, which utilizes mod blocks.
Dependancy Change: AIRI 3.1.0.176

Version 4.0.0.371 : 01/28/2016 4:29:06 am1/28/16

Resolved #313, #207, #311
Enchanced Aqua Xeno, Hammerpede and Protomorph AI
Fuel tanks are now required to operate flamethrowers.
Fuel canisters will now render on the player's flamethrower if the player has one in their inventory.
New Ovamorph Texture

Version 4.0.0.366 : 01/18/2016 4:48:51 pm1/18/16

Added the Nostromo Flamethrower.
Added missing files.
Re-working the flamethrower code.
New flame effect.
Modified the M240 Incinerator Unit's properties

Version 4.0.0.350 : 12/13/2015 7:48:35 am12/13/15

Redesigned the Cryostasis Tube renderer to be universal. Additionally, Cryostasis Tubes now render larger when full sized xenomorphs are placed in them.
Added natural spawn entries for Xenomorph Drones, Warriors, Praetorians, Facehuggers, Chestbursters, Predators, and Berserker Predators
Fixed turrets
Forge version bumped to 10.13.4.1558

Version 4.0.0.334 : 10/27/2015 7:58:15 pm10/27/15

New ItemRenderer for Pistols. Pistols will now be known as an 88Mod4.
Rendering refactorization in preparation for a Minecraft 1.8 port.
Fixed bugs with stasis mechanisms causing a severe amount of lag.

Version 4.0.0.323 : 10/09/2015 3:42:37 pm10/09/15

Renamed the Engineer to "Space Jokey"
Added Engineers
Redesigned stasis mechanisms. Entities contained are now alive.
Fixed several bugs.

Version 4.0.0.312 : 09/24/2015 4:38:48 pm9/24/15

Added lockers
Added the berserker predator
Added engineers
Added ampules.
Fixed portals
Fixed several other minor problems.

Version 4.0.0.289 : 09/03/2015 9:11:02 pm9/03/15

Added 128 new blocks.
Fixed  blast doors again, for good this time.
Other optimizations.

Version 4.0.0.270 : 08/02/2015 4:17:37 pm8/02/15

Added black goo item.
Added phials.
Added empty phials.
Added a transformer model and texture.
Added a transformer item renderer.
Refactored and optimized code.

Update 4.0.0.265 : 08/01/2015 3:53:44 pm8/01/15

Added New Graphical Boss Bars.
Fixed a Major bug with chestbursters on bukkit servers.
Fixed Blast doors, they are now fully functional.
Fixed Step Up and Step Down Transformers, they input and output the correct amounts of power now.

4.0.0.242 : 07/28/2015 1:35:47 am7/28/15

Added Black Goo
Added Hammerpede AI
Added New Xenomorph AI
Added New Textures
Survival Mode Progression
Bug Fixes

4.0.0.220 : 07/13/2015 12:26:09 am7/13/15

Added an APC
Added 200+ Shaped Blocks
Added a Blast Door
Added a New Power System (Solar Panel, Powerline, P2R Converter, R2P Converter, Generator, Transformers)
Added the Assembler
Added Turrets
Added a new mob, the Trilobite
Added a new mob, the Deacon
Added Vision modes (Predator BioMask)
Added Tactical Helmet HUD
Added the Motion Tracker
Added Stasis Mechanisms
Added Cryostasis Tubes
Added the Acheron Dimension
Added a new mob, the Predalien
Added a new mob, the Combat Synthetic
Added a new Flamethrower Model
Added a new mob, the Aquatic Xenomorph
Wristbracer enhancements
Laser Mine Enhancements
Celtic Spear Enhancements
Entity AI updates

3.9.15-1.7.10 : 03/12/2015 4:16:09 pm3/12/15

EDIT: Build removed due to severe memory leak. Null pointer exception crash for 3.9.14 has been fixed using an alternative method. You must re-download AIRI from the supplied link. Make sure you are downloading AIRI 3.0.2.

AIRI 3.0.2: Download Link

Fixes a problem with the Updater causing Null Pointer Exceptions on world load. (Actually fixes it this time)



AliensVsPredator 3.9.15 for Minecraft 1.7.10
#May contain bugs. Think of this release as refurbished. 

Fixed: Updater causing Null Pointer Exceptions on null changelogs

MODERATOR & SITE STAFF : 08/26/2014 9:06:27 pm8/26/14

Test Update Only. I was told by someone on your staff that I would not be reported for this. GirraffeStock. Speak with him and manually remove this update log yourselves.

Comments : 708

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1 - 50 of 708

  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • November 5, 2016, 1:25 pm
Download link should be fixed! Sorry about that!
Edit Reply Delete
  • Assasingus14
  • Level 8
  • Apprentice Explorer
  • November 1, 2016, 7:37 pm
awesome job man
Edit Reply Delete
why ist every time then i want to download it the page down ? why ?
Edit Reply Delete
  • mavz28
  • Level 1
  • New Miner
  • October 31, 2016, 1:43 pm
Same for me. It'll probably be fixed tomorrow
Edit Reply Delete
  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • November 5, 2016, 1:21 pm
Are you guys still having this problem?
Edit Reply Delete
  • mavz28
  • Level 1
  • New Miner
  • November 6, 2016, 1:27 am
I'm not. Thanks!
Edit Reply Delete
  • goanna_678
  • Level 1
  • New Miner
  • October 26, 2016, 8:59 pm
will you add a survival way to get to the dimensions?
or galacticraft support?
Edit Reply Delete
  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • October 30, 2016, 10:31 am
There will be a way to get to the dimensions via survival mode. I will not specify yet, but there will be a way.
Edit Reply Delete
  • zackyboy17
  • Level 1
  • New Miner
  • October 18, 2016, 3:05 am
how do you use the status mekinism thing
Edit Reply Delete
  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • October 30, 2016, 10:31 am
Put a summoner inside of it by right clicking it.
Edit Reply Delete
  • maithtyo
  • Level 11
  • Journeyman Artist
  • October 13, 2016, 7:23 pm
Really nice work. If you don't mind me asking but I was wondering if there will be any new guns added to the mod? I mean most of the weapons have been implemented but weapons like the shotgun have been seen in the movies and in the games; I am just wondering that's all. Anyway thank you for listening. ~Mp3AvidPlayer
Edit Reply Delete
  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • October 14, 2016, 2:27 pm
Yes, more weapons, including shotguns, will be added.
Edit Reply Delete
  • mavz28
  • Level 1
  • New Miner
  • October 31, 2016, 1:42 pm
Will there be animations(e,g, reloading)? And will some weapons like the plasma caster eventually get 3d models?
Edit Reply Delete
  • jackrus
  • Level 1
  • New Crafter
  • October 11, 2016, 9:13 am
Here is list of some bugs in the mod:
- grill,grid,fan blocks... i can see thru them like with X-ray.
-all slopes,slabs,corners... have bad shading.
-all mobs from the avp mod can be killed through the wall even xenos are doing it.
Bugs with avp props and items on (customNPCs) mod.
-giving an pulse rifle or any two handed weapon to NPC human will totally bug him (his weapon cant be seen maybe because its texture become too big "idk")
Little bit smaller bug-all NPC xenos move even when they dont have their living animation set ON.
(Ideas of adding some things)
-adding to predator sound of laughing (evil laugh) that was in some of the movies and games (avp 2010) while stalking humans.
-changing pulse rifle shoot sound a little bit (maybe from avp 2010)
-adding acid as a block like redstone (two types: fresh-can poison and "old"- does nothing)
-aliens could be a little bit smaller (not drones they should be like from alien isolation :3) by this i mean warriors and (spitters-less bigger than warriors)
-flashlight for marine armor-helmet.
-auto aim mod for the smartgun.
Thats all i can type now :)
Keep up the good work.
Edit Reply Delete
  • cbm914
  • Level 1
  • New Miner
  • September 18, 2016, 1:00 pm
how do i use the whrist bracer nuke?
Edit Reply Delete
  • Clone_bro
  • Level 1
  • New Crafter
  • July 11, 2016, 2:04 am
I found a bug in the latest build( I think its the latest build),all slopes,slabs,corners and the such have a really weird schading on them. Its really bugging me out, I'm building a base and the shadows are making it so ugly. Could you pls fix this or send me the fixed version.

With respect,Clone_bro
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • August 3, 2016, 9:38 am
Does the problem still exist in the latest build?
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EPIC. Don't even have to worry about building my own maps now! Now can just use this and whatever other mod I feel like and blow stuff up!
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  • mavz28
  • Level 1
  • New Miner
  • May 29, 2016, 1:10 am
Didn't the alien armour used to give u an alien player model? Why was this removed?
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  • jntan01
  • Level 1
  • New Miner
  • May 21, 2016, 12:08 am
If i put this mod, my minecraft keeps crashing. ---- Minecraft Crash Report ----
// Ouch. That hurt :(

Time: 5/21/16 4:00 PM
Description: There was a severe problem during mod loading that has caused the game to fail

cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: org/avp/entities/tile/TileEntityBlastdoor
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:739)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: org/avp/entities/tile/TileEntityBlastdoor
at org.avp.BlockHandler.<init>(BlockHandler.java:53)
at org.avp.BlockHandler.<clinit>(BlockHandler.java:51)
at org.avp.AliensVsPredator.blocks(AliensVsPredator.java:43)
at org.avp.ItemHandler.<init>(ItemHandler.java:164)
at org.avp.ItemHandler.<clinit>(ItemHandler.java:64)
at org.avp.AliensVsPredator.items(AliensVsPredator.java:38)
at org.avp.FluidHandler.registerFluidContainers(FluidHandler.java:39)
at org.avp.FluidHandler.initialize(FluidHandler.java:27)
at org.avp.AliensVsPredator.initialize(AliensVsPredator.java:204)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:737)
... 10 more
Caused by: java.lang.ClassNotFoundException: org.avp.entities.tile.TileEntityBlastdoor
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 46 more
Caused by: java.lang.NoClassDefFoundError: com/arisux/airi/lib/interfaces/IRotatable
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 48 more
Caused by: java.lang.ClassNotFoundException: com.arisux.airi.lib.interfaces.IRotatable
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 52 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 54 more


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.8.0_91, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 145164208 bytes (138 MB) / 260333568 bytes (248 MB) up to 523501568 bytes (499 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHI mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHI FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHI Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHI AIRI{3.1.0.198} [AIRI] ([1.7.10-10.13.4.1558-1.7.10][3.1.0.198] AIRI.jar)
UCHE avp{4.0.0.516} [AliensVsPredator] ([1.7.10-10.13.4.1614-1.7.10][4.0.0.516] AliensVsPredator.jar)
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.4.0' Renderer: 'GeForce GT 420/PCIe/SSE2'
Edit Reply Delete
  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • May 21, 2016, 2:17 pm
You have to update AIRI. You can't just use an old version and expect it not to have problems.
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  • [odst]-t25
  • Level 1
  • New Explorer
  • May 17, 2016, 8:58 am
Do you like Pizza ? :D
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Can u fix this bug or maybe just a conflict. Like I've downloaded some of the other mods with a lot of mobs and after I downloaded avp mod there's a problem.... When I get in the game I don't infact "see" the mobs of avp mod. But am sure its there cuz I can hear the sounds and also when I spawn a marine and a drone I hear the sounds and I see the acid blood after the drone is dead.
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • May 10, 2016, 11:20 am
If any of you are curious as to why the website is offline, you should probably check the Facebook development page:https://www.facebook.com/Arisux/?fref=nf
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  • Spectre
  • Level 46
  • Master Mage
  • May 9, 2016, 6:20 pm
The only reason I only really wanted this mod is because of the guns. I wish it wasn't so gory. :/
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  • Xeno_Dragon
  • Level 26
  • Expert Dragon
  • November 3, 2016, 11:55 am
If you want guns, use Flans mods.

And AVP/Aliens/Prometheus is not exactly a "Family Friendly" series.
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  • Spectre
  • Level 46
  • Master Mage
  • November 3, 2016, 6:11 pm
I know of flans mod, but they're not as impressive. Oh well.

Alright, thanks.
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • May 9, 2016, 6:34 pm
Sorry, it's a gory series, so it's a gory mod. Nothing I can do about it.
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  • Spectre
  • Level 46
  • Master Mage
  • May 9, 2016, 6:38 pm
Fair enough.
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Did you update the mod today or does it just say that.
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • May 9, 2016, 2:36 pm
I *actually* update the mod *every* day. I just refuse to update planet minecraft more than once a month because it's such a terrible website. Read the update logs if you don't believe me.
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  • ducks1
  • Level 1
  • New Miner
  • May 3, 2016, 2:48 pm
Hey, how do u make the wristbade in the 1.7.10 version, I don't under stand directions, plz send vid guide images on how to.
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • May 9, 2016, 4:49 am
You need 2 artifacts, 4 diamonds, 2 LED displays, 2 aluminum ingots, and 2 polycarbonate. Once you have those, get an assembler, power it, find the schematic in the assembler and craft the item by click the button with the tool symbol.
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Hello I've seen you explained why you can't update this to 1.8 version in one of Ulandos's video. But 1.9 came out and is it possible to update it in this version? And also if not will you ever updated to a newer version?
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  • Sanalove
  • Level 1
  • New Miner
  • April 29, 2016, 2:10 pm
He posted a screenshot of a 1.8.9 build on the mod's facebook page so I do believe he is porting it over. Just keep checking because it will probably be out fairly soon. I'd imagine he'll eventually release a version for 1.9 as well. It's my understanding that updating mods from 1.8 to 1.9 is much easier and much less time consuming than updating from 1.7.10 to to 1.8. Keep in mind a lot of this is just speculation on my part. I don't speak for the creator.
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • May 9, 2016, 4:50 am
You are correct on all but one thing. It won't be out as soon as you think, but I will be porting it once the 1.7.10 version is feature-packed.
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By the way in the pictures is that a xenomorph shark??!!
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • May 9, 2016, 4:50 am
It's a deacon shark. Based on the deacon shark from Prometheus Rising - Fire and Stone.
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And I also have some advise. Can u make the predators wear masks of with a plasma caster of something cuz now they seem to be weaker than the marines only just have some greater hp than the marine. And also the facehugger seems to be the strongest mob cuz if it latches onto u ur dead so can u make the player block it or have some sort of medicine that can kill the embryo.......... Anyways thank you very much.
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • May 9, 2016, 4:51 am
A solution to being infected by a facehugger will be in place soon.
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Add the predalien berserker
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Hey Ri5ux, in my minecraft world I cant seem to find any natrual spawned predators. Ive searched jungles forests everywhere. I heard that some mod mobs cant spawn on leaves so I burned down a jungle and still nothing spawns. Any Idea why?
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • May 9, 2016, 4:40 am
Are you still having this problem? They should spawn, just not very often.
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  • Faba
  • Level 1
  • New Explorer
  • April 10, 2016, 10:50 am
I don't know if this is a bug or not (or possibly an incompatibility with a mod) but I can't seem to see the mobs (Alien or Predator). However, when I spawn a Spitter for example, it shows him shooting out poison. I've tried both the new beta versions and the previous. I have the correct AIRI installed along with the version of the mod. Just like to know what's going on here.
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • May 9, 2016, 4:39 am
Provide the AIRI version, AliensVsPredator version, and Minecraft Forge version.
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Ri5ux This seems like a good mod, but you're entirely wrong. Alien was a film made in 1979, directed by Ridley Scott and still stands as the best Sci Fi Horror film to date. Predator was a film directed in 1987 by John McTiernan. They are completely stand-alone films. In 2004, Alien Vs Predator, directed by Paul W S Anderson was released, combining the two franchises. THEY ARE NOT SUB FRANCHISES. Prometheus was then released in 2012 as a loose prequel to Alien, but it not included in the franchise. Please do some research before posting outrageous and ultimately false information. Thank you.
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • May 9, 2016, 4:33 am
You just made a big deal for a 3 letter word typo. Congratulations. All you had to say was "You made a typo". I provide this free community mod and all you have to do is criticize me for a typo.
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  • mavz28
  • Level 1
  • New Miner
  • April 7, 2016, 3:01 am
I have a few questions: What are your plans for the wrist bracer(what features is it going to have other than the blades? Holograms of planets, as seen in predators would be kinda cool.)?, Will you implement a infection system from facehuggers that uses chest bursters?, will you improve the animations for mobs(as the xenomorph's look kind of derpy with their nicely modeled, multi jointed limbs that don't actually have multiple joints)? And will you eventually have a chopper(so you can reenact Arnys famous "get to the chopper!" scene?) Why is the predator armour called Celtic armour? Will the battery on the marine's hud eventually represent the player's health, or will it stay as just an aesthetic thing? Will turning on NV with marines be made easier? Do you like doritos(or is it something to do with AVP?)? And finally, what happened to the alien armour giving you a custom hud and player model(i've found that it just gives me the old textured alien armour.)?
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  • mavz28
  • Level 1
  • New Miner
  • April 8, 2016, 5:01 am
Oh, and something else i've noticed is that sometimes the creative menu is all messed up(items not in order), but it then clears itself up after the game is restarted.
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Is this in 1.8?
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • March 30, 2016, 10:07 am
No, sorry.
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  • SPINO56
  • Level 1
  • New Miner
  • March 19, 2016, 12:43 am
Fantastic mod !
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Umm wait..... Why the mobs stopped spawning.... Oh no plz don't tell me is that horrible mob ID thing again! Am gonna try the betas to see if this problem still exist.
Edit Reply Delete
  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • March 18, 2016, 2:13 pm
Everything should spawn as it did previously.
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  • mavz28
  • Level 1
  • New Miner
  • March 16, 2016, 10:20 am
Can u tell me about the water in the 2nd picture after the trailer?(thouse waves look ausome!). How do u get that water? nice cave 2.
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • March 17, 2016, 9:20 am
It's actually not water, it's mist. You should be able to find it by searching the creative mode inventory for "mist".
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  • mavz28
  • Level 1
  • New Miner
  • March 17, 2016, 12:49 pm
ok thanks. Also, just wondering what your plans are for version 5?
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • March 18, 2016, 9:33 am
Version 5? We're barely even done with version 4! Lol
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  • mavz28
  • Level 1
  • New Miner
  • March 20, 2016, 3:29 am
Really? I thought it was just bug fixes to do now. Ok what are ur plans for version 4?
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  • Gamer3xxo
  • Level 1
  • New Miner
  • March 15, 2016, 11:58 am
can you plz plz plz plz plz plz plz make this mod for 1.8
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • March 17, 2016, 9:20 am
If you want to know the story on this, you're going to have to look at the mod's Facebook page.
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I finally figured out! The mod have a lot of mobs I think it is because it conflicts with other mods. So the mob ids of the other mods conflicts with the ID of avp mod. K got it.....
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Umm is it anyway to not let the ID conflict? Because, I really wanted to play the latest version. Is there a way or the only way is to delete the other mods?
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I've also tried to change them myself, but is seems like The other mod used all of the IDs......
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • March 5, 2016, 8:31 pm
I'm going to be fixing all of these problems very soon. Just keep a look out for new builds that fix ID conflicts.
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Thanks for the reply! I can't wait for future updates!
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • March 15, 2016, 8:28 am
AliensVsPredator 4.0.0.420 is now released and fixes the problem you have encountered.
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Cool! Thank you so much! Now am going to try it out!
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Cool new trilobite animation! Plus the new egg texture are beautiful!
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  • Ri5ux
  • Level 67
  • High Grandmaster Modder
  • March 18, 2016, 9:36 am
Thanks! Glad you like them!
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