Its been a while and I had some suggestions. (Note I haven't been able to tinker with the beta, so if these are in there I apologize.)
Colony spawns- Much like regular villages except with the new blocks and such, the only problem is that the beds, bookshelves, and other odds and ends will look odd. It might be wise to make them very large and have them rare, this way hives would spring up in only a few concentrated areas and wouldn't make travel over the planets surface so dangerous.
New testificates- If the colony idea goes forth, I think changing the skins of the testificates would be wise, because as it stands they're ugly an don't fit into the mod what so ever. Perhaps have lab techs too, as it would add imersion.
Abandoned research stations- Think large structures with xenos inside, I thought of a stronghold like building, mostly underground. You could have labs, living quarters, garages, research stations, special housing units for xenos, and egg chambers. Then instead of the end portal you could have a queen, and with the new hive system I keep hearing about, that would be pretty bitchen.
Outposts-Kinda like a witch hut. Single, solitary structure with some loot and maybe some form of map indicating where a colony would be.
research pods- I keep hearing things about stasis pods, and if thats true you could incorporate them into a research pod. Much like an outpost, 1-3 structures bundled closely, housing, storage, lab set up perhaps. I thought something like the stations in Avatar, modular like.
fringe hives- Now I'm not sure how the new hive systems work, but if the xenos of a hive revolve around one central hub (Main hive, queen) wouldn't they spread their influence? I was thinking a small cave system with access to the surface, that holds a few dozen eggs and some guarding aliens. Might be fun to stumble upon for some short, yet intense action.
New blocks/objects- Now I know I've asked for this before, but I'm still curious as to if you plan on implementing it. Mostly just upgrading the objects of regular minecraft, making beds look like they belong, creating tables that look futuristic, crates to replace chests. Also Creating a third fence, like a railing, because it seems a little odd using the wooden or nether ones, the metal bars do better but it still feels a little off. So ust little things mostly (if that offended I am sorry, I have no idea how hard it is to re-skin stuff). Oh,
I tried allocating more ram to minecraft via the profile editor, I then crashed. I attempted to uncheck the java augments but am now still receiving the crash. Minecraft launches into a black screen then crashes.
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 1/1/15 1:49 AM
Description: Initializing game
java.lang.NoClassDefFoundError: cpw/mods/fml/client/event/ConfigChangedEvent$OnConfigChangedEvent
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Unknown Source)
at java.lang.Class.privateGetPublicMethods(Unknown Source)
at java.lang.Class.privateGetPublicMethods(Unknown Source)
at java.lang.Class.getMethods(Unknown Source)
at cpw.mods.fml.common.network.internal.NetworkModHolder.<init>(NetworkModHolder.java:134)
at cpw.mods.fml.common.network.NetworkRegistry.register(NetworkRegistry.java:286)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:487)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:491)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: cpw.mods.fml.client.event.ConfigChangedEvent$OnConfigChangedEvent
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:188)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 40 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:180)
... 42 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Unknown Source)
at java.lang.Class.privateGetPublicMethods(Unknown Source)
at java.lang.Class.privateGetPublicMethods(Unknown Source)
at java.lang.Class.getMethods(Unknown Source)
at cpw.mods.fml.common.network.internal.NetworkModHolder.<init>(NetworkModHolder.java:134)
at cpw.mods.fml.common.network.NetworkRegistry.register(NetworkRegistry.java:286)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:487)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:491)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_67, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 136609104 bytes (130 MB) / 235614208 bytes (224 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.03 FML v7.2.207.1110 Minecraft Forge 10.12.1.1110 8 mods loaded, 8 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{7.2.207.1110} [Forge Mod Loader] (forge-1.7.2-10.12.1.1110.jar) Unloaded->Constructed
Forge{10.12.1.1110} [Minecraft Forge] (forge-1.7.2-10.12.1.1110.jar) Unloaded->Constructed
OpenEye{0.6} [OpenEye] (OpenEye-0.6-1.7.2.jar) Unloaded->Constructed
AIRI{3.0.0-1.7.10} [AIRI] (AIRI.jar) Unloaded->Constructed
AliensVsPredator{3.9.14-1.7.10} [AliensVsPredator] (AliensVsPredator.jar) Unloaded->Constructed
StealthwareCore{2.0} [StealthwareCore] (StealthwareCore-2.0.jar) Unloaded->Constructed
Explodables{1.9} [Explodables] (Explodables-1.7.10-1.9.jar) Unloaded
Launched Version: 1.7.2-Forge10.12.1.1110
LWJGL: 2.9.0
OpenGL: Intel(R) HD Graphics 4000 GL version 4.0.0 - Build 9.17.10.2828, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
I tried the beta version of the mod mostly for the sentry gun as such I understand it is a WIP but here are the main complaints I have with it currently. 1. Although perhaps for gameplay puposes I am never used to an Aliens sentry gun using power in this sense. 2. The sentry gun seems to have a problem hitting some enemies that I am sure it was meant to shoot (such as the aien drone) in which it seems to aim too low. 3. This part I am certain is due to the WIP nature but I am unable to change the targets that the turret shoots. That is all.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/28/2014
Posts:
850
Location:
Look behind you...O_o
Minecraft:
Frogamania
Member Details
Hello, just thought I'd ask a few questions. Will the aquatic xenomorph ever get a swimming animation? And will it have it's own little "complex" under the sea?
I tried allocating more ram to minecraft via the profile editor, I then crashed. I attempted to uncheck the java augments but am now still receiving the crash. Minecraft launches into a black screen then crashes.
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 1/1/15 1:49 AM
Description: Initializing game
java.lang.NoClassDefFoundError: cpw/mods/fml/client/event/ConfigChangedEvent$OnConfigChangedEvent
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Unknown Source)
at java.lang.Class.privateGetPublicMethods(Unknown Source)
at java.lang.Class.privateGetPublicMethods(Unknown Source)
at java.lang.Class.getMethods(Unknown Source)
at cpw.mods.fml.common.network.internal.NetworkModHolder.<init>(NetworkModHolder.java:134)
at cpw.mods.fml.common.network.NetworkRegistry.register(NetworkRegistry.java:286)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:487)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:491)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: cpw.mods.fml.client.event.ConfigChangedEvent$OnConfigChangedEvent
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:188)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 40 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:180)
... 42 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Unknown Source)
at java.lang.Class.privateGetPublicMethods(Unknown Source)
at java.lang.Class.privateGetPublicMethods(Unknown Source)
at java.lang.Class.getMethods(Unknown Source)
at cpw.mods.fml.common.network.internal.NetworkModHolder.<init>(NetworkModHolder.java:134)
at cpw.mods.fml.common.network.NetworkRegistry.register(NetworkRegistry.java:286)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:487)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:491)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details: Minecraft Version: 1.7.2
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_67, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 136609104 bytes (130 MB) / 235614208 bytes (224 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.03 FML v7.2.207.1110 Minecraft Forge 10.12.1.1110 8 mods loaded, 8 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{7.2.207.1110} [Forge Mod Loader] (forge-1.7.2-10.12.1.1110.jar) Unloaded->Constructed
Forge{10.12.1.1110} [Minecraft Forge] (forge-1.7.2-10.12.1.1110.jar) Unloaded->Constructed
OpenEye{0.6} [OpenEye] (OpenEye-0.6-1.7.2.jar) Unloaded->Constructed AIRI{3.0.0-1.7.10} [AIRI] (AIRI.jar) Unloaded->Constructed AliensVsPredator{3.9.14-1.7.10} [AliensVsPredator] (AliensVsPredator.jar) Unloaded->Constructed
StealthwareCore{2.0} [StealthwareCore] (StealthwareCore-2.0.jar) Unloaded->Constructed
Explodables{1.9} [Explodables] (Explodables-1.7.10-1.9.jar) Unloaded Launched Version: 1.7.2-Forge10.12.1.1110
LWJGL: 2.9.0
OpenGL: Intel(R) HD Graphics 4000 GL version 4.0.0 - Build 9.17.10.2828, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
Hello, just thought I'd ask a few questions. Will the aquatic xenomorph ever get a swimming animation? And will it have it's own little "complex" under the sea?
I haven't fully planned out the aquatic xenomorph, so I don't really have answers to those questions at the moment.
I tried the beta version of the mod mostly for the sentry gun as such I understand it is a WIP but here are the main complaints I have with it currently. 1. Although perhaps for gameplay puposes I am never used to an Aliens sentry gun using power in this sense. 2. The sentry gun seems to have a problem hitting some enemies that I am sure it was meant to shoot (such as the aien drone) in which it seems to aim too low. 3. This part I am certain is due to the WIP nature but I am unable to change the targets that the turret shoots. That is all.
1. Why not? You afraid that other bases are going to destroy your power system and you'll be left in the cold to be murdered by the xenomorphs?
2. I'll take a look.
3. I'll take a look at that too.
Its been a while and I had some suggestions. (Note I haven't been able to tinker with the beta, so if these are in there I apologize.)
Colony spawns- Much like regular villages except with the new blocks and such, the only problem is that the beds, bookshelves, and other odds and ends will look odd. It might be wise to make them very large and have them rare, this way hives would spring up in only a few concentrated areas and wouldn't make travel over the planets surface so dangerous.I've got some things to finish before I work on world generation.
New testificates- If the colony idea goes forth, I think changing the skins of the testificates would be wise, because as it stands they're ugly an don't fit into the mod what so ever. Perhaps have lab techs too, as it would add imersion.I won't modify the existing vanilla features, such as villagers, just extra/new features, as some players wouldn't like those things replaced.
Abandoned research stations- Think large structures with xenos inside, I thought of a stronghold like building, mostly underground. You could have labs, living quarters, garages, research stations, special housing units for xenos, and egg chambers. Then instead of the end portal you could have a queen, and with the new hive system I keep hearing about, that would be pretty bitchen.No objections.
Outposts-Kinda like a witch hut. Single, solitary structure with some loot and maybe some form of map indicating where a colony would be.No objections.
research pods- I keep hearing things about stasis pods, and if thats true you could incorporate them into a research pod. Much like an outpost, 1-3 structures bundled closely, housing, storage, lab set up perhaps. I thought something like the stations in Avatar, modular like.Stasis mechanisms and what you are thinking about are entirely different, but they have a very similar purpose, to contain an entity.
fringe hives- Now I'm not sure how the new hive systems work, but if the xenos of a hive revolve around one central hub (Main hive, queen) wouldn't they spread their influence? I was thinking a small cave system with access to the surface, that holds a few dozen eggs and some guarding aliens. Might be fun to stumble upon for some short, yet intense action.No objections.
New blocks/objects- Now I know I've asked for this before, but I'm still curious as to if you plan on implementing it. Mostly just upgrading the objects of regular minecraft, making beds look like they belong, creating tables that look futuristic, crates to replace chests. Also Creating a third fence, like a railing, because it seems a little odd using the wooden or nether ones, the metal bars do better but it still feels a little off. So ust little things mostly (if that offended I am sorry, I have no idea how hard it is to re-skin stuff). Oh,Isn't hard, just time consuming, and I've got to find the right time for it. Also, I think your post got cut off on the end.
Question: did you intead for xenomorph to create traps for players. I was playing and had a home in a small clearing. I was working on a farm at the time and had my lighting set as low as could so the dark areas would look scary. but any way I see a lone(At least thats what it looked like.) Xenomorph drone just outside the clearing looking at me like it wanted to kill me. I had a pretty good sword and armor so I walk over there and get ready to fight it, when I got within maybe 10 blocks of it. Four more Xenomorphs appear from the woods behind it, three of which where warriors and one of them was another drone. I had to run for my life to my base or I would have been killed. They still almost got me.
Rollback Post to RevisionRollBack
Admittedly I was not expecting that results....it can't be right, I for one have to much a hero complex for that to be right and two: I am one of the most Pessimistic people around.....yea I have no idea how I got Mew.....
Now I got it, this is the Pokemon I would be. And I am not just saying that because I like Mewtwo, I really am a lot like Mewtwo.
Question: did you intead for xenomorph to create traps for players. I was playing and had a home in a small clearing. I was working on a farm at the time and had my lighting set as low as could so the dark areas would look scary. but any way I see a lone(At least thats what it looked like.) Xenomorph drone just outside the clearing looking at me like it wanted to kill me. I had a pretty good sword and armor so I walk over there and get ready to fight it, when I got within maybe 10 blocks of it. Four more Xenomorphs appear from the woods behind it, three of which where warriors and one of them was another drone. I had to run for my life to my base or I would have been killed. They still almost got me.
Question: did you intead for xenomorph to create traps for players. I was playing and had a home in a small clearing. I was working on a farm at the time and had my lighting set as low as could so the dark areas would look scary. but any way I see a lone(At least thats what it looked like.) Xenomorph drone just outside the clearing looking at me like it wanted to kill me. I had a pretty good sword and armor so I walk over there and get ready to fight it, when I got within maybe 10 blocks of it. Four more Xenomorphs appear from the woods behind it, three of which where warriors and one of them was another drone. I had to run for my life to my base or I would have been killed. They still almost got me.
I intended for them to look idle and then attack a player when they walk near the xenomorphs, I intended for them to be deadly in numbers. The fact that the other xenomorphs were not visible to you, appearing as if they were hiding, was a coincidence.
I've got some ideas for the upcoming playermode changing(=play as xenomorph...)
If you're a predator you should maybe have the thermal vision as your default vision and the human eye vision could only be obtainable via the biomask
As a xenomorph you should maybe have a completely different inventory, like: a drone has a slot in the hotbar where it gets("produces") a piece of hive every few minutes/seconds/whatever; and you should get xenomorph specific weapons by default and maybe everytime one more once you change your type(from drone to warrior...)
Maybe a xeno could only refill its hunger when it attacks a living creature with its inner maw as a weapon
I've got some ideas for the upcoming playermode changing(=play as xenomorph...)
If you're a predator you should maybe have the thermal vision as your default vision and the human eye vision could only be obtainable via the biomask
As a xenomorph you should maybe have a completely different inventory, like: a drone has a slot in the hotbar where it gets("produces") a piece of hive every few minutes/seconds/whatever; and you should get xenomorph specific weapons by default and maybe everytime one more once you change your type(from drone to warrior...)
Maybe a xeno could only refill its hunger when it attacks a living creature with its inner maw as a weapon
^ This sounds cool, and reminds me of a problem when I type '/playermode 3' it turns me into an ovamorph, is there a way to solve this?
I've got some ideas for the upcoming playermode changing(=play as xenomorph...)
If you're a predator you should maybe have the thermal vision as your default vision and the human eye vision could only be obtainable via the biomask
As a xenomorph you should maybe have a completely different inventory, like: a drone has a slot in the hotbar where it gets("produces") a piece of hive every few minutes/seconds/whatever; and you should get xenomorph specific weapons by default and maybe everytime one more once you change your type(from drone to warrior...)
Maybe a xeno could only refill its hunger when it attacks a living creature with its inner maw as a weapon
Addition: If you want to evolve you should maybe make a cocoon and then I think it could be pretty random(maybe something like this: drone, spitter, aqua --> warrior(or, wtih lower probability something else, depending on what you are))
Addition: If you want to evolve you should maybe make a cocoon and then I think it could be pretty random(maybe something like this: drone, spitter, aqua --> warrior(or, wtih lower probability something else, depending on what you are))
Don't know why they should make a cocoon, the model changes instantly. The cocoon was only use in one game, but now all xeno just morph directly into their next evolution. Also, that evolution line seems a bit strange, it should be facehugger+host=chestburster>Drone-like stage>Option (more on this later)>Praetorian>Queen. When you are a Drone and able to evolve, you can evolve into a Warrior (most common), a Spitter, or Lurker. Not sure if you choose it or its random. Drones are made from infected players, marines, villagers, or zombies. You become a Aqua Alien if your host was a squid (or guardian/elder guardian if/when we get a 1.8 update), a Runner if you come from a wolf, cow, horse, or sheep (Runner>Runner Warrior>Crusher>Queen), Predalien (the predalien itself was a young Queen, and its sort of a "reward" form due to how powerful Yautja are, so it doesn't evolve, unless a full-blown Predalien Queen is added) if your host was a Yautja, Kenner Wild boar if from a pig (Wild Boar>Queen), a Kenner Night Cougar (Night Cougar>Queen) if from an ocelot or cat. The two Kenner strains and the Aqua Alien will require the same amount of kills to evolve into a Queen, it just compounds. As in, 12+32+100=144 (the same amount of kills a Drone needs to go through its whole evolution into a Queen) total kills to evolve, just so its not OP. All Xenos, regardless of host, will always evolve into a Queen in the end. This was something that Ri himself said happens, and I agree. The Boiler is not playable because its only ability is to explode. Neither are Razor Claws or The Raven, due to them being human-induced mutations.
This is just what I feel would be more fitting and interesting for the xeno gamemode, as well as Xenomorph evolutions in general.
i think maybe everything should first go through some kind of drone stage, than something advanced like warrior, or, depending on your host, spitter or something else, then praetorian(or crusher, if you are from the runner branch) and, finally, queen; and maybe, as a queen, when you laid an egg, you can restart as said egg; AND: maybe you can decide yourself if you want to hatch as a egg or not(i mean you get to decide when you want to hatch; so you're not deppending on an entity being nearby(maybe this could happen naturally and, of yourse, rarely))
Ideas: When you become a queen, There will be a top-down view and you can play it as an RTS. You can select Xenos and order them too go to places and attack stuff. You can also press a button to become the Next facehugger that will hatch, And another button where you will leave your eggsack and go into first-person.
i think maybe everything should first go through some kind of drone stage, than something advanced like warrior, or, depending on your host, spitter or something else, then praetorian(or crusher, if you are from the runner branch) and, finally, queen; and maybe, as a queen, when you laid an egg, you can restart as said egg; AND: maybe you can decide yourself if you want to hatch as a egg or not(i mean you get to decide when you want to hatch; so you're not deppending on an entity being nearby(maybe this could happen naturally and, of yourse, rarely))
That's essentially what I said, Drone>Warrior>Praetorian>Queen or Runner>Runner Warrior (I don't have a name for it)>Crusher>Queen. However, I'm not sure if the Runner Queen will look like a normal Queen or have a different model/texture. As for other strains, specifically the Kenner strains and the A:CM strains, I'm not sure on how that would work. I mean, some make sense, like a Creeper making a Boiler, Pig making a Wild Boar, Cat making a Night Cougar, Squid making an Aqua Alien, etc. Maybe just for simplicity's sake, these are not playable strains, but can still be made via infection. Also, the Predalien is a hard one to work with. The one from AvP-R was a young Queen, which is why it could directly infect people (so it could have some protection before it makes the ovipositor and can't protect itself). However, non-Queen Predaliens have appeared in games, such as The Abomination (maybe a Drone or Warrior stage, likely warrior due to its head), and another game had a full Predalien Queen, complete with ovipositor (but the game says it was genetically modified), as well as others. So maybe the Predalien evo chain goes Chestburster>Predalien Drone (AvP2 Primordial Hunt)>Predalien Warrior (The Abomination)>Predalien (AvP-R)>Predalien Queen (AvP: Extinction)
All of this is just guesswork based on the appearance of the various Predaliens from games and movies.
That's essentially what I said, Drone>Warrior>Praetorian>Queen or Runner>Runner Warrior (I don't have a name for it)>Crusher>Queen. However, I'm not sure if the Runner Queen will look like a normal Queen or have a different model/texture. As for other strains, specifically the Kenner strains and the A:CM strains, I'm not sure on how that would work. I mean, some make sense, like a Creeper making a Boiler, Pig making a Wild Boar, Cat making a Night Cougar, Squid making an Aqua Alien, etc. Maybe just for simplicity's sake, these are not playable strains, but can still be made via infection. Also, the Predalien is a hard one to work with. The one from AvP-R was a young Queen, which is why it could directly infect people (so it could have some protection before it makes the ovipositor and can't protect itself). However, non-Queen Predaliens have appeared in games, such as The Abomination (maybe a Drone or Warrior stage, likely warrior due to its head), and another game had a full Predalien Queen, complete with ovipositor (but the game says it was genetically modified), as well as others. So maybe the Predalien evo chain goes Chestburster>Predalien Drone (AvP2 Primordial Hunt)>Predalien Warrior (The Abomination)>Predalien (AvP-R)>Predalien Queen (AvP: Extinction)
All of this is just guesswork based on the appearance of the various Predaliens from games and movies.
I believe in the theory that all queens are the same, it just makes the most sense and it's easier to keep track of the names(because if there was a pred-queen, then the xenomorphs coming off of it would be a bit more complicated(like a pred-human-xeno; which would just end up as something like pred-human-runner-boar-xenomorph))
Its been a while and I had some suggestions. (Note I haven't been able to tinker with the beta, so if these are in there I apologize.)
Colony spawns- Much like regular villages except with the new blocks and such, the only problem is that the beds, bookshelves, and other odds and ends will look odd. It might be wise to make them very large and have them rare, this way hives would spring up in only a few concentrated areas and wouldn't make travel over the planets surface so dangerous.
New testificates- If the colony idea goes forth, I think changing the skins of the testificates would be wise, because as it stands they're ugly an don't fit into the mod what so ever. Perhaps have lab techs too, as it would add imersion.
Abandoned research stations- Think large structures with xenos inside, I thought of a stronghold like building, mostly underground. You could have labs, living quarters, garages, research stations, special housing units for xenos, and egg chambers. Then instead of the end portal you could have a queen, and with the new hive system I keep hearing about, that would be pretty bitchen.
Outposts-Kinda like a witch hut. Single, solitary structure with some loot and maybe some form of map indicating where a colony would be.
research pods- I keep hearing things about stasis pods, and if thats true you could incorporate them into a research pod. Much like an outpost, 1-3 structures bundled closely, housing, storage, lab set up perhaps. I thought something like the stations in Avatar, modular like.
fringe hives- Now I'm not sure how the new hive systems work, but if the xenos of a hive revolve around one central hub (Main hive, queen) wouldn't they spread their influence? I was thinking a small cave system with access to the surface, that holds a few dozen eggs and some guarding aliens. Might be fun to stumble upon for some short, yet intense action.
New blocks/objects- Now I know I've asked for this before, but I'm still curious as to if you plan on implementing it. Mostly just upgrading the objects of regular minecraft, making beds look like they belong, creating tables that look futuristic, crates to replace chests. Also Creating a third fence, like a railing, because it seems a little odd using the wooden or nether ones, the metal bars do better but it still feels a little off. So ust little things mostly (if that offended I am sorry, I have no idea how hard it is to re-skin stuff). Oh,
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 1/1/15 1:49 AM
Description: Initializing game
java.lang.NoClassDefFoundError: cpw/mods/fml/client/event/ConfigChangedEvent$OnConfigChangedEvent
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Unknown Source)
at java.lang.Class.privateGetPublicMethods(Unknown Source)
at java.lang.Class.privateGetPublicMethods(Unknown Source)
at java.lang.Class.getMethods(Unknown Source)
at cpw.mods.fml.common.network.internal.NetworkModHolder.<init>(NetworkModHolder.java:134)
at cpw.mods.fml.common.network.NetworkRegistry.register(NetworkRegistry.java:286)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:487)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:491)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: cpw.mods.fml.client.event.ConfigChangedEvent$OnConfigChangedEvent
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:188)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 40 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:180)
... 42 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Unknown Source)
at java.lang.Class.privateGetPublicMethods(Unknown Source)
at java.lang.Class.privateGetPublicMethods(Unknown Source)
at java.lang.Class.getMethods(Unknown Source)
at cpw.mods.fml.common.network.internal.NetworkModHolder.<init>(NetworkModHolder.java:134)
at cpw.mods.fml.common.network.NetworkRegistry.register(NetworkRegistry.java:286)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:487)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:491)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_67, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 136609104 bytes (130 MB) / 235614208 bytes (224 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.03 FML v7.2.207.1110 Minecraft Forge 10.12.1.1110 8 mods loaded, 8 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{7.2.207.1110} [Forge Mod Loader] (forge-1.7.2-10.12.1.1110.jar) Unloaded->Constructed
Forge{10.12.1.1110} [Minecraft Forge] (forge-1.7.2-10.12.1.1110.jar) Unloaded->Constructed
OpenEye{0.6} [OpenEye] (OpenEye-0.6-1.7.2.jar) Unloaded->Constructed
AIRI{3.0.0-1.7.10} [AIRI] (AIRI.jar) Unloaded->Constructed
AliensVsPredator{3.9.14-1.7.10} [AliensVsPredator] (AliensVsPredator.jar) Unloaded->Constructed
StealthwareCore{2.0} [StealthwareCore] (StealthwareCore-2.0.jar) Unloaded->Constructed
Explodables{1.9} [Explodables] (Explodables-1.7.10-1.9.jar) Unloaded
Launched Version: 1.7.2-Forge10.12.1.1110
LWJGL: 2.9.0
OpenGL: Intel(R) HD Graphics 4000 GL version 4.0.0 - Build 9.17.10.2828, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
Check out my maps (Currently on hold): http://www.minecraftforum.net/forums/mapping-and-modding/maps/2317554-frogamanias-maps
Frog's Fantastic Fantasy Mod: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2412083-its-completely-new-frogs-fantastic-fantasy-mod
Does this help?
Download the AliensVsPredator Minecraft Mod today at http://aliensvspredator.org
I haven't fully planned out the aquatic xenomorph, so I don't really have answers to those questions at the moment.
If you mean something like; "Will it finally be able to catch mobs on fire?!?!", then yes.
1. Why not? You afraid that other bases are going to destroy your power system and you'll be left in the cold to be murdered by the xenomorphs?
2. I'll take a look.
3. I'll take a look at that too.
Download the AliensVsPredator Minecraft Mod today at http://aliensvspredator.org
Download the AliensVsPredator Minecraft Mod today at http://aliensvspredator.org
if only...
if only it was part of the mod
http://www.youtube.com/channel/UC3XczeHHUfA1We-qK5-ATpA
I intended for them to look idle and then attack a player when they walk near the xenomorphs, I intended for them to be deadly in numbers. The fact that the other xenomorphs were not visible to you, appearing as if they were hiding, was a coincidence.
Download the AliensVsPredator Minecraft Mod today at http://aliensvspredator.org
If you're a predator you should maybe have the thermal vision as your default vision and the human eye vision could only be obtainable via the biomask
As a xenomorph you should maybe have a completely different inventory, like: a drone has a slot in the hotbar where it gets("produces") a piece of hive every few minutes/seconds/whatever; and you should get xenomorph specific weapons by default and maybe everytime one more once you change your type(from drone to warrior...)
Maybe a xeno could only refill its hunger when it attacks a living creature with its inner maw as a weapon
^ This sounds cool, and reminds me of a problem when I type '/playermode 3' it turns me into an ovamorph, is there a way to solve this?
Check out my maps (Currently on hold): http://www.minecraftforum.net/forums/mapping-and-modding/maps/2317554-frogamanias-maps
Frog's Fantastic Fantasy Mod: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2412083-its-completely-new-frogs-fantastic-fantasy-mod
Addition: If you want to evolve you should maybe make a cocoon and then I think it could be pretty random(maybe something like this: drone, spitter, aqua --> warrior(or, wtih lower probability something else, depending on what you are))
Don't know why they should make a cocoon, the model changes instantly. The cocoon was only use in one game, but now all xeno just morph directly into their next evolution. Also, that evolution line seems a bit strange, it should be facehugger+host=chestburster>Drone-like stage>Option (more on this later)>Praetorian>Queen. When you are a Drone and able to evolve, you can evolve into a Warrior (most common), a Spitter, or Lurker. Not sure if you choose it or its random. Drones are made from infected players, marines, villagers, or zombies. You become a Aqua Alien if your host was a squid (or guardian/elder guardian if/when we get a 1.8 update), a Runner if you come from a wolf, cow, horse, or sheep (Runner>Runner Warrior>Crusher>Queen), Predalien (the predalien itself was a young Queen, and its sort of a "reward" form due to how powerful Yautja are, so it doesn't evolve, unless a full-blown Predalien Queen is added) if your host was a Yautja, Kenner Wild boar if from a pig (Wild Boar>Queen), a Kenner Night Cougar (Night Cougar>Queen) if from an ocelot or cat. The two Kenner strains and the Aqua Alien will require the same amount of kills to evolve into a Queen, it just compounds. As in, 12+32+100=144 (the same amount of kills a Drone needs to go through its whole evolution into a Queen) total kills to evolve, just so its not OP. All Xenos, regardless of host, will always evolve into a Queen in the end. This was something that Ri himself said happens, and I agree. The Boiler is not playable because its only ability is to explode. Neither are Razor Claws or The Raven, due to them being human-induced mutations.
This is just what I feel would be more fitting and interesting for the xeno gamemode, as well as Xenomorph evolutions in general.
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
that actually sounds pretty cool
That's essentially what I said, Drone>Warrior>Praetorian>Queen or Runner>Runner Warrior (I don't have a name for it)>Crusher>Queen. However, I'm not sure if the Runner Queen will look like a normal Queen or have a different model/texture. As for other strains, specifically the Kenner strains and the A:CM strains, I'm not sure on how that would work. I mean, some make sense, like a Creeper making a Boiler, Pig making a Wild Boar, Cat making a Night Cougar, Squid making an Aqua Alien, etc. Maybe just for simplicity's sake, these are not playable strains, but can still be made via infection. Also, the Predalien is a hard one to work with. The one from AvP-R was a young Queen, which is why it could directly infect people (so it could have some protection before it makes the ovipositor and can't protect itself). However, non-Queen Predaliens have appeared in games, such as The Abomination (maybe a Drone or Warrior stage, likely warrior due to its head), and another game had a full Predalien Queen, complete with ovipositor (but the game says it was genetically modified), as well as others. So maybe the Predalien evo chain goes Chestburster>Predalien Drone (AvP2 Primordial Hunt)>Predalien Warrior (The Abomination)>Predalien (AvP-R)>Predalien Queen (AvP: Extinction)
All of this is just guesswork based on the appearance of the various Predaliens from games and movies.
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
I believe in the theory that all queens are the same, it just makes the most sense and it's easier to keep track of the names(because if there was a pred-queen, then the xenomorphs coming off of it would be a bit more complicated(like a pred-human-xeno; which would just end up as something like pred-human-runner-boar-xenomorph))