avp_human-resurrection-neoforge-1.21.1-0.1.12.jar
Curse Maven Snippet
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 oldavp_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
gunBalancingand 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

