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Aliens Vs Predator: Resurrection - Humans

A continued project, cloned with permission, of the new alien vs predator mod. This module is the human part of the AVP module Suite.
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avp_human-res-fabric-1.21.1-0.1.10-fork.jar

File nameavp_human-fabric-1.21.1-0.1.10-fork.jar
Uploaded
Aug 27, 2026
Downloads
64
Size
6.6 MB
Mod Loaders
Fabric
File ID
8745078
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:aliens-vs-predator-resurrection-human-1583955:8745078"

Learn more about Curse Maven

What's new

avp_human 0.1.10

:warning: READ THIS FIRST

Every marine base built before this update is empty, and stays empty. Only newly generated land is fixed.

Every structure in the mod still pointed at the old avp: namespace from before the mod was split into avp_human. Nothing exists under that name any more, so:

  • Every marine inside a base pointed at avp:marine and never spawned at all
  • Every chest pointed at avp:chests/... and generated empty
  • The mobile lab's chest was not in the file to begin with

All of it is corrected — but a structure is written into the world the moment its chunk generates. Bases already sitting in your world were built from the broken files and will not repair themselves. Explore into fresh chunks, or start a new world, to see the fix.

:warning: STRUCTURES GENERATE FURTHER APART

Everything used to sit on the same 40/15 spacing. Anything already placed stays where it is; only ungenerated chunks are affected.

Marine camps         40/15  ->   50/30
Mobile lab           40/15  ->   60/25
Comms outpost        40/15  ->   90/45
Munitions outpost    40/15  ->   80/55
Supply outposts      40/15  ->  120/75

:new: THE M56 SMARTGUN'S TARGETING SYSTEM

Hold the smartgun and its optic powers on: a targeting frame sweeps into place, tick scales run down both sides, and the weapon panel lights up.

Acquisition and lock

  • Anything hostile inside the frame and in your line of sight gets a bracket
  • The most central contact is tracked, and after half a second of holding it the lock circle closes
  • The right-hand scale fills as the lock builds, so you can see how close it is
  • The locked target is marked and outlined in the system's green

Controls

  • Tap right-click to step to the next contact
  • Hold right-click and the target follows your reticle — sweep onto the one you want and release
  • Either way it sticks. It holds that target until it dies or you lose line of sight

Readouts

  • Barrel temperature, rounds in the gun, spare drums carried
  • Target name, health and armour, with the health bar trailing behind the hit so you can see the size of each bite
  • Cloaked and invisible targets cannot be tracked at all

Sound throughout: a power-on sweep, a blip on acquisition, a rising two-tone on lock and a falling one when it is lost.

:new: THE M56 SMARTGUN OVERHEATS

The smartgun had no heat and no cooldown at all — you could hold the trigger until the drum ran dry.

  • 21 seconds of continuous fire, 420 rounds, a little over half a drum, then it locks up
  • The barrel smokes as it heats, heaviest at the quench
  • The same lava-and-water hiss the minigun makes when it cooks
  • Five seconds of lockout before it will fire again

Tuned against the magazine rather than the clock. The smartgun spends one round per shot where Old Painless spends six, so its drum is forty seconds of fire against the minigun's twelve. Both weapons now overheat roughly twice per magazine.

Old Painless is unchanged: seven seconds, 840 rounds.

Marines firing the smartgun will not overheat it — they fire in bursts with a pause between, which sits under the rate heat builds.

:new: MARINE BASES ARE ACTUALLY STOCKED

Twenty-nine loot tables that existed but were never wired to anything are now in use across every human structure.

  • Ammunition by calibre — small, medium, heavy, shotgun, caseless, rocket and fuel, instead of one generic bullet chest
  • Supply crates by material — brass, steel, concrete, ferro, electronics, redstone, mechanical, medical, padding, fuel, explosives, tools, advanced, and three kinds of food
  • Commander chests specific to each outpost — comms, munitions, supply
  • Munition barrels and a camp-special chest
  • Radioactive lead chests at the supply outposts
  • The mobile lab has its chest back, with its book

The supply outposts alone went from 15 chests of one type to over 80 chests across a dozen types.

:new: MARINES SPAWN EQUIPPED

Structure marines arrive in a full tactical armour set carrying loaded weapons — shotguns, pistols and F903WE rifles with rounds already in them, plus grenades, rations and dog tags.

They also use the current marine systems for the first time: the inventory GUI, reloading, spare ammunition and the squad AI all work on them, because their saved gear finally loads.

CHANGES

Muzzle flashes match the rounds

  • The smartgun's flash blinks continuously while you hold fire, instead of appearing once every second or two
  • The pulse rifle flashes four times per trigger pull, one per round it consumes. Visual only — the shot itself is unchanged
  • Flashes are now sent to everyone, so you can see other players' weapons firing rather than only your own

Old Painless shows its ammunition count. Every other gun already displayed Ammo: x / max in its tooltip; the minigun was the one weapon hiding it, left over from when it had no magazine.

The territory claim readout is hidden while a smart optic is up, so it does not sit across the targeting display.

BLib must now be 0.3.7-fork or newer. avp_predator, if installed, must be 0.1.4-fork or newer — still optional.

BUG FIXES

Old Painless could not fire in survival at all. The barrels span, the sound played, a drum was consumed on reload, and not one round came out. The firing check was left over from before the minigun had a magazine, when it ate loose bullets straight from your inventory — it was still demanding six drum cannisters per shot, and a drum does not stack.

Resin blocks would not cook into plastic. The industrial furnace matches recipes against single items, and resin is a tag covering every strain — so the recipe existed but had nowhere to live. The furnace understands tag recipes now.

Loot tables vanished if you ran avp_human on its own. Three chest tables listed music disc fragments from avp_alien and avp_predator by name. Both are optional, and one unrecognised item id discards the entire table. Drop rates are unchanged when all three mods are installed.

Biomes O' Plenty leaves turned black in the nuked biome. Fifteen of its twenty-two leaf types carry their colour in the texture rather than taking a biome tint, so the fallout colour multiplied them twice. They now take a partial tint instead.

The muzzle flash was never properly synchronised, so other players never saw yours at all.

The smartgun's flash was being reset every tick by its own animation and spent almost all of its time invisible.

REMOVED

Nothing player-facing.

This mod has no additional files