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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-resurrection-fabric-1.21.1-0.1.12.jar

File nameavp_human-resurrection-fabric-1.21.1-0.1.12.jar
Uploaded
Oct 24, 2026
Downloads
51
Size
12.5 MB
Mod Loaders
Fabric
File ID
9305171
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:aliens-vs-predator-resurrection-human-1583955:9305171"

Learn more about Curse Maven

What's new

READ THIS FIRST

  • Remove Thermal Generators and Wind Turbines before updating. Both blocks are gone in this release. Any placed in a world, or held in an inventory, disappears. They are replaced by the new thermoelectric and aerokinetic generators.
  • Rebind Crawl and Reload. Their keybinds moved to a new category, so they reset to the defaults.
  • The jar has a new name: avp_human-resurrection-<loader>-1.21.1-0.1.12.jar. If you install by hand, delete the old avp_human-... jar first, or the game finds the mod twice and will not start. The CurseForge and Modrinth apps handle this for you.
  • Needs BLib 0.3.12. Update BLib, AVP Alien and AVP Predator at the same time.

Game Breaking Changes

  • Removed blocks: the Thermal Generator and Wind Turbine. Placed ones vanish from the world, and their items vanish from inventories.
  • Nothing else is removed, and world loading is otherwise unchanged.

New

POWER

  • Fuse panels, charging hubs, battery upgrades and machine upgrade cards.
  • Generators: hydroelectric, thermoelectric and aerokinetic, joining redstone and solar.
  • External energy ports: connect our grid to other mods' power.
  • Wiring tool and a power diagnostic command.
  • Creative battery and creative fluid tank. The infinite power generator is now the Creative Generator.

MACHINES

  • Electric furnace, smoker, blast furnace and industrial furnace, freezer, grinder, hydrator and press, with side ports, redstone control and upgrades.
  • Electronics workstation: crafts every electronic part from stored materials.
  • Fabricator with the blueprint table, drive bay, SSDs and faction licenses.
  • Vaporizer, distributors and the Chem Thrower: spray acid, cryomist or infernium from aluminum tanks.
  • Quarry: a vertical tunnel bore with a frame, gantry and stepped drill head.

PIPES AND FLUIDS

  • Item and fluid pipes with flanges, water intakes and per-end modes. Right-click a pipe end for its settings.
  • Pipe filters: search, tags, whole mods, quick buttons, allow or block, copy and paste, and priorities.
  • Multiblock fluid tanks in steel, ferroaluminum, aluminum, titanium, W-Y and USCM editions, plus canisters.
  • New fluids: latex, honey, cryofluid and three xeno acids. Latex tap and latex cauldron.

STORAGE

  • Hardshell and slab cases (1x1, 2x2, 3x3) and shipping containers in 16 colours,, with pipe ports.

CRYO

  • Cryotube and cryotank multiblocks with conduits, a controller screen and specimen cards. Pull specimens out on a lead, cord or capture chain.
  • Frozen Solid: mobs freeze solid from cryo at low health. Fire thaws them.

BUILDING

  • USCM and Weyland-Yutani base block sets: walls, floors, ceilings, lights, windows and lockers.
  • Composite metal block family (steel and plastic, acid resistant), more aluminum, steel, titanium and ferroaluminum blocks, and metal ladders.
  • Metal signs and hanging signs.

PEOPLE

  • Colonists with professions, starting with the electrician. They claim a bed and sleep at night.
  • Tactical Marine, W-Y Commando, W-Y Elite, W-Y Spec Ops Commando, W-Y Spec Ops Elite and W-Y APE Trooper as their own mobs with spawn eggs.
  • Titanium capture cord: lead any creature.
  • Skin kits.

WORLD

  • Mining camps in swamps and jungles, with colonists, lore books and loot. They sit on the ground, stay off deep water and keep edge trees.
  • Music disc: Rotch Gwylt, Building Better Worlds, from 9 disc fragments found in mining camps.

SENTRIES

  • Sentry turret screen, camera view, sentry networks, loadouts and skins.

COMPATIBILITY

  • Stellaris and Ad Astra: hazards, and suits that protect against them.
  • Gigeresque: masks block their facehuggers, and their facehuggers sit correctly on humans.
  • AVP Alien: captive and capture chain support. AVP Predator: nets.
  • Sable: our blocks move with Sable ships.

GAME RULES

  • gunBalancing and other new settings, plus a client config.

Changes

MARINES

  • Squads and hunt rules. Marines hold a truce with predators while xenomorphs are around.
  • Marines swim, use water breathing, get out of water, return home and scramble up short walls.
  • Marines collect ammo, draw blades and cut netted squadmates free.
  • Marine AI does less work when far away, shares target scans and only checks its line of fire when firing.
  • Marines open metal doors.

POWER AND PIPES

  • Pipe networks rebuild only what changed, sleep when idle and spread their work across ticks.
  • Higher priority pipe ends fill first, machines before storage, and the most worn tools move first.
  • Armoured batteries resist explosions.
  • The resonator now slows xenomorphs and puts them to sleep in a 32 block field, instead of cleaning resin.
  • Generator cables only connect on their correct faces.

OTHER

  • Nuke block conversions are now data pack files, so other mods' blocks can be added.
  • Resistance genes at 100% give full immunity.
  • The latex tap checks for its cauldron once a second instead of every tick.
  • Ferroaluminum dust now needs carbon dust, matching the raw ore recipe.
  • The Blueprint Block is now the Blueprint Table.

Bug Fixes

  • Machine faces set to both now give items out through pipes.
  • Fluid is no longer lost when a destination takes only part of a transfer.
  • Marine camp barrels and desert supply outpost lead chests are no longer empty.
  • The mobile lab chest and its enchanted books now have proper loot.
  • The Old Painless fires in survival.
  • Camps and outposts no longer generate in water.
  • Sentry turret aim no longer jitters, and cables and pipes can no longer be placed inside a sentry.
  • Fixed giant placeholder arms on the sniper rifle after zooming or reloading.
  • Fixed a crash on exiting the game while blood particles were fading.

Removed

Checked against the 0.1.11 jar:

  • Blocks and items: the Thermal Generator and Wind Turbine (see Game Breaking Changes).
  • Language keys: 6 removed, all part of those blocks or of the moved keybinds. Keys went from 1,158 to 2,365.
  • Classes: 695 to 1,448. Six removed: the two old generators, and one old internal navigation class.

This mod has no additional files