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AVP: Human

A module for the AVP universe that adds human content.

File Details

neoforge 0.1.2

  • R
  • Jan 31, 2026
  • 5.05 MB
  • 63
  • 1.21.1
  • NeoForge

File Name

avp_human-neoforge-1.21.1-0.1.2.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:avp-human-1406348:7556994"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

v0.1.2

✍️ Developer Notes

✨ What's New

  • AzureLib is no longer required.
  • BLib 0.2.0+ is now required.
  • WY commando armor can now be dyed.
  • WY elite armor can now be dyed.
  • Added cornbread item.
  • Added dog tag item.
  • Overhauled marine patrol spawning system:
    • There are now 7 different types of marine patrols:
      • Marines: The backbone of the USCM. Equipped with standard gear and occasionally wolves, these marines are well-trained for any standard colonial op. Gear includes:
        • Battle Rifles
        • Shotguns
        • Combat Pistols
        • Tactical Knives
        • Grenades
        • Cornbread
        • Dog Tags (exclusive)
        • Bones (exclusive)
        • Wolves (exclusive)
          • 0 to 3 wolves can spawn with regular marine squads.
          • The wolves will always have wolf armor equipped.
          • Wolves owned by marines will always have their collars dyed green.
      • Tactical Marines: The USCM's finest. Equipped with camo armor and extra firepower, these marines are rigorously trained for colonial ops that require a little extra "care". Gear includes:
        • 128x Torches
        • Sniper Rifles
        • Water Buckets
        • Dog Tags (exclusive)
        • And all other gear that regular marines can have.
      • WY Ape Suits: Weyland-Yutani's best for torch-and-burn ops. Gear includes:
        • Pulse Rifles
        • 2x Potions of Fire Resistance
        • 2x Splash Potions of Fire Resistance
        • Flamethrowers (exclusive)
        • And all other gear that regular marines and tactical marines can have.
      • WY Commandos: Weyland-Yutani's personal problem solvers. If a person or organization poses a threat Weyland-Yutani's bottom line, these boys will deal with them... permanently. Gear includes:
        • 1x Totem of Undying
        • 4x Golden Apples
        • Splash Potion of Instant Healing
        • Splash Potion of Regeneration
        • And all other gear that regular marines, tactical marines and WY ape suits can have.
      • WY Elite: The core of Weyland-Yutani's facility defenses. The elites handle defense ops better than most others, second only to their spec-ops counterparts. Gear includes:
        • 8x Golden Apples
        • And all other gear that regular marines, tactical marines, WY ape suits and WY commandos can have.
      • WY Spec-Ops Commandos: Elite even amongst regular commandos. It's unclear if they even exist, as Weyland-Yutani hardly ever calls upon them. Gear includes:
        • 2x Totem of Undying
        • 4x Enchanted Golden Apples
        • Splash Potion of Invisibility
        • And all other gear that regular marines, tactical marines, WY ape suits, WY commandos and WY elites can have.
      • WY Spec-Ops Elite: The best of the best that Weyland-Yutani has to offer. Gear includes:
        • 8x Enchanted Golden Apples
        • Smartguns (exclusive)
        • Rocket Launchers (exclusive)
        • Old Painless (exclusive)
        • And all other gear that regular marines, tactical marines, WY ape suits, WY commandos, WY elites and WY spec-ops commandos can have.
  • Marines can now equip any armor given to them so long as it is better than their currently equipped armor.
  • Marines can now use healing items to heal themselves:
    • Marines can now be given most healing items by players.
    • Marines can now pick up most healing items off the ground.
    • Marines will prefer to heal themselves once they are at 50% health or lower.
    • The following healing items can be used by marines:
      • Potion of Instant Health
      • Splash Potion of Instant Health
      • Lingering Potion of Instant Health
      • Potion of Regeneration
      • Splash Potion of Regeneration
      • Lingering Potion of Regeneration
      • Honey Bottles
      • Any other food items (including but not limited to rotten flesh, poisonous potatoes, golden apples and enchanted golden apples)
  • Marines can now use water buckets to clutch landings:
    • When marines have a water bucket and are falling, they will equip the water bucket and break their fall with water.
    • Because marines can break their fall with water, they will take faster routes and riskier falls to get to places quicker.
    • If the marine is moving too fast, they will not be able to save themselves with a water bucket in time.
      • This means that at a certain fall distance, they will surely die from fall damage.
      • Please be nice to the marines and definitely don't push them off of cliffs for science.
  • Marines can now use totems of undying:
    • Marines can now be given totems of undying by players.
    • Marines can now pick up totems of undying off the ground.
    • By default, marines prefer to have at most 2 totems of undying.
    • When marines are near death (< 10% health), they will equip a totem of undying and keep it equipped.
    • When the marine is about to die, the totem of undying will function as if it were a player holding the totem, and the marine will survive.
  • Marines can now use torches:
    • Marines can now be given torches by players.
    • Marines can now pick up torches off the ground.
    • By default, marines prefer to have at most 2 stacks of torches.
    • Marines will only place torches in dark places not exposed to the sky.
    • Marines prefer placing torches on walls. If they cannot do so, then they will place torches at their feet.
  • Marines can now tame wolves with bones:
    • Marines can now be given bones by players.
    • Marines can now pick up bones off the ground.
    • By default, marines prefer to have at most a stack of bones.
    • If an untamed wolf is nearby, marines will try to tame it if they have bones on-hand.
    • If marines have no leader or their leader is a marine, the wolf they tamed will belong to them and not their leader.
    • If marines are following a player and tame a wolf, the wolf they tame will belong to the player.
      • The player MUST be present in the game for the tamed wolf to belong to the player. Otherwise, the wolf will belong to the marine that tamed them.
  • Added wy commando armor item textures.
    • Thanks to Davianortis for contributing these!
  • Added wy elite armor item textures.
    • Thanks to Davianortis for contributing these!

♻️ Changes

  • Updated wy commando armor model/textures.
  • Updated wy elite armor model/textures.
  • Reduced accuracy required for marines to pathfind to fire resistance items.
  • Reduced accuracy required for marines to pathfind to weapon items.
  • Marine aggression towards mobs is now controlled by the #avp_human:hated_by_marines entity type tag.
  • Reduced marine nearby biome detection radius (16 -> 4).
  • The radiation effect has been reworked:
    • Radiation no longer ramps up to higher amplifiers over time.
    • Radiation instead now has an "incubation period" of 20% of the duration.
      • If you get radiation for 5 minutes, then for 1 minute nothing bad will happen to you.
      • If you get radiation for 10 minutes, then the incubation period is 2 minutes.
    • After the incubation period has elapsed, you will start to slowly take damage.
    • The damage ramps up until 80% of the way through the effect's duration, where the damage is at its peak.
    • After 80% of the duration has elapsed, the damage will slowly ramp back down until the effect goes away.
    • The duration of the radiation depends on the source:
      • If you touch radioactive items or have radioactive items in your inventory, you get a radioactive dose of 1 minute.
      • If you touch radioactive blocks in the world, you get a larger radioactive dose of 2.5 minutes.
      • If you walk around in a radioactive biome, you get a larger radioactive dose of 5 minutes.
    • The amplifier of the effect controls how much damage is dealt each damage tick. It also controls what side effects are given.
      • An amplifier of 0 will give weakness and hunger.
      • An amplifier of 1 will also give slowness in addition to the side effects given with an amplifier of 0.
      • An amplifier of 2 will also give blindness in addition to the side effects given with an amplifier of 1.
      • Currently amplifier is not used anywhere in the mod at the moment, but may in the near-future.
  • Marines will now target mobs under any of the following conditions:
    • The mob is part of the #avp_human:hated_by_marines entity type tag.
    • The mob is targeting them.
    • The mob is targeting their leader (if they have a leader).
    • The mob is targeting an allied marine (a marine with no leader or the same leader).
    • The mob was attacked by their leader (if they have a leader).

🐞 Fixes

  • [NeoForge] Fixed weapon blueprints not generating in vanilla structures.
  • Fixed radiation effect sometimes causing a crash when the player pauses the game.
  • Fixed radiation effect having an untranslated name.
  • Fixed marine pathfinding sometimes getting stuck.
  • Fixed marines trying to attack invulnerable targets.
  • Fixed marines not playing a pickup animation when picking up items.
  • Fixed marine item consume cooldown not resetting after first consume.
  • Fixed "lastHurtMob" field not being set when entities shoot mobs with guns.
  • Fixed marines not using a full nether chitin armor set to prevent fire damage.
  • Fixed marines not using a full nether chitin armor set to prevent lava damage.
  • Fixed marines not attacking the closest monsters to them first.
  • Fixed marines not looking at their target when using a melee weapon.
  • Fixed marines not accounting for sharpness on melee weapons.
  • Fixed marines not switching to the best melee weapon they have.
  • Fixed marines not picking up better melee weapons when one is nearby.
  • Fixed marines trying to shoot at monsters through walls.
    • This led to them getting "stuck" in their combat AI.
  • Fixed numerous bugs with gun animations:
    • Fixed gun animations locking up after holding fire and then releasing.
    • Fixed muzzle flashes on guns sometimes getting stuck for players and marines.
    • Fixed muzzle flashes not showing when guns are shot.

🛠 Data Pack

  • Added #avp_human:has_marine_patrols biome tag.
  • Added #avp_human:has_tactical_marine_patrols biome tag.
  • Added #avp_human:has_wy_ape_patrols biome tag.
  • Added #avp_human:has_wy_commando_patrols biome tag.
  • Added #avp_human:has_wy_elite_patrols biome tag.
  • Added #avp_human:has_wy_spec_ops_commando_patrols biome tag.
  • Added #avp_human:has_wy_spec_ops_elite_patrols biome tag.
  • Added #avp_human:hated_by_marines entity type tag.
  • Added #avp_human:wy_commando_armor item tag.
  • Added #avp_human:wy_elite_armor item tag.