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  • 2

    posted a message on AliensVsPredator, Prometheus (Sci-Fi/Horror Themed Mod)

    Agreed, as long as it isn't an April Fools joke. Jeez. That'd be annoying.

    That would be a terrible April Fools joke, I'd never do that.
    Posted in: Minecraft Mods
  • 5

    posted a message on AliensVsPredator, Prometheus (Sci-Fi/Horror Themed Mod)

    Happy early 5TH AliensVsPredator Mod Anniversary!


    Originally it was planned for AliensVsPredator to be updated to 1.10.2 by March 19th, which is also the mod's 5 year anniversary, but there are still 1600 errors left in the code, so I have decided to delay the date to April 19th, as well as any events planned for the mod's anniversary. This should give me more than enough time to update the mod and iron out any bugs.


    Posted in: Minecraft Mods
  • 1

    posted a message on AliensVsPredator, Prometheus (Sci-Fi/Horror Themed Mod)
    Quote from reck829»

    In my opinion Ri5ux, after you update you should reboot a lot of your mod like take your time on making a simple xenomorph scary, climb walls, act stealthily, act more xenomorph like, not run super fast at the player and wreck them. Then after that go crazy with all the different types. That's my opinion, I just feel like all the xenomorph types aren't that xenomorph like.



    While I respect your opinion and agree with it, I don't think you quite understand how difficult it is to create such an AI. I would need to create a set of rules that do not interfere with themselves, whatsoever. If one thing is wrong, it breaks the everything.

    Posted in: Minecraft Mods
  • 2

    posted a message on AliensVsPredator, Prometheus (Sci-Fi/Horror Themed Mod)
    Quote from AGamingGator»

    there are many mods that maintain the status of multiple versions simultaneously besides look at the poll at the top of the page 75.6% say they use 1.7.10 to alienate them would be to doom this mod to death entirely



    The poll is technically biased towards people on 1.7.10. Reason being, nobody clicks on this mod seeing that in the title it is still on 1.7.10. I should actually just remove the poll completely, because it's just inaccurate.


    You are correct in saying there are more mods for 1.7.10 than any other version, but I will not maintain the mod on both versions. You don't understand how much work that would be, considering I am the ONLY developer working on this mod. It is entirely my decision, and I have decided that 3 years on this version is absolutely enough. Considering nobody even cares to *actually* support my work, I see no reason to listen to the communities opinion on this matter.


    If you join me in the update to 1.10, awesome. If you do not join the rest of us, then so-long, we'll sit back and stare down upon the rest of you as you're stuck with a limited feature-set.

    Posted in: Minecraft Mods
  • 1

    posted a message on AliensVsPredator, Prometheus (Sci-Fi/Horror Themed Mod)
    Quote from Roke_Eagle»

    We use an not so new version of the mod but it doesn't matter



    Uh, yes, yes it does matter. How on earth do you expect bugs to get fixed if you refuse to download the ALREADY EXISTING fix? Download the latest versions or I can not help you.

    Posted in: Minecraft Mods
  • 4

    posted a message on AliensVsPredator, Prometheus (Sci-Fi/Horror Themed Mod)

    12 New mobs can be found on a new incomplete mobs tab via the creative menu.


    Posted in: Minecraft Mods
  • 4

    posted a message on AliensVsPredator, Prometheus (Sci-Fi/Horror Themed Mod)
    Quote from dkz1181»

    This mod is great but I recon a few improvements would make it better,

    1st restrict the xeno spawning in the worlds more so the Overworld, to just eggs inside random placed yauta temples, that way and infestation depends on the player and any mobs in the area.

    2nd have random xeno spawn around the portal to one of the new worlds like pigmen sometimes do with nether portals that way if a portal is left untended for any length of time an infestation could be build up around it, and if like me, you place the porta inside a room, that room could eventually fill xenos and become a problem to clear out later or even have them be able to break out at somepoint by adding a random xeno's they could kill so that the acid makes an hole for them to get out of.

    3rd, give certain xeno's and facehuggers the spiders ability to climb walls and the bats ability to cling from the roof allowing them to drop on unsuspecting players or climb up a wall to get the players ontop of it


    Number 1 is already planned, just not implemented.
    Number 2 is not going to be implemented, because there are better plans for getting to these worlds. Plans more realistic than portals. I only have portals implemented so players at least have some way of getting to these planets.
    Number 3 is already implemented halfway. They can climb walls without a problem, but the climbing implemented it based on the spider like you had said, which means that xenos do not climb, they simply slide up walls. Proper climbing will be implemented one day.
    Posted in: Minecraft Mods
  • 0

    posted a message on AliensVsPredator, Prometheus (Sci-Fi/Horror Themed Mod)

    6? That old garbage? I only used it for an old structure planner program, and now I don't need it anymore.

    There are many people who are absolutely clueless on how to update Java, even though it *usually* bugs them in the corner of their screen. Mac users, especially, are almost always absolutely clueless on updating Java, as it doesn't notify them and instead comes pre-packaged in the operating system.
    Posted in: Minecraft Mods
  • 1

    posted a message on AliensVsPredator, Prometheus (Sci-Fi/Horror Themed Mod)

    Sounds good. Pretty much everyone is adjusting to use Java 8, so it should be a smooth transition when updating.

    You'd be surprised how many people still use Java 6.
    Posted in: Minecraft Mods
  • 1

    posted a message on AliensVsPredator, Prometheus (Sci-Fi/Horror Themed Mod)

    AliensVsPredator 4.0.0.770

    This project now requires Java 8. Older versions are incompatible and WILL crash due to the implementation of features in newer versions of Java.
    Added a material physics handler. Tracks what material each loaded entity is in and handles a set of physics based on the material type. These physics are applied to the entity inside of the material.
    Fixed a bug preventing deacon sharks from spawning.
    Fixed a visual bug on the powerline item renderer.
    Fixed a bug causing chestbursters to instantly grow up into their mature forms. Adjusted the rates at which chestbursters mature.

    You can download the build here: http://aliensvspredator.org/page/download/

    Posted in: Minecraft Mods
  • 2

    posted a message on AliensVsPredator, Prometheus (Sci-Fi/Horror Themed Mod)

    AliensVsPredator 4.0.0.766

    Optimized silica storms on Varda by removing the need for client-server communication. Also optimized client side rendering of the storms.
    Potential fix for several item rendering glitches.
    Deacons, Ultramorphs, Belugamorphs, Belugabursters, and Octohuggers will no longer join hives or pick up jelly.
    Goo mutants can no longer be hosts for parasites.
    Alien jelly levels are now synced using the datawatcher.
    Hammerpedes no longer pickup jelly or join hives.
    Xenomorph drones now place resin more intelligently. Fixed a bug causing drones to place resin in only two directions.
    Fixed Predator AI.
    Predators now drop wristbracers(5%) and wristbracer blades(25%).

    Download the build here: http://aliensvspredator.org/page/download/index.php

    Posted in: Minecraft Mods
  • 3

    posted a message on AliensVsPredator, Prometheus (Sci-Fi/Horror Themed Mod)

    AliensVsPredator 4.0.0.763


    Fixed a bug causing predalien chestbursters to infinitely mature into another predalien chestburster.
    Updated the powerline model.
    You can now walk through powerlines for convenience...
    Cables now render in first and third person. Additional performance improvements.

    Posted in: Minecraft Mods
  • 2

    posted a message on AliensVsPredator, Prometheus (Sci-Fi/Horror Themed Mod)

    AliensVsPredator 4.0.0.760 (MDX 1.0.0.48)


    Smoother blast door animations.
    Added EntityFXElectricArc, which is used in the plasma caster's plasma projectile FX. It will also have future uses.
    Fixed a bug that allowed red blood particles to glow.
    Fixed the positioning of facehuggers on creepers.
    Wristbracer blades can now be placed anywhere inside of the wristbracer, instead of only in the first slot.
    Removed all original keybinds.
    Added the following keybinds:
    -"item.special.secondary", Default Key "R"
    -"item.special.primary", Default Key "F"
    -"generic.special", Default Key "V"


    Plasma Caster has been reworked from the ground up. Place it in a wristbracer to use it. The plasma cannon uses keybind "item.special.secondary" to fire. It does not require ammo, but it does have a cooldown. The plasma caster stores energy over time. You may use several small blasts of plasma or a single large blast. Once the plasma caster runs out of energy, it will refuse to let you fire and will take approximately 5-10 seconds to recharge fully.
    Firearms now use the "item.special.secondary" keybind to reload.
    M41A Pulse Rifles and APCs now use the "item.special.primary" keybind to launch grenades.
    Biomasks now use the "generic.special" keybind to change between vision modes.
    Alien armor now climbs while the user is holding down the vanilla jump keybind.
    Potion effects are not a viable solution to armor abilities. Removed inivisibility and jump potion effects on the titanium armor set.
    All GUI input problems should now be resolved.
    The Tactical HUD channel is now able to be changed.
    Xenomorphs no longer despawn.
    Alien evolution mechanics have been adjusted. Each entity an alien kills will raise its jelly level by 250. Each royal jelly it consumes raises its jelly level by 100. The following levels are now in place: Drone->Warrior: 6000, Warrior->Praetorian: 12000, Praetorian->Queen: 24000
    Parasites no longer move while infertile.
    Fixed the positioning of facehuggers on creepers.
    Fixed a bug that allowed red blood particles to glow.
    Added EntityFXElectricArc, which is used in the plasma caster's plasma projectile FX. It will also have future uses.
    Lots of additional bugfixes that were forgotten (oops)

    Posted in: Minecraft Mods
  • 1

    posted a message on AliensVsPredator, Prometheus (Sci-Fi/Horror Themed Mod)
    Quote from oxBrandxo»

    Very nice Ri. Can't wait to see it in-game.

    I couldn't really tell from the vid, do the bolts still cause collateral damage to the surrounding area?

    No, they do not. They damage entities only. I changed this by popular request.
    Posted in: Minecraft Mods
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