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Arthropod Phobia Expansions + Horror Bosses / Arachnophobia

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Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 502

5.0.2
16 янв. 2026 г.81 тыс.Minecraft: 1.19.2forge
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Что нового
5.0.2 - Significant improvements, and the wiki is now up to date - Plus, ArPhEx fans may enjoy the new "Nightmare Obsessed", found on my profile! Hotfix for vanilla mob replacements working in non-overworld dimensions Added new mechanic to ensure arphex projectiles despawn themselves on world load, if they have no velocity. A very longstanding issue, now fixed Buffed abyssal dagger to provide brief invincibility after attacking mobs (with cooldown) Fixed Diabolos black hole attack not damaging any mobs except players Fixed Diabolos charge not stopping upon reaching target (creating spinning effects) Diabolos aura no longer freezes “graviton shot” projectiles Fixed block shockwave entities spawning naturally  Improved design of Diabolos barrage attack Fixed outdated item descriptions for chitin blocks Improved Diabolos low health texture Fixed issue where Diabolos size growing attack would have sudden abrupt changes. Much smoother now Added safeguard against empty trophy drops Added potential fix attempt for reported lunger invisibility issue
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 502

5.0.2
16 янв. 2026 г.3,5 тыс.Minecraft: 1.19.4forge
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Что нового
5.0.2 - Significant improvements, and the wiki is now up to date - Plus, ArPhEx fans may enjoy the new "Nightmare Obsessed", found on my profile! Hotfix for vanilla mob replacements working in non-overworld dimensions Added new mechanic to ensure arphex projectiles despawn themselves on world load, if they have no velocity. A very longstanding issue, now fixed Buffed abyssal dagger to provide brief invincibility after attacking mobs (with cooldown) Fixed Diabolos black hole attack not damaging any mobs except players Fixed Diabolos charge not stopping upon reaching target (creating spinning effects) Diabolos aura no longer freezes “graviton shot” projectiles Fixed block shockwave entities spawning naturally  Improved design of Diabolos barrage attack Fixed outdated item descriptions for chitin blocks Improved Diabolos low health texture Fixed issue where Diabolos size growing attack would have sudden abrupt changes. Much smoother now Added safeguard against empty trophy drops Added potential fix attempt for reported lunger invisibility issue
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 502

5.0.2
16 янв. 2026 г.86,8 тыс.Minecraft: 1.21.1neoforge
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Что нового
5.0.2 - Significant improvements, and the wiki is now up to date - Plus, ArPhEx fans may enjoy the new "Nightmare Obsessed", found on my profile! Hotfix for vanilla mob replacements working in non-overworld dimensions Added new mechanic to ensure arphex projectiles despawn themselves on world load, if they have no velocity. A very longstanding issue, now fixed Buffed abyssal dagger to provide brief invincibility after attacking mobs (with cooldown) Fixed Diabolos black hole attack not damaging any mobs except players Fixed Diabolos charge not stopping upon reaching target (creating spinning effects) Diabolos aura no longer freezes “graviton shot” projectiles Fixed block shockwave entities spawning naturally  Improved design of Diabolos barrage attack Fixed outdated item descriptions for chitin blocks Improved Diabolos low health texture Fixed issue where Diabolos size growing attack would have sudden abrupt changes. Much smoother now Added safeguard against empty trophy drops Added potential fix attempt for reported lunger invisibility issue
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 502

5.0.2
16 янв. 2026 г.1,7 тыс.Minecraft: 1.20.4neoforge
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Что нового
5.0.2 - Significant improvements, and the wiki is now up to date - Plus, ArPhEx fans may enjoy the new "Nightmare Obsessed", found on my profile! Hotfix for vanilla mob replacements working in non-overworld dimensions Added new mechanic to ensure arphex projectiles despawn themselves on world load, if they have no velocity. A very longstanding issue, now fixed Buffed abyssal dagger to provide brief invincibility after attacking mobs (with cooldown) Fixed Diabolos black hole attack not damaging any mobs except players Fixed Diabolos charge not stopping upon reaching target (creating spinning effects) Diabolos aura no longer freezes “graviton shot” projectiles Fixed block shockwave entities spawning naturally  Improved design of Diabolos barrage attack Fixed outdated item descriptions for chitin blocks Improved Diabolos low health texture Fixed issue where Diabolos size growing attack would have sudden abrupt changes. Much smoother now Added safeguard against empty trophy drops Added potential fix attempt for reported lunger invisibility issue
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 502

5.0.2
16 янв. 2026 г.1,3 млнMinecraft: 1.20.1forge
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Что нового
5.0.2 - Significant improvements, and the wiki is now up to date - Plus, ArPhEx fans may enjoy the new "Nightmare Obsessed", found on my profile! Hotfix for vanilla mob replacements working in non-overworld dimensions Added new mechanic to ensure arphex projectiles despawn themselves on world load, if they have no velocity. A very longstanding issue, now fixed Buffed abyssal dagger to provide brief invincibility after attacking mobs (with cooldown) Fixed Diabolos black hole attack not damaging any mobs except players Fixed Diabolos charge not stopping upon reaching target (creating spinning effects) Diabolos aura no longer freezes “graviton shot” projectiles Fixed block shockwave entities spawning naturally  Improved design of Diabolos barrage attack Fixed outdated item descriptions for chitin blocks Improved Diabolos low health texture Fixed issue where Diabolos size growing attack would have sudden abrupt changes. Much smoother now Added safeguard against empty trophy drops Added potential fix attempt for reported lunger invisibility issue
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 501c

5.0.1c
5 янв. 2026 г.525Minecraft: 1.19.4forge
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Что нового
C version  Hotfix for server crash issue on Neoforge 1.21.1 Ensures that attack reach modifiers work on versions 1.19.2 and 1.19.4 Fixed rare Trisector crash issue Fixed potential rendering crash issue Boosts range of the Infinite Torment weapon, plus damage of its right click ability Fixes multiple issues with Genesis Rifle being usable in off-hand B version fixes potential crash with diabolos laser attack 5.0.1 Updated/ported to all supported MC versions at long last! Additionally, I have added significant code enhancements that will make it easier to port more regularly for future updates. Switched ArPhEx creative tab top icon from spider moth summoner to Tormentor egg Diabolos decimator now follows you consistently when flying, and has a new mechanic to be able to charge at you midair too (dedicated animation added for this) Added config setting to be able to disable Tormentor sky hallucination rendering  Fixed issue with right clicking entities getting stuck if you had an item in off-hand able to be charged up or used for blocking Fixed Diabolos not always priming attack mode from targeting mobs (until taking a hit) Improved Diabolos clone mechanics Buffed scythe black hole ability damage, and scythe should no longer be used from right clicking mobs Improved follow/teleport aspect for all tamed mobs that can follow - they should now follow at maximum distance and teleport less  Fixed issue with Trophies setting to high milestone values when walked on, a feature initially intended for testing Entropy conduits now fly up and down to follow Diabolos and despawn if on a different crawling layer to their nearest diabolos Juggernaut boots now provide total fall damage immunity Fixed inherent power naming Diabolos and Trisector should now avoid flying up to crawling pocket dimensions, teleporting downwards if they go that high Fixed spider matriarch being unable to reverse direction mid-jump via webbing to ground, and not playing attack animations Fixed issue where tamed spider lunger could get stuck for a minute, unable to lunge, after being hit Added safeguards against issue where multiple trophies could drop from one mob death 5.0 FULL RELEASE - Happy holidays all, hope you enjoy this full ArPhEx 5.0 release, at long last! Coming very soon to other supported MC versions, once I've had some initial feedback! Diabolos Decimator mechanics now complete! This new boss is incredibly powerful, combining ground and air-based combat and coming with six different attack modes that cycle in shuffle patterns. Mode 1: Oblivion attacks: Attacks with lasers similar to the oblivion ray weapon, attempting to melt down its opponent - sometimes summons clones during this phase that may also fire lasers at the target. Mode 2: Self heal and homing attacks. Summons “Entropy Conduits” that float midair and heal the Diabolos when nearby, unless destroyed quickly (provides some health to the entity that destroys them and damages the Diabolos if they are destroyed). During this mode it also fires dark homing “graviton” projectiles. Mode 3: Deadly charge attack - falls down onto the ground and charges in an extremely accurate+deadly way towards its target, destroying any barriers with explosions. Mode 4: Golden cosmic power+galaxy mode - the Diabolos summons a galaxy around itself that provides supergravity effects on contact, plus summons an array of deadly projectiles around its target that sweep across, forcing the target to dodge. It also becomes invincible and approaches the target in this mode. Mode 5: Monstrous growth and black hole ability - grows to the size of a mountain (can vary depending on what mob it is fighting), becoming invincible and summoning a black hole that sucks in nearby entities, killing them instantly on contact. You do not want to use pets against this boss, as they may be obliterated by such an attack - escapable by flying away or teleporting before it can pull you in. Below half health, it can also fire graviton projectiles in this mode. Mode 6: Genesis rifle shots - fires repeated clusters of genesis rifle blasts with a bonus periodic ability to change direction towards the target midair, if they haven’t already gone past. You can find the boss rarely on layers 3 and 4 of the crawling, plus you can summon it with a block of heavy chitin, a block of scorched sand, and a scorch charge. By the way, it is strong enough to significantly harm the Tormentor. New regular mob added: The “Spider Sinker”, a fishing spider adding more variety to water areas. This mob pathfinds over long distances to find fish/squid, in order to get to water. Once in water, it alternates between floating on top with its legs stretched out (similar to real fishing spiders) and attacking any nearby fish or players. The waters just became more dangerous. At long last, some of the “inherent powers” are now available, accessible from the “powers” menu and unlocked by consuming items found in dungeon chests! The first power, “Seismic Pulse”, gives you a permanent ability to create a shockwave by crouching and hitting the ground while active (found in matriarch cave chests). The next power, “Celestial Mirror”, can be found rarely in the crawling layer 3-4 dungeon gold block chests. This gives you a permanent ability to summon a golden mirror in the direction you are facing that pushes back any nearby mobs or projectiles in that direction (preventing nearly any mobs from getting past), plus for strong projectiles, it reflects them back at their sender (including blasts from the Tormentor!). In future, powers will be found in “webrooms” dimension layer treasure chests! /arphex power_unlocks command also lets you toggle them Arachnoid Trisectors now despawn if they kill a player that doesn’t have a bane of the darkness, unless summoned via altar Added a new weapon, upgrading from the Hornet Hailstorm - this one is called the “Venom Typhoon”. Similar mechanics, but this weapon fires much stronger miniature wasp nemesis mobs as homing projectiles. Majorly reworked Spider Goliath models, textures, and animations (these were one of the first mobs I ever added, overdue an update). Plus added TWO new variants based on avicularia purpurea and greenbottle blue tarantulas. Purple tarantula gives regeneration to riders when tamed, and greenbottle gives strength to riders. Made spider lungers tameable and rideable when tamed - you can tame them with green-gold scarabs and feed them the same food as Goliaths once tamed (they also naturally regenerate health). Additionally, you can toggle them following you, and when riding, you can use a dash ability by pressing spacebar (5 second cooldown).  Removed the nether and end crawling exit gateways. Overworld only now Added a new config setting that lets you give resistance potion effects to all ArPhEx mobs (any value of resistance you like) as a bonus difficulty aspect. Added new “mining mode” for the Oblivion Ray item - toggleable via crouching+hitting a block. Enables you to mine at long distances Added some backup spider flat despawning systems, for those who report issues with flats multiplying Fixed vitality viewfinder locking onto tormentor display entity when tormentor is active (looking straight down) The Tormentor now follows the last player who attacked it Abyss ascendant no longer requires activation for basic flight, giving an ideal tool to use against Trisector and Diabolos before spacetime armour is unlocked Nerfed black widow bow damage slightly  Spacetime/immortal helmet ability that shows health of mobs now shows bigger text for mobs with more max health, making it easier to read from afar Significant improvements to mod fps performance, particularly in rendering Improved sphere overlay rendering, now they should all match the colour of the shape Added new “tormentor_force_spawn” command that spawns the Tormentor at its current locked position  Fixed issue with visionary spear cube rendering appearing around all nearby players Armour sets with fall damage immunity will now provide it to any mobs you are riding too Improved the flight mechanics of the fly festerer mob. No longer just random directional pushes, now has some continuity and smoothness Arachnoid Trisector should no longer be able to fly up into crawling pocket dimensions  Decreased armour particles Added advancement for killing Diabolos and restructured some advancements to match the new mod progression  Fixed spider recluse web building mechanic being disabled Decreased chance of voidlasher spawning when another already exists in the end dimension Scorpion Striker now drops two venomous appendages “Invisible half slabs” no longer obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 501c

5.0.1c
5 янв. 2026 г.857Minecraft: 1.19.2forge
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Что нового
C version  Hotfix for server crash issue on Neoforge 1.21.1 Ensures that attack reach modifiers work on versions 1.19.2 and 1.19.4 Fixed rare Trisector crash issue Fixed potential rendering crash issue Boosts range of the Infinite Torment weapon, plus damage of its right click ability Fixes multiple issues with Genesis Rifle being usable in off-hand B version fixes potential crash with diabolos laser attack 5.0.1 Updated/ported to all supported MC versions at long last! Additionally, I have added significant code enhancements that will make it easier to port more regularly for future updates. Switched ArPhEx creative tab top icon from spider moth summoner to Tormentor egg Diabolos decimator now follows you consistently when flying, and has a new mechanic to be able to charge at you midair too (dedicated animation added for this) Added config setting to be able to disable Tormentor sky hallucination rendering  Fixed issue with right clicking entities getting stuck if you had an item in off-hand able to be charged up or used for blocking Fixed Diabolos not always priming attack mode from targeting mobs (until taking a hit) Improved Diabolos clone mechanics Buffed scythe black hole ability damage, and scythe should no longer be used from right clicking mobs Improved follow/teleport aspect for all tamed mobs that can follow - they should now follow at maximum distance and teleport less  Fixed issue with Trophies setting to high milestone values when walked on, a feature initially intended for testing Entropy conduits now fly up and down to follow Diabolos and despawn if on a different crawling layer to their nearest diabolos Juggernaut boots now provide total fall damage immunity Fixed inherent power naming Diabolos and Trisector should now avoid flying up to crawling pocket dimensions, teleporting downwards if they go that high Fixed spider matriarch being unable to reverse direction mid-jump via webbing to ground, and not playing attack animations Fixed issue where tamed spider lunger could get stuck for a minute, unable to lunge, after being hit Added safeguards against issue where multiple trophies could drop from one mob death 5.0 FULL RELEASE - Happy holidays all, hope you enjoy this full ArPhEx 5.0 release, at long last! Coming very soon to other supported MC versions, once I've had some initial feedback! Diabolos Decimator mechanics now complete! This new boss is incredibly powerful, combining ground and air-based combat and coming with six different attack modes that cycle in shuffle patterns. Mode 1: Oblivion attacks: Attacks with lasers similar to the oblivion ray weapon, attempting to melt down its opponent - sometimes summons clones during this phase that may also fire lasers at the target. Mode 2: Self heal and homing attacks. Summons “Entropy Conduits” that float midair and heal the Diabolos when nearby, unless destroyed quickly (provides some health to the entity that destroys them and damages the Diabolos if they are destroyed). During this mode it also fires dark homing “graviton” projectiles. Mode 3: Deadly charge attack - falls down onto the ground and charges in an extremely accurate+deadly way towards its target, destroying any barriers with explosions. Mode 4: Golden cosmic power+galaxy mode - the Diabolos summons a galaxy around itself that provides supergravity effects on contact, plus summons an array of deadly projectiles around its target that sweep across, forcing the target to dodge. It also becomes invincible and approaches the target in this mode. Mode 5: Monstrous growth and black hole ability - grows to the size of a mountain (can vary depending on what mob it is fighting), becoming invincible and summoning a black hole that sucks in nearby entities, killing them instantly on contact. You do not want to use pets against this boss, as they may be obliterated by such an attack - escapable by flying away or teleporting before it can pull you in. Below half health, it can also fire graviton projectiles in this mode. Mode 6: Genesis rifle shots - fires repeated clusters of genesis rifle blasts with a bonus periodic ability to change direction towards the target midair, if they haven’t already gone past. You can find the boss rarely on layers 3 and 4 of the crawling, plus you can summon it with a block of heavy chitin, a block of scorched sand, and a scorch charge. By the way, it is strong enough to significantly harm the Tormentor. New regular mob added: The “Spider Sinker”, a fishing spider adding more variety to water areas. This mob pathfinds over long distances to find fish/squid, in order to get to water. Once in water, it alternates between floating on top with its legs stretched out (similar to real fishing spiders) and attacking any nearby fish or players. The waters just became more dangerous. At long last, some of the “inherent powers” are now available, accessible from the “powers” menu and unlocked by consuming items found in dungeon chests! The first power, “Seismic Pulse”, gives you a permanent ability to create a shockwave by crouching and hitting the ground while active (found in matriarch cave chests). The next power, “Celestial Mirror”, can be found rarely in the crawling layer 3-4 dungeon gold block chests. This gives you a permanent ability to summon a golden mirror in the direction you are facing that pushes back any nearby mobs or projectiles in that direction (preventing nearly any mobs from getting past), plus for strong projectiles, it reflects them back at their sender (including blasts from the Tormentor!). In future, powers will be found in “webrooms” dimension layer treasure chests! /arphex power_unlocks command also lets you toggle them Arachnoid Trisectors now despawn if they kill a player that doesn’t have a bane of the darkness, unless summoned via altar Added a new weapon, upgrading from the Hornet Hailstorm - this one is called the “Venom Typhoon”. Similar mechanics, but this weapon fires much stronger miniature wasp nemesis mobs as homing projectiles. Majorly reworked Spider Goliath models, textures, and animations (these were one of the first mobs I ever added, overdue an update). Plus added TWO new variants based on avicularia purpurea and greenbottle blue tarantulas. Purple tarantula gives regeneration to riders when tamed, and greenbottle gives strength to riders. Made spider lungers tameable and rideable when tamed - you can tame them with green-gold scarabs and feed them the same food as Goliaths once tamed (they also naturally regenerate health). Additionally, you can toggle them following you, and when riding, you can use a dash ability by pressing spacebar (5 second cooldown).  Removed the nether and end crawling exit gateways. Overworld only now Added a new config setting that lets you give resistance potion effects to all ArPhEx mobs (any value of resistance you like) as a bonus difficulty aspect. Added new “mining mode” for the Oblivion Ray item - toggleable via crouching+hitting a block. Enables you to mine at long distances Added some backup spider flat despawning systems, for those who report issues with flats multiplying Fixed vitality viewfinder locking onto tormentor display entity when tormentor is active (looking straight down) The Tormentor now follows the last player who attacked it Abyss ascendant no longer requires activation for basic flight, giving an ideal tool to use against Trisector and Diabolos before spacetime armour is unlocked Nerfed black widow bow damage slightly  Spacetime/immortal helmet ability that shows health of mobs now shows bigger text for mobs with more max health, making it easier to read from afar Significant improvements to mod fps performance, particularly in rendering Improved sphere overlay rendering, now they should all match the colour of the shape Added new “tormentor_force_spawn” command that spawns the Tormentor at its current locked position  Fixed issue with visionary spear cube rendering appearing around all nearby players Armour sets with fall damage immunity will now provide it to any mobs you are riding too Improved the flight mechanics of the fly festerer mob. No longer just random directional pushes, now has some continuity and smoothness Arachnoid Trisector should no longer be able to fly up into crawling pocket dimensions  Decreased armour particles Added advancement for killing Diabolos and restructured some advancements to match the new mod progression  Fixed spider recluse web building mechanic being disabled Decreased chance of voidlasher spawning when another already exists in the end dimension Scorpion Striker now drops two venomous appendages “Invisible half slabs” no longer obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 501c

5.0.1c
5 янв. 2026 г.5,6 тыс.Minecraft: 1.20.1forge
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Что нового
C version  Hotfix for server crash issue on Neoforge 1.21.1 Ensures that attack reach modifiers work on versions 1.19.2 and 1.19.4 Fixed rare Trisector crash issue Fixed potential rendering crash issue Boosts range of the Infinite Torment weapon, plus damage of its right click ability Fixes multiple issues with Genesis Rifle being usable in off-hand B version fixes potential crash with diabolos laser attack 5.0.1 Updated/ported to all supported MC versions at long last! Additionally, I have added significant code enhancements that will make it easier to port more regularly for future updates. Switched ArPhEx creative tab top icon from spider moth summoner to Tormentor egg Diabolos decimator now follows you consistently when flying, and has a new mechanic to be able to charge at you midair too (dedicated animation added for this) Added config setting to be able to disable Tormentor sky hallucination rendering  Fixed issue with right clicking entities getting stuck if you had an item in off-hand able to be charged up or used for blocking Fixed Diabolos not always priming attack mode from targeting mobs (until taking a hit) Improved Diabolos clone mechanics Buffed scythe black hole ability damage, and scythe should no longer be used from right clicking mobs Improved follow/teleport aspect for all tamed mobs that can follow - they should now follow at maximum distance and teleport less  Fixed issue with Trophies setting to high milestone values when walked on, a feature initially intended for testing Entropy conduits now fly up and down to follow Diabolos and despawn if on a different crawling layer to their nearest diabolos Juggernaut boots now provide total fall damage immunity Fixed inherent power naming Diabolos and Trisector should now avoid flying up to crawling pocket dimensions, teleporting downwards if they go that high Fixed spider matriarch being unable to reverse direction mid-jump via webbing to ground, and not playing attack animations Fixed issue where tamed spider lunger could get stuck for a minute, unable to lunge, after being hit Added safeguards against issue where multiple trophies could drop from one mob death 5.0 FULL RELEASE - Happy holidays all, hope you enjoy this full ArPhEx 5.0 release, at long last! Coming very soon to other supported MC versions, once I've had some initial feedback! Diabolos Decimator mechanics now complete! This new boss is incredibly powerful, combining ground and air-based combat and coming with six different attack modes that cycle in shuffle patterns. Mode 1: Oblivion attacks: Attacks with lasers similar to the oblivion ray weapon, attempting to melt down its opponent - sometimes summons clones during this phase that may also fire lasers at the target. Mode 2: Self heal and homing attacks. Summons “Entropy Conduits” that float midair and heal the Diabolos when nearby, unless destroyed quickly (provides some health to the entity that destroys them and damages the Diabolos if they are destroyed). During this mode it also fires dark homing “graviton” projectiles. Mode 3: Deadly charge attack - falls down onto the ground and charges in an extremely accurate+deadly way towards its target, destroying any barriers with explosions. Mode 4: Golden cosmic power+galaxy mode - the Diabolos summons a galaxy around itself that provides supergravity effects on contact, plus summons an array of deadly projectiles around its target that sweep across, forcing the target to dodge. It also becomes invincible and approaches the target in this mode. Mode 5: Monstrous growth and black hole ability - grows to the size of a mountain (can vary depending on what mob it is fighting), becoming invincible and summoning a black hole that sucks in nearby entities, killing them instantly on contact. You do not want to use pets against this boss, as they may be obliterated by such an attack - escapable by flying away or teleporting before it can pull you in. Below half health, it can also fire graviton projectiles in this mode. Mode 6: Genesis rifle shots - fires repeated clusters of genesis rifle blasts with a bonus periodic ability to change direction towards the target midair, if they haven’t already gone past. You can find the boss rarely on layers 3 and 4 of the crawling, plus you can summon it with a block of heavy chitin, a block of scorched sand, and a scorch charge. By the way, it is strong enough to significantly harm the Tormentor. New regular mob added: The “Spider Sinker”, a fishing spider adding more variety to water areas. This mob pathfinds over long distances to find fish/squid, in order to get to water. Once in water, it alternates between floating on top with its legs stretched out (similar to real fishing spiders) and attacking any nearby fish or players. The waters just became more dangerous. At long last, some of the “inherent powers” are now available, accessible from the “powers” menu and unlocked by consuming items found in dungeon chests! The first power, “Seismic Pulse”, gives you a permanent ability to create a shockwave by crouching and hitting the ground while active (found in matriarch cave chests). The next power, “Celestial Mirror”, can be found rarely in the crawling layer 3-4 dungeon gold block chests. This gives you a permanent ability to summon a golden mirror in the direction you are facing that pushes back any nearby mobs or projectiles in that direction (preventing nearly any mobs from getting past), plus for strong projectiles, it reflects them back at their sender (including blasts from the Tormentor!). In future, powers will be found in “webrooms” dimension layer treasure chests! /arphex power_unlocks command also lets you toggle them Arachnoid Trisectors now despawn if they kill a player that doesn’t have a bane of the darkness, unless summoned via altar Added a new weapon, upgrading from the Hornet Hailstorm - this one is called the “Venom Typhoon”. Similar mechanics, but this weapon fires much stronger miniature wasp nemesis mobs as homing projectiles. Majorly reworked Spider Goliath models, textures, and animations (these were one of the first mobs I ever added, overdue an update). Plus added TWO new variants based on avicularia purpurea and greenbottle blue tarantulas. Purple tarantula gives regeneration to riders when tamed, and greenbottle gives strength to riders. Made spider lungers tameable and rideable when tamed - you can tame them with green-gold scarabs and feed them the same food as Goliaths once tamed (they also naturally regenerate health). Additionally, you can toggle them following you, and when riding, you can use a dash ability by pressing spacebar (5 second cooldown).  Removed the nether and end crawling exit gateways. Overworld only now Added a new config setting that lets you give resistance potion effects to all ArPhEx mobs (any value of resistance you like) as a bonus difficulty aspect. Added new “mining mode” for the Oblivion Ray item - toggleable via crouching+hitting a block. Enables you to mine at long distances Added some backup spider flat despawning systems, for those who report issues with flats multiplying Fixed vitality viewfinder locking onto tormentor display entity when tormentor is active (looking straight down) The Tormentor now follows the last player who attacked it Abyss ascendant no longer requires activation for basic flight, giving an ideal tool to use against Trisector and Diabolos before spacetime armour is unlocked Nerfed black widow bow damage slightly  Spacetime/immortal helmet ability that shows health of mobs now shows bigger text for mobs with more max health, making it easier to read from afar Significant improvements to mod fps performance, particularly in rendering Improved sphere overlay rendering, now they should all match the colour of the shape Added new “tormentor_force_spawn” command that spawns the Tormentor at its current locked position  Fixed issue with visionary spear cube rendering appearing around all nearby players Armour sets with fall damage immunity will now provide it to any mobs you are riding too Improved the flight mechanics of the fly festerer mob. No longer just random directional pushes, now has some continuity and smoothness Arachnoid Trisector should no longer be able to fly up into crawling pocket dimensions  Decreased armour particles Added advancement for killing Diabolos and restructured some advancements to match the new mod progression  Fixed spider recluse web building mechanic being disabled Decreased chance of voidlasher spawning when another already exists in the end dimension Scorpion Striker now drops two venomous appendages “Invisible half slabs” no longer obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 501c

5.0.1c
5 янв. 2026 г.97Minecraft: 1.20.4neoforge
Скачать
Что нового
C version  Hotfix for server crash issue on Neoforge 1.21.1 Ensures that attack reach modifiers work on versions 1.19.2 and 1.19.4 Fixed rare Trisector crash issue Fixed potential rendering crash issue Boosts range of the Infinite Torment weapon, plus damage of its right click ability Fixes multiple issues with Genesis Rifle being usable in off-hand B version fixes potential crash with diabolos laser attack 5.0.1 Updated/ported to all supported MC versions at long last! Additionally, I have added significant code enhancements that will make it easier to port more regularly for future updates. Switched ArPhEx creative tab top icon from spider moth summoner to Tormentor egg Diabolos decimator now follows you consistently when flying, and has a new mechanic to be able to charge at you midair too (dedicated animation added for this) Added config setting to be able to disable Tormentor sky hallucination rendering  Fixed issue with right clicking entities getting stuck if you had an item in off-hand able to be charged up or used for blocking Fixed Diabolos not always priming attack mode from targeting mobs (until taking a hit) Improved Diabolos clone mechanics Buffed scythe black hole ability damage, and scythe should no longer be used from right clicking mobs Improved follow/teleport aspect for all tamed mobs that can follow - they should now follow at maximum distance and teleport less  Fixed issue with Trophies setting to high milestone values when walked on, a feature initially intended for testing Entropy conduits now fly up and down to follow Diabolos and despawn if on a different crawling layer to their nearest diabolos Juggernaut boots now provide total fall damage immunity Fixed inherent power naming Diabolos and Trisector should now avoid flying up to crawling pocket dimensions, teleporting downwards if they go that high Fixed spider matriarch being unable to reverse direction mid-jump via webbing to ground, and not playing attack animations Fixed issue where tamed spider lunger could get stuck for a minute, unable to lunge, after being hit Added safeguards against issue where multiple trophies could drop from one mob death 5.0 FULL RELEASE - Happy holidays all, hope you enjoy this full ArPhEx 5.0 release, at long last! Coming very soon to other supported MC versions, once I've had some initial feedback! Diabolos Decimator mechanics now complete! This new boss is incredibly powerful, combining ground and air-based combat and coming with six different attack modes that cycle in shuffle patterns. Mode 1: Oblivion attacks: Attacks with lasers similar to the oblivion ray weapon, attempting to melt down its opponent - sometimes summons clones during this phase that may also fire lasers at the target. Mode 2: Self heal and homing attacks. Summons “Entropy Conduits” that float midair and heal the Diabolos when nearby, unless destroyed quickly (provides some health to the entity that destroys them and damages the Diabolos if they are destroyed). During this mode it also fires dark homing “graviton” projectiles. Mode 3: Deadly charge attack - falls down onto the ground and charges in an extremely accurate+deadly way towards its target, destroying any barriers with explosions. Mode 4: Golden cosmic power+galaxy mode - the Diabolos summons a galaxy around itself that provides supergravity effects on contact, plus summons an array of deadly projectiles around its target that sweep across, forcing the target to dodge. It also becomes invincible and approaches the target in this mode. Mode 5: Monstrous growth and black hole ability - grows to the size of a mountain (can vary depending on what mob it is fighting), becoming invincible and summoning a black hole that sucks in nearby entities, killing them instantly on contact. You do not want to use pets against this boss, as they may be obliterated by such an attack - escapable by flying away or teleporting before it can pull you in. Below half health, it can also fire graviton projectiles in this mode. Mode 6: Genesis rifle shots - fires repeated clusters of genesis rifle blasts with a bonus periodic ability to change direction towards the target midair, if they haven’t already gone past. You can find the boss rarely on layers 3 and 4 of the crawling, plus you can summon it with a block of heavy chitin, a block of scorched sand, and a scorch charge. By the way, it is strong enough to significantly harm the Tormentor. New regular mob added: The “Spider Sinker”, a fishing spider adding more variety to water areas. This mob pathfinds over long distances to find fish/squid, in order to get to water. Once in water, it alternates between floating on top with its legs stretched out (similar to real fishing spiders) and attacking any nearby fish or players. The waters just became more dangerous. At long last, some of the “inherent powers” are now available, accessible from the “powers” menu and unlocked by consuming items found in dungeon chests! The first power, “Seismic Pulse”, gives you a permanent ability to create a shockwave by crouching and hitting the ground while active (found in matriarch cave chests). The next power, “Celestial Mirror”, can be found rarely in the crawling layer 3-4 dungeon gold block chests. This gives you a permanent ability to summon a golden mirror in the direction you are facing that pushes back any nearby mobs or projectiles in that direction (preventing nearly any mobs from getting past), plus for strong projectiles, it reflects them back at their sender (including blasts from the Tormentor!). In future, powers will be found in “webrooms” dimension layer treasure chests! /arphex power_unlocks command also lets you toggle them Arachnoid Trisectors now despawn if they kill a player that doesn’t have a bane of the darkness, unless summoned via altar Added a new weapon, upgrading from the Hornet Hailstorm - this one is called the “Venom Typhoon”. Similar mechanics, but this weapon fires much stronger miniature wasp nemesis mobs as homing projectiles. Majorly reworked Spider Goliath models, textures, and animations (these were one of the first mobs I ever added, overdue an update). Plus added TWO new variants based on avicularia purpurea and greenbottle blue tarantulas. Purple tarantula gives regeneration to riders when tamed, and greenbottle gives strength to riders. Made spider lungers tameable and rideable when tamed - you can tame them with green-gold scarabs and feed them the same food as Goliaths once tamed (they also naturally regenerate health). Additionally, you can toggle them following you, and when riding, you can use a dash ability by pressing spacebar (5 second cooldown).  Removed the nether and end crawling exit gateways. Overworld only now Added a new config setting that lets you give resistance potion effects to all ArPhEx mobs (any value of resistance you like) as a bonus difficulty aspect. Added new “mining mode” for the Oblivion Ray item - toggleable via crouching+hitting a block. Enables you to mine at long distances Added some backup spider flat despawning systems, for those who report issues with flats multiplying Fixed vitality viewfinder locking onto tormentor display entity when tormentor is active (looking straight down) The Tormentor now follows the last player who attacked it Abyss ascendant no longer requires activation for basic flight, giving an ideal tool to use against Trisector and Diabolos before spacetime armour is unlocked Nerfed black widow bow damage slightly  Spacetime/immortal helmet ability that shows health of mobs now shows bigger text for mobs with more max health, making it easier to read from afar Significant improvements to mod fps performance, particularly in rendering Improved sphere overlay rendering, now they should all match the colour of the shape Added new “tormentor_force_spawn” command that spawns the Tormentor at its current locked position  Fixed issue with visionary spear cube rendering appearing around all nearby players Armour sets with fall damage immunity will now provide it to any mobs you are riding too Improved the flight mechanics of the fly festerer mob. No longer just random directional pushes, now has some continuity and smoothness Arachnoid Trisector should no longer be able to fly up into crawling pocket dimensions  Decreased armour particles Added advancement for killing Diabolos and restructured some advancements to match the new mod progression  Fixed spider recluse web building mechanic being disabled Decreased chance of voidlasher spawning when another already exists in the end dimension Scorpion Striker now drops two venomous appendages “Invisible half slabs” no longer obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 501c

5.0.1c
5 янв. 2026 г.1,3 тыс.Minecraft: 1.21.1neoforge
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Что нового
C version  Hotfix for server crash issue on Neoforge 1.21.1 Ensures that attack reach modifiers work on versions 1.19.2 and 1.19.4 Fixed rare Trisector crash issue Fixed potential rendering crash issue Boosts range of the Infinite Torment weapon, plus damage of its right click ability Fixes multiple issues with Genesis Rifle being usable in off-hand B version fixes potential crash with diabolos laser attack 5.0.1 Updated/ported to all supported MC versions at long last! Additionally, I have added significant code enhancements that will make it easier to port more regularly for future updates. Switched ArPhEx creative tab top icon from spider moth summoner to Tormentor egg Diabolos decimator now follows you consistently when flying, and has a new mechanic to be able to charge at you midair too (dedicated animation added for this) Added config setting to be able to disable Tormentor sky hallucination rendering  Fixed issue with right clicking entities getting stuck if you had an item in off-hand able to be charged up or used for blocking Fixed Diabolos not always priming attack mode from targeting mobs (until taking a hit) Improved Diabolos clone mechanics Buffed scythe black hole ability damage, and scythe should no longer be used from right clicking mobs Improved follow/teleport aspect for all tamed mobs that can follow - they should now follow at maximum distance and teleport less  Fixed issue with Trophies setting to high milestone values when walked on, a feature initially intended for testing Entropy conduits now fly up and down to follow Diabolos and despawn if on a different crawling layer to their nearest diabolos Juggernaut boots now provide total fall damage immunity Fixed inherent power naming Diabolos and Trisector should now avoid flying up to crawling pocket dimensions, teleporting downwards if they go that high Fixed spider matriarch being unable to reverse direction mid-jump via webbing to ground, and not playing attack animations Fixed issue where tamed spider lunger could get stuck for a minute, unable to lunge, after being hit Added safeguards against issue where multiple trophies could drop from one mob death 5.0 FULL RELEASE - Happy holidays all, hope you enjoy this full ArPhEx 5.0 release, at long last! Coming very soon to other supported MC versions, once I've had some initial feedback! Diabolos Decimator mechanics now complete! This new boss is incredibly powerful, combining ground and air-based combat and coming with six different attack modes that cycle in shuffle patterns. Mode 1: Oblivion attacks: Attacks with lasers similar to the oblivion ray weapon, attempting to melt down its opponent - sometimes summons clones during this phase that may also fire lasers at the target. Mode 2: Self heal and homing attacks. Summons “Entropy Conduits” that float midair and heal the Diabolos when nearby, unless destroyed quickly (provides some health to the entity that destroys them and damages the Diabolos if they are destroyed). During this mode it also fires dark homing “graviton” projectiles. Mode 3: Deadly charge attack - falls down onto the ground and charges in an extremely accurate+deadly way towards its target, destroying any barriers with explosions. Mode 4: Golden cosmic power+galaxy mode - the Diabolos summons a galaxy around itself that provides supergravity effects on contact, plus summons an array of deadly projectiles around its target that sweep across, forcing the target to dodge. It also becomes invincible and approaches the target in this mode. Mode 5: Monstrous growth and black hole ability - grows to the size of a mountain (can vary depending on what mob it is fighting), becoming invincible and summoning a black hole that sucks in nearby entities, killing them instantly on contact. You do not want to use pets against this boss, as they may be obliterated by such an attack - escapable by flying away or teleporting before it can pull you in. Below half health, it can also fire graviton projectiles in this mode. Mode 6: Genesis rifle shots - fires repeated clusters of genesis rifle blasts with a bonus periodic ability to change direction towards the target midair, if they haven’t already gone past. You can find the boss rarely on layers 3 and 4 of the crawling, plus you can summon it with a block of heavy chitin, a block of scorched sand, and a scorch charge. By the way, it is strong enough to significantly harm the Tormentor. New regular mob added: The “Spider Sinker”, a fishing spider adding more variety to water areas. This mob pathfinds over long distances to find fish/squid, in order to get to water. Once in water, it alternates between floating on top with its legs stretched out (similar to real fishing spiders) and attacking any nearby fish or players. The waters just became more dangerous. At long last, some of the “inherent powers” are now available, accessible from the “powers” menu and unlocked by consuming items found in dungeon chests! The first power, “Seismic Pulse”, gives you a permanent ability to create a shockwave by crouching and hitting the ground while active (found in matriarch cave chests). The next power, “Celestial Mirror”, can be found rarely in the crawling layer 3-4 dungeon gold block chests. This gives you a permanent ability to summon a golden mirror in the direction you are facing that pushes back any nearby mobs or projectiles in that direction (preventing nearly any mobs from getting past), plus for strong projectiles, it reflects them back at their sender (including blasts from the Tormentor!). In future, powers will be found in “webrooms” dimension layer treasure chests! /arphex power_unlocks command also lets you toggle them Arachnoid Trisectors now despawn if they kill a player that doesn’t have a bane of the darkness, unless summoned via altar Added a new weapon, upgrading from the Hornet Hailstorm - this one is called the “Venom Typhoon”. Similar mechanics, but this weapon fires much stronger miniature wasp nemesis mobs as homing projectiles. Majorly reworked Spider Goliath models, textures, and animations (these were one of the first mobs I ever added, overdue an update). Plus added TWO new variants based on avicularia purpurea and greenbottle blue tarantulas. Purple tarantula gives regeneration to riders when tamed, and greenbottle gives strength to riders. Made spider lungers tameable and rideable when tamed - you can tame them with green-gold scarabs and feed them the same food as Goliaths once tamed (they also naturally regenerate health). Additionally, you can toggle them following you, and when riding, you can use a dash ability by pressing spacebar (5 second cooldown).  Removed the nether and end crawling exit gateways. Overworld only now Added a new config setting that lets you give resistance potion effects to all ArPhEx mobs (any value of resistance you like) as a bonus difficulty aspect. Added new “mining mode” for the Oblivion Ray item - toggleable via crouching+hitting a block. Enables you to mine at long distances Added some backup spider flat despawning systems, for those who report issues with flats multiplying Fixed vitality viewfinder locking onto tormentor display entity when tormentor is active (looking straight down) The Tormentor now follows the last player who attacked it Abyss ascendant no longer requires activation for basic flight, giving an ideal tool to use against Trisector and Diabolos before spacetime armour is unlocked Nerfed black widow bow damage slightly  Spacetime/immortal helmet ability that shows health of mobs now shows bigger text for mobs with more max health, making it easier to read from afar Significant improvements to mod fps performance, particularly in rendering Improved sphere overlay rendering, now they should all match the colour of the shape Added new “tormentor_force_spawn” command that spawns the Tormentor at its current locked position  Fixed issue with visionary spear cube rendering appearing around all nearby players Armour sets with fall damage immunity will now provide it to any mobs you are riding too Improved the flight mechanics of the fly festerer mob. No longer just random directional pushes, now has some continuity and smoothness Arachnoid Trisector should no longer be able to fly up into crawling pocket dimensions  Decreased armour particles Added advancement for killing Diabolos and restructured some advancements to match the new mod progression  Fixed spider recluse web building mechanic being disabled Decreased chance of voidlasher spawning when another already exists in the end dimension Scorpion Striker now drops two venomous appendages “Invisible half slabs” no longer obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 501b

5.0.1
1 янв. 2026 г.776Minecraft: 1.21.1neoforge
Скачать
Что нового
Happy new year all, and thanks for your incredible support on the mod throughout 2025!  5.0.1b version hotfix for potential crash issue with Diabolos laser attack 5.0.1 Updated/ported to all supported MC versions at long last! Additionally, I have added significant code enhancements that will make it easier to port more regularly for future updates. Switched ArPhEx creative tab top icon from spider moth summoner to Tormentor egg Diabolos decimator now follows you consistently when flying, and has a new mechanic to be able to charge at you midair too (dedicated animation added for this) Added config setting to be able to disable Tormentor sky hallucination rendering  Fixed issue with right clicking entities getting stuck if you had an item in off-hand able to be charged up or used for blocking Fixed Diabolos not always priming attack mode from targeting mobs (until taking a hit) Improved Diabolos clone mechanics Buffed scythe black hole ability damage, and scythe should no longer be used from right clicking mobs Improved follow/teleport aspect for all tamed mobs that can follow - they should now follow at maximum distance and teleport less  Fixed issue with Trophies setting to high milestone values when walked on, a feature initially intended for testing Entropy conduits now fly up and down to follow Diabolos and despawn if on a different crawling layer to their nearest diabolos Juggernaut boots now provide total fall damage immunity Fixed inherent power naming Diabolos and Trisector should now avoid flying up to crawling pocket dimensions, teleporting downwards if they go that high Fixed spider matriarch being unable to reverse direction mid-jump via webbing to ground, and not playing attack animations Fixed issue where tamed spider lunger could get stuck for a minute, unable to lunge, after being hit Added safeguards against issue where multiple trophies could drop from one mob death All in addition to the MAJOR 5.0 UPDATE released the other day!: Diabolos Decimator mechanics now complete! This new boss is incredibly powerful, combining ground and air-based combat and coming with six different attack modes that cycle in shuffle patterns. Mode 1: Oblivion attacks: Attacks with lasers similar to the oblivion ray weapon, attempting to melt down its opponent - sometimes summons clones during this phase that may also fire lasers at the target. Mode 2: Self heal and homing attacks. Summons “Entropy Conduits” that float midair and heal the Diabolos when nearby, unless destroyed quickly (provides some health to the entity that destroys them and damages the Diabolos if they are destroyed). During this mode it also fires dark homing “graviton” projectiles. Mode 3: Deadly charge attack - falls down onto the ground and charges in an extremely accurate+deadly way towards its target, destroying any barriers with explosions. Mode 4: Golden cosmic power+galaxy mode - the Diabolos summons a galaxy around itself that provides supergravity effects on contact, plus summons an array of deadly projectiles around its target that sweep across, forcing the target to dodge. It also becomes invincible and approaches the target in this mode. Mode 5: Monstrous growth and black hole ability - grows to the size of a mountain (can vary depending on what mob it is fighting), becoming invincible and summoning a black hole that sucks in nearby entities, killing them instantly on contact. You do not want to use pets against this boss, as they may be obliterated by such an attack - escapable by flying away or teleporting before it can pull you in. Below half health, it can also fire graviton projectiles in this mode. Mode 6: Genesis rifle shots - fires repeated clusters of genesis rifle blasts with a bonus periodic ability to change direction towards the target midair, if they haven’t already gone past. You can find the boss rarely on layers 3 and 4 of the crawling, plus you can summon it with a block of heavy chitin, a block of scorched sand, and a scorch charge. By the way, it is strong enough to significantly harm the Tormentor. New regular mob added: The “Spider Sinker”, a fishing spider adding more variety to water areas. This mob pathfinds over long distances to find fish/squid, in order to get to water. Once in water, it alternates between floating on top with its legs stretched out (similar to real fishing spiders) and attacking any nearby fish or players. The waters just became more dangerous. At long last, some of the “inherent powers” are now available, accessible from the “powers” menu and unlocked by consuming items found in dungeon chests! The first power, “Seismic Pulse”, gives you a permanent ability to create a shockwave by crouching and hitting the ground while active (found in matriarch cave chests). The next power, “Celestial Mirror”, can be found rarely in the crawling layer 3-4 dungeon gold block chests. This gives you a permanent ability to summon a golden mirror in the direction you are facing that pushes back any nearby mobs or projectiles in that direction (preventing nearly any mobs from getting past), plus for strong projectiles, it reflects them back at their sender (including blasts from the Tormentor!). In future, powers will be found in “webrooms” dimension layer treasure chests! /arphex power_unlocks command also lets you toggle them Arachnoid Trisectors now despawn if they kill a player that doesn’t have a bane of the darkness, unless summoned via altar Added a new weapon, upgrading from the Hornet Hailstorm - this one is called the “Venom Typhoon”. Similar mechanics, but this weapon fires much stronger miniature wasp nemesis mobs as homing projectiles. Majorly reworked Spider Goliath models, textures, and animations (these were one of the first mobs I ever added, overdue an update). Plus added TWO new variants based on avicularia purpurea and greenbottle blue tarantulas. Purple tarantula gives regeneration to riders when tamed, and greenbottle gives strength to riders. Made spider lungers tameable and rideable when tamed - you can tame them with green-gold scarabs and feed them the same food as Goliaths once tamed (they also naturally regenerate health). Additionally, you can toggle them following you, and when riding, you can use a dash ability by pressing spacebar (5 second cooldown).  Removed the nether and end crawling exit gateways. Overworld only now Added a new config setting that lets you give resistance potion effects to all ArPhEx mobs (any value of resistance you like) as a bonus difficulty aspect. Added new “mining mode” for the Oblivion Ray item - toggleable via crouching+hitting a block. Enables you to mine at long distances Added some backup spider flat despawning systems, for those who report issues with flats multiplying Fixed vitality viewfinder locking onto tormentor display entity when tormentor is active (looking straight down) The Tormentor now follows the last player who attacked it Abyss ascendant no longer requires activation for basic flight, giving an ideal tool to use against Trisector and Diabolos before spacetime armour is unlocked Nerfed black widow bow damage slightly  Spacetime/immortal helmet ability that shows health of mobs now shows bigger text for mobs with more max health, making it easier to read from afar Significant improvements to mod fps performance, particularly in rendering Improved sphere overlay rendering, now they should all match the colour of the shape Added new “tormentor_force_spawn” command that spawns the Tormentor at its current locked position  Fixed issue with visionary spear cube rendering appearing around all nearby players Armour sets with fall damage immunity will now provide it to any mobs you are riding too Improved the flight mechanics of the fly festerer mob. No longer just random directional pushes, now has some continuity and smoothness Arachnoid Trisector should no longer be able to fly up into crawling pocket dimensions  Decreased armour particles Added advancement for killing Diabolos and restructured some advancements to match the new mod progression  Fixed spider recluse web building mechanic being disabled Decreased chance of voidlasher spawning when another already exists in the end dimension Scorpion Striker now drops two venomous appendages “Invisible half slabs” no longer obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 501b

5.0.1
1 янв. 2026 г.356Minecraft: 1.19.2forge
Скачать
Что нового
Happy new year all, and thanks for your incredible support on the mod throughout 2025!  5.0.1b version hotfix for potential crash issue with Diabolos laser attack 5.0.1 Updated/ported to all supported MC versions at long last! Additionally, I have added significant code enhancements that will make it easier to port more regularly for future updates. Switched ArPhEx creative tab top icon from spider moth summoner to Tormentor egg Diabolos decimator now follows you consistently when flying, and has a new mechanic to be able to charge at you midair too (dedicated animation added for this) Added config setting to be able to disable Tormentor sky hallucination rendering  Fixed issue with right clicking entities getting stuck if you had an item in off-hand able to be charged up or used for blocking Fixed Diabolos not always priming attack mode from targeting mobs (until taking a hit) Improved Diabolos clone mechanics Buffed scythe black hole ability damage, and scythe should no longer be used from right clicking mobs Improved follow/teleport aspect for all tamed mobs that can follow - they should now follow at maximum distance and teleport less  Fixed issue with Trophies setting to high milestone values when walked on, a feature initially intended for testing Entropy conduits now fly up and down to follow Diabolos and despawn if on a different crawling layer to their nearest diabolos Juggernaut boots now provide total fall damage immunity Fixed inherent power naming Diabolos and Trisector should now avoid flying up to crawling pocket dimensions, teleporting downwards if they go that high Fixed spider matriarch being unable to reverse direction mid-jump via webbing to ground, and not playing attack animations Fixed issue where tamed spider lunger could get stuck for a minute, unable to lunge, after being hit Added safeguards against issue where multiple trophies could drop from one mob death All in addition to the MAJOR 5.0 UPDATE released the other day!: Diabolos Decimator mechanics now complete! This new boss is incredibly powerful, combining ground and air-based combat and coming with six different attack modes that cycle in shuffle patterns. Mode 1: Oblivion attacks: Attacks with lasers similar to the oblivion ray weapon, attempting to melt down its opponent - sometimes summons clones during this phase that may also fire lasers at the target. Mode 2: Self heal and homing attacks. Summons “Entropy Conduits” that float midair and heal the Diabolos when nearby, unless destroyed quickly (provides some health to the entity that destroys them and damages the Diabolos if they are destroyed). During this mode it also fires dark homing “graviton” projectiles. Mode 3: Deadly charge attack - falls down onto the ground and charges in an extremely accurate+deadly way towards its target, destroying any barriers with explosions. Mode 4: Golden cosmic power+galaxy mode - the Diabolos summons a galaxy around itself that provides supergravity effects on contact, plus summons an array of deadly projectiles around its target that sweep across, forcing the target to dodge. It also becomes invincible and approaches the target in this mode. Mode 5: Monstrous growth and black hole ability - grows to the size of a mountain (can vary depending on what mob it is fighting), becoming invincible and summoning a black hole that sucks in nearby entities, killing them instantly on contact. You do not want to use pets against this boss, as they may be obliterated by such an attack - escapable by flying away or teleporting before it can pull you in. Below half health, it can also fire graviton projectiles in this mode. Mode 6: Genesis rifle shots - fires repeated clusters of genesis rifle blasts with a bonus periodic ability to change direction towards the target midair, if they haven’t already gone past. You can find the boss rarely on layers 3 and 4 of the crawling, plus you can summon it with a block of heavy chitin, a block of scorched sand, and a scorch charge. By the way, it is strong enough to significantly harm the Tormentor. New regular mob added: The “Spider Sinker”, a fishing spider adding more variety to water areas. This mob pathfinds over long distances to find fish/squid, in order to get to water. Once in water, it alternates between floating on top with its legs stretched out (similar to real fishing spiders) and attacking any nearby fish or players. The waters just became more dangerous. At long last, some of the “inherent powers” are now available, accessible from the “powers” menu and unlocked by consuming items found in dungeon chests! The first power, “Seismic Pulse”, gives you a permanent ability to create a shockwave by crouching and hitting the ground while active (found in matriarch cave chests). The next power, “Celestial Mirror”, can be found rarely in the crawling layer 3-4 dungeon gold block chests. This gives you a permanent ability to summon a golden mirror in the direction you are facing that pushes back any nearby mobs or projectiles in that direction (preventing nearly any mobs from getting past), plus for strong projectiles, it reflects them back at their sender (including blasts from the Tormentor!). In future, powers will be found in “webrooms” dimension layer treasure chests! /arphex power_unlocks command also lets you toggle them Arachnoid Trisectors now despawn if they kill a player that doesn’t have a bane of the darkness, unless summoned via altar Added a new weapon, upgrading from the Hornet Hailstorm - this one is called the “Venom Typhoon”. Similar mechanics, but this weapon fires much stronger miniature wasp nemesis mobs as homing projectiles. Majorly reworked Spider Goliath models, textures, and animations (these were one of the first mobs I ever added, overdue an update). Plus added TWO new variants based on avicularia purpurea and greenbottle blue tarantulas. Purple tarantula gives regeneration to riders when tamed, and greenbottle gives strength to riders. Made spider lungers tameable and rideable when tamed - you can tame them with green-gold scarabs and feed them the same food as Goliaths once tamed (they also naturally regenerate health). Additionally, you can toggle them following you, and when riding, you can use a dash ability by pressing spacebar (5 second cooldown).  Removed the nether and end crawling exit gateways. Overworld only now Added a new config setting that lets you give resistance potion effects to all ArPhEx mobs (any value of resistance you like) as a bonus difficulty aspect. Added new “mining mode” for the Oblivion Ray item - toggleable via crouching+hitting a block. Enables you to mine at long distances Added some backup spider flat despawning systems, for those who report issues with flats multiplying Fixed vitality viewfinder locking onto tormentor display entity when tormentor is active (looking straight down) The Tormentor now follows the last player who attacked it Abyss ascendant no longer requires activation for basic flight, giving an ideal tool to use against Trisector and Diabolos before spacetime armour is unlocked Nerfed black widow bow damage slightly  Spacetime/immortal helmet ability that shows health of mobs now shows bigger text for mobs with more max health, making it easier to read from afar Significant improvements to mod fps performance, particularly in rendering Improved sphere overlay rendering, now they should all match the colour of the shape Added new “tormentor_force_spawn” command that spawns the Tormentor at its current locked position  Fixed issue with visionary spear cube rendering appearing around all nearby players Armour sets with fall damage immunity will now provide it to any mobs you are riding too Improved the flight mechanics of the fly festerer mob. No longer just random directional pushes, now has some continuity and smoothness Arachnoid Trisector should no longer be able to fly up into crawling pocket dimensions  Decreased armour particles Added advancement for killing Diabolos and restructured some advancements to match the new mod progression  Fixed spider recluse web building mechanic being disabled Decreased chance of voidlasher spawning when another already exists in the end dimension Scorpion Striker now drops two venomous appendages “Invisible half slabs” no longer obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 501b

5.0.1
1 янв. 2026 г.77Minecraft: 1.19.4forge
Скачать
Что нового
Happy new year all, and thanks for your incredible support on the mod throughout 2025!  5.0.1b version hotfix for potential crash issue with Diabolos laser attack 5.0.1 Updated/ported to all supported MC versions at long last! Additionally, I have added significant code enhancements that will make it easier to port more regularly for future updates. Switched ArPhEx creative tab top icon from spider moth summoner to Tormentor egg Diabolos decimator now follows you consistently when flying, and has a new mechanic to be able to charge at you midair too (dedicated animation added for this) Added config setting to be able to disable Tormentor sky hallucination rendering  Fixed issue with right clicking entities getting stuck if you had an item in off-hand able to be charged up or used for blocking Fixed Diabolos not always priming attack mode from targeting mobs (until taking a hit) Improved Diabolos clone mechanics Buffed scythe black hole ability damage, and scythe should no longer be used from right clicking mobs Improved follow/teleport aspect for all tamed mobs that can follow - they should now follow at maximum distance and teleport less  Fixed issue with Trophies setting to high milestone values when walked on, a feature initially intended for testing Entropy conduits now fly up and down to follow Diabolos and despawn if on a different crawling layer to their nearest diabolos Juggernaut boots now provide total fall damage immunity Fixed inherent power naming Diabolos and Trisector should now avoid flying up to crawling pocket dimensions, teleporting downwards if they go that high Fixed spider matriarch being unable to reverse direction mid-jump via webbing to ground, and not playing attack animations Fixed issue where tamed spider lunger could get stuck for a minute, unable to lunge, after being hit Added safeguards against issue where multiple trophies could drop from one mob death All in addition to the MAJOR 5.0 UPDATE released the other day!: Diabolos Decimator mechanics now complete! This new boss is incredibly powerful, combining ground and air-based combat and coming with six different attack modes that cycle in shuffle patterns. Mode 1: Oblivion attacks: Attacks with lasers similar to the oblivion ray weapon, attempting to melt down its opponent - sometimes summons clones during this phase that may also fire lasers at the target. Mode 2: Self heal and homing attacks. Summons “Entropy Conduits” that float midair and heal the Diabolos when nearby, unless destroyed quickly (provides some health to the entity that destroys them and damages the Diabolos if they are destroyed). During this mode it also fires dark homing “graviton” projectiles. Mode 3: Deadly charge attack - falls down onto the ground and charges in an extremely accurate+deadly way towards its target, destroying any barriers with explosions. Mode 4: Golden cosmic power+galaxy mode - the Diabolos summons a galaxy around itself that provides supergravity effects on contact, plus summons an array of deadly projectiles around its target that sweep across, forcing the target to dodge. It also becomes invincible and approaches the target in this mode. Mode 5: Monstrous growth and black hole ability - grows to the size of a mountain (can vary depending on what mob it is fighting), becoming invincible and summoning a black hole that sucks in nearby entities, killing them instantly on contact. You do not want to use pets against this boss, as they may be obliterated by such an attack - escapable by flying away or teleporting before it can pull you in. Below half health, it can also fire graviton projectiles in this mode. Mode 6: Genesis rifle shots - fires repeated clusters of genesis rifle blasts with a bonus periodic ability to change direction towards the target midair, if they haven’t already gone past. You can find the boss rarely on layers 3 and 4 of the crawling, plus you can summon it with a block of heavy chitin, a block of scorched sand, and a scorch charge. By the way, it is strong enough to significantly harm the Tormentor. New regular mob added: The “Spider Sinker”, a fishing spider adding more variety to water areas. This mob pathfinds over long distances to find fish/squid, in order to get to water. Once in water, it alternates between floating on top with its legs stretched out (similar to real fishing spiders) and attacking any nearby fish or players. The waters just became more dangerous. At long last, some of the “inherent powers” are now available, accessible from the “powers” menu and unlocked by consuming items found in dungeon chests! The first power, “Seismic Pulse”, gives you a permanent ability to create a shockwave by crouching and hitting the ground while active (found in matriarch cave chests). The next power, “Celestial Mirror”, can be found rarely in the crawling layer 3-4 dungeon gold block chests. This gives you a permanent ability to summon a golden mirror in the direction you are facing that pushes back any nearby mobs or projectiles in that direction (preventing nearly any mobs from getting past), plus for strong projectiles, it reflects them back at their sender (including blasts from the Tormentor!). In future, powers will be found in “webrooms” dimension layer treasure chests! /arphex power_unlocks command also lets you toggle them Arachnoid Trisectors now despawn if they kill a player that doesn’t have a bane of the darkness, unless summoned via altar Added a new weapon, upgrading from the Hornet Hailstorm - this one is called the “Venom Typhoon”. Similar mechanics, but this weapon fires much stronger miniature wasp nemesis mobs as homing projectiles. Majorly reworked Spider Goliath models, textures, and animations (these were one of the first mobs I ever added, overdue an update). Plus added TWO new variants based on avicularia purpurea and greenbottle blue tarantulas. Purple tarantula gives regeneration to riders when tamed, and greenbottle gives strength to riders. Made spider lungers tameable and rideable when tamed - you can tame them with green-gold scarabs and feed them the same food as Goliaths once tamed (they also naturally regenerate health). Additionally, you can toggle them following you, and when riding, you can use a dash ability by pressing spacebar (5 second cooldown).  Removed the nether and end crawling exit gateways. Overworld only now Added a new config setting that lets you give resistance potion effects to all ArPhEx mobs (any value of resistance you like) as a bonus difficulty aspect. Added new “mining mode” for the Oblivion Ray item - toggleable via crouching+hitting a block. Enables you to mine at long distances Added some backup spider flat despawning systems, for those who report issues with flats multiplying Fixed vitality viewfinder locking onto tormentor display entity when tormentor is active (looking straight down) The Tormentor now follows the last player who attacked it Abyss ascendant no longer requires activation for basic flight, giving an ideal tool to use against Trisector and Diabolos before spacetime armour is unlocked Nerfed black widow bow damage slightly  Spacetime/immortal helmet ability that shows health of mobs now shows bigger text for mobs with more max health, making it easier to read from afar Significant improvements to mod fps performance, particularly in rendering Improved sphere overlay rendering, now they should all match the colour of the shape Added new “tormentor_force_spawn” command that spawns the Tormentor at its current locked position  Fixed issue with visionary spear cube rendering appearing around all nearby players Armour sets with fall damage immunity will now provide it to any mobs you are riding too Improved the flight mechanics of the fly festerer mob. No longer just random directional pushes, now has some continuity and smoothness Arachnoid Trisector should no longer be able to fly up into crawling pocket dimensions  Decreased armour particles Added advancement for killing Diabolos and restructured some advancements to match the new mod progression  Fixed spider recluse web building mechanic being disabled Decreased chance of voidlasher spawning when another already exists in the end dimension Scorpion Striker now drops two venomous appendages “Invisible half slabs” no longer obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 501b

5.0.1
1 янв. 2026 г.65Minecraft: 1.20.4neoforge
Скачать
Что нового
Happy new year all, and thanks for your incredible support on the mod throughout 2025!  5.0.1b version hotfix for potential crash issue with Diabolos laser attack 5.0.1 Updated/ported to all supported MC versions at long last! Additionally, I have added significant code enhancements that will make it easier to port more regularly for future updates. Switched ArPhEx creative tab top icon from spider moth summoner to Tormentor egg Diabolos decimator now follows you consistently when flying, and has a new mechanic to be able to charge at you midair too (dedicated animation added for this) Added config setting to be able to disable Tormentor sky hallucination rendering  Fixed issue with right clicking entities getting stuck if you had an item in off-hand able to be charged up or used for blocking Fixed Diabolos not always priming attack mode from targeting mobs (until taking a hit) Improved Diabolos clone mechanics Buffed scythe black hole ability damage, and scythe should no longer be used from right clicking mobs Improved follow/teleport aspect for all tamed mobs that can follow - they should now follow at maximum distance and teleport less  Fixed issue with Trophies setting to high milestone values when walked on, a feature initially intended for testing Entropy conduits now fly up and down to follow Diabolos and despawn if on a different crawling layer to their nearest diabolos Juggernaut boots now provide total fall damage immunity Fixed inherent power naming Diabolos and Trisector should now avoid flying up to crawling pocket dimensions, teleporting downwards if they go that high Fixed spider matriarch being unable to reverse direction mid-jump via webbing to ground, and not playing attack animations Fixed issue where tamed spider lunger could get stuck for a minute, unable to lunge, after being hit Added safeguards against issue where multiple trophies could drop from one mob death All in addition to the MAJOR 5.0 UPDATE released the other day!: Diabolos Decimator mechanics now complete! This new boss is incredibly powerful, combining ground and air-based combat and coming with six different attack modes that cycle in shuffle patterns. Mode 1: Oblivion attacks: Attacks with lasers similar to the oblivion ray weapon, attempting to melt down its opponent - sometimes summons clones during this phase that may also fire lasers at the target. Mode 2: Self heal and homing attacks. Summons “Entropy Conduits” that float midair and heal the Diabolos when nearby, unless destroyed quickly (provides some health to the entity that destroys them and damages the Diabolos if they are destroyed). During this mode it also fires dark homing “graviton” projectiles. Mode 3: Deadly charge attack - falls down onto the ground and charges in an extremely accurate+deadly way towards its target, destroying any barriers with explosions. Mode 4: Golden cosmic power+galaxy mode - the Diabolos summons a galaxy around itself that provides supergravity effects on contact, plus summons an array of deadly projectiles around its target that sweep across, forcing the target to dodge. It also becomes invincible and approaches the target in this mode. Mode 5: Monstrous growth and black hole ability - grows to the size of a mountain (can vary depending on what mob it is fighting), becoming invincible and summoning a black hole that sucks in nearby entities, killing them instantly on contact. You do not want to use pets against this boss, as they may be obliterated by such an attack - escapable by flying away or teleporting before it can pull you in. Below half health, it can also fire graviton projectiles in this mode. Mode 6: Genesis rifle shots - fires repeated clusters of genesis rifle blasts with a bonus periodic ability to change direction towards the target midair, if they haven’t already gone past. You can find the boss rarely on layers 3 and 4 of the crawling, plus you can summon it with a block of heavy chitin, a block of scorched sand, and a scorch charge. By the way, it is strong enough to significantly harm the Tormentor. New regular mob added: The “Spider Sinker”, a fishing spider adding more variety to water areas. This mob pathfinds over long distances to find fish/squid, in order to get to water. Once in water, it alternates between floating on top with its legs stretched out (similar to real fishing spiders) and attacking any nearby fish or players. The waters just became more dangerous. At long last, some of the “inherent powers” are now available, accessible from the “powers” menu and unlocked by consuming items found in dungeon chests! The first power, “Seismic Pulse”, gives you a permanent ability to create a shockwave by crouching and hitting the ground while active (found in matriarch cave chests). The next power, “Celestial Mirror”, can be found rarely in the crawling layer 3-4 dungeon gold block chests. This gives you a permanent ability to summon a golden mirror in the direction you are facing that pushes back any nearby mobs or projectiles in that direction (preventing nearly any mobs from getting past), plus for strong projectiles, it reflects them back at their sender (including blasts from the Tormentor!). In future, powers will be found in “webrooms” dimension layer treasure chests! /arphex power_unlocks command also lets you toggle them Arachnoid Trisectors now despawn if they kill a player that doesn’t have a bane of the darkness, unless summoned via altar Added a new weapon, upgrading from the Hornet Hailstorm - this one is called the “Venom Typhoon”. Similar mechanics, but this weapon fires much stronger miniature wasp nemesis mobs as homing projectiles. Majorly reworked Spider Goliath models, textures, and animations (these were one of the first mobs I ever added, overdue an update). Plus added TWO new variants based on avicularia purpurea and greenbottle blue tarantulas. Purple tarantula gives regeneration to riders when tamed, and greenbottle gives strength to riders. Made spider lungers tameable and rideable when tamed - you can tame them with green-gold scarabs and feed them the same food as Goliaths once tamed (they also naturally regenerate health). Additionally, you can toggle them following you, and when riding, you can use a dash ability by pressing spacebar (5 second cooldown).  Removed the nether and end crawling exit gateways. Overworld only now Added a new config setting that lets you give resistance potion effects to all ArPhEx mobs (any value of resistance you like) as a bonus difficulty aspect. Added new “mining mode” for the Oblivion Ray item - toggleable via crouching+hitting a block. Enables you to mine at long distances Added some backup spider flat despawning systems, for those who report issues with flats multiplying Fixed vitality viewfinder locking onto tormentor display entity when tormentor is active (looking straight down) The Tormentor now follows the last player who attacked it Abyss ascendant no longer requires activation for basic flight, giving an ideal tool to use against Trisector and Diabolos before spacetime armour is unlocked Nerfed black widow bow damage slightly  Spacetime/immortal helmet ability that shows health of mobs now shows bigger text for mobs with more max health, making it easier to read from afar Significant improvements to mod fps performance, particularly in rendering Improved sphere overlay rendering, now they should all match the colour of the shape Added new “tormentor_force_spawn” command that spawns the Tormentor at its current locked position  Fixed issue with visionary spear cube rendering appearing around all nearby players Armour sets with fall damage immunity will now provide it to any mobs you are riding too Improved the flight mechanics of the fly festerer mob. No longer just random directional pushes, now has some continuity and smoothness Arachnoid Trisector should no longer be able to fly up into crawling pocket dimensions  Decreased armour particles Added advancement for killing Diabolos and restructured some advancements to match the new mod progression  Fixed spider recluse web building mechanic being disabled Decreased chance of voidlasher spawning when another already exists in the end dimension Scorpion Striker now drops two venomous appendages “Invisible half slabs” no longer obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 501b

5.0.1
1 янв. 2026 г.3,2 тыс.Minecraft: 1.20.1forge
Скачать
Что нового
Happy new year all, and thanks for your incredible support on the mod throughout 2025!  5.0.1b version hotfix for potential crash issue with Diabolos laser attack 5.0.1 Updated/ported to all supported MC versions at long last! Additionally, I have added significant code enhancements that will make it easier to port more regularly for future updates. Switched ArPhEx creative tab top icon from spider moth summoner to Tormentor egg Diabolos decimator now follows you consistently when flying, and has a new mechanic to be able to charge at you midair too (dedicated animation added for this) Added config setting to be able to disable Tormentor sky hallucination rendering  Fixed issue with right clicking entities getting stuck if you had an item in off-hand able to be charged up or used for blocking Fixed Diabolos not always priming attack mode from targeting mobs (until taking a hit) Improved Diabolos clone mechanics Buffed scythe black hole ability damage, and scythe should no longer be used from right clicking mobs Improved follow/teleport aspect for all tamed mobs that can follow - they should now follow at maximum distance and teleport less  Fixed issue with Trophies setting to high milestone values when walked on, a feature initially intended for testing Entropy conduits now fly up and down to follow Diabolos and despawn if on a different crawling layer to their nearest diabolos Juggernaut boots now provide total fall damage immunity Fixed inherent power naming Diabolos and Trisector should now avoid flying up to crawling pocket dimensions, teleporting downwards if they go that high Fixed spider matriarch being unable to reverse direction mid-jump via webbing to ground, and not playing attack animations Fixed issue where tamed spider lunger could get stuck for a minute, unable to lunge, after being hit Added safeguards against issue where multiple trophies could drop from one mob death All in addition to the MAJOR 5.0 UPDATE released the other day!: Diabolos Decimator mechanics now complete! This new boss is incredibly powerful, combining ground and air-based combat and coming with six different attack modes that cycle in shuffle patterns. Mode 1: Oblivion attacks: Attacks with lasers similar to the oblivion ray weapon, attempting to melt down its opponent - sometimes summons clones during this phase that may also fire lasers at the target. Mode 2: Self heal and homing attacks. Summons “Entropy Conduits” that float midair and heal the Diabolos when nearby, unless destroyed quickly (provides some health to the entity that destroys them and damages the Diabolos if they are destroyed). During this mode it also fires dark homing “graviton” projectiles. Mode 3: Deadly charge attack - falls down onto the ground and charges in an extremely accurate+deadly way towards its target, destroying any barriers with explosions. Mode 4: Golden cosmic power+galaxy mode - the Diabolos summons a galaxy around itself that provides supergravity effects on contact, plus summons an array of deadly projectiles around its target that sweep across, forcing the target to dodge. It also becomes invincible and approaches the target in this mode. Mode 5: Monstrous growth and black hole ability - grows to the size of a mountain (can vary depending on what mob it is fighting), becoming invincible and summoning a black hole that sucks in nearby entities, killing them instantly on contact. You do not want to use pets against this boss, as they may be obliterated by such an attack - escapable by flying away or teleporting before it can pull you in. Below half health, it can also fire graviton projectiles in this mode. Mode 6: Genesis rifle shots - fires repeated clusters of genesis rifle blasts with a bonus periodic ability to change direction towards the target midair, if they haven’t already gone past. You can find the boss rarely on layers 3 and 4 of the crawling, plus you can summon it with a block of heavy chitin, a block of scorched sand, and a scorch charge. By the way, it is strong enough to significantly harm the Tormentor. New regular mob added: The “Spider Sinker”, a fishing spider adding more variety to water areas. This mob pathfinds over long distances to find fish/squid, in order to get to water. Once in water, it alternates between floating on top with its legs stretched out (similar to real fishing spiders) and attacking any nearby fish or players. The waters just became more dangerous. At long last, some of the “inherent powers” are now available, accessible from the “powers” menu and unlocked by consuming items found in dungeon chests! The first power, “Seismic Pulse”, gives you a permanent ability to create a shockwave by crouching and hitting the ground while active (found in matriarch cave chests). The next power, “Celestial Mirror”, can be found rarely in the crawling layer 3-4 dungeon gold block chests. This gives you a permanent ability to summon a golden mirror in the direction you are facing that pushes back any nearby mobs or projectiles in that direction (preventing nearly any mobs from getting past), plus for strong projectiles, it reflects them back at their sender (including blasts from the Tormentor!). In future, powers will be found in “webrooms” dimension layer treasure chests! /arphex power_unlocks command also lets you toggle them Arachnoid Trisectors now despawn if they kill a player that doesn’t have a bane of the darkness, unless summoned via altar Added a new weapon, upgrading from the Hornet Hailstorm - this one is called the “Venom Typhoon”. Similar mechanics, but this weapon fires much stronger miniature wasp nemesis mobs as homing projectiles. Majorly reworked Spider Goliath models, textures, and animations (these were one of the first mobs I ever added, overdue an update). Plus added TWO new variants based on avicularia purpurea and greenbottle blue tarantulas. Purple tarantula gives regeneration to riders when tamed, and greenbottle gives strength to riders. Made spider lungers tameable and rideable when tamed - you can tame them with green-gold scarabs and feed them the same food as Goliaths once tamed (they also naturally regenerate health). Additionally, you can toggle them following you, and when riding, you can use a dash ability by pressing spacebar (5 second cooldown).  Removed the nether and end crawling exit gateways. Overworld only now Added a new config setting that lets you give resistance potion effects to all ArPhEx mobs (any value of resistance you like) as a bonus difficulty aspect. Added new “mining mode” for the Oblivion Ray item - toggleable via crouching+hitting a block. Enables you to mine at long distances Added some backup spider flat despawning systems, for those who report issues with flats multiplying Fixed vitality viewfinder locking onto tormentor display entity when tormentor is active (looking straight down) The Tormentor now follows the last player who attacked it Abyss ascendant no longer requires activation for basic flight, giving an ideal tool to use against Trisector and Diabolos before spacetime armour is unlocked Nerfed black widow bow damage slightly  Spacetime/immortal helmet ability that shows health of mobs now shows bigger text for mobs with more max health, making it easier to read from afar Significant improvements to mod fps performance, particularly in rendering Improved sphere overlay rendering, now they should all match the colour of the shape Added new “tormentor_force_spawn” command that spawns the Tormentor at its current locked position  Fixed issue with visionary spear cube rendering appearing around all nearby players Armour sets with fall damage immunity will now provide it to any mobs you are riding too Improved the flight mechanics of the fly festerer mob. No longer just random directional pushes, now has some continuity and smoothness Arachnoid Trisector should no longer be able to fly up into crawling pocket dimensions  Decreased armour particles Added advancement for killing Diabolos and restructured some advancements to match the new mod progression  Fixed spider recluse web building mechanic being disabled Decreased chance of voidlasher spawning when another already exists in the end dimension Scorpion Striker now drops two venomous appendages “Invisible half slabs” no longer obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 501

5.0.1
31 дек. 2025 г.76Minecraft: 1.19.2forge
Скачать
Что нового
Happy new year all, and thanks for your incredible support on the mod throughout 2025!  5.0.1 Updated/ported to all supported MC versions at long last! Additionally, I have added significant code enhancements that will make it easier to port more regularly for future updates. Switched ArPhEx creative tab top icon from spider moth summoner to Tormentor egg Diabolos decimator now follows you consistently when flying, and has a new mechanic to be able to charge at you midair too (dedicated animation added for this) Added config setting to be able to disable Tormentor sky hallucination rendering  Fixed issue with right clicking entities getting stuck if you had an item in off-hand able to be charged up or used for blocking Fixed Diabolos not always priming attack mode from targeting mobs (until taking a hit) Improved Diabolos clone mechanics Buffed scythe black hole ability damage, and scythe should no longer be used from right clicking mobs Improved follow/teleport aspect for all tamed mobs that can follow - they should now follow at maximum distance and teleport less  Fixed issue with Trophies setting to high milestone values when walked on, a feature initially intended for testing Entropy conduits now fly up and down to follow Diabolos and despawn if on a different crawling layer to their nearest diabolos Juggernaut boots now provide total fall damage immunity Fixed inherent power naming Diabolos and Trisector should now avoid flying up to crawling pocket dimensions, teleporting downwards if they go that high Fixed spider matriarch being unable to reverse direction mid-jump via webbing to ground, and not playing attack animations Fixed issue where tamed spider lunger could get stuck for a minute, unable to lunge, after being hit Added safeguards against issue where multiple trophies could drop from one mob death All in addition to the MAJOR 5.0 UPDATE released the other day!: Diabolos Decimator mechanics now complete! This new boss is incredibly powerful, combining ground and air-based combat and coming with six different attack modes that cycle in shuffle patterns. Mode 1: Oblivion attacks: Attacks with lasers similar to the oblivion ray weapon, attempting to melt down its opponent - sometimes summons clones during this phase that may also fire lasers at the target. Mode 2: Self heal and homing attacks. Summons “Entropy Conduits” that float midair and heal the Diabolos when nearby, unless destroyed quickly (provides some health to the entity that destroys them and damages the Diabolos if they are destroyed). During this mode it also fires dark homing “graviton” projectiles. Mode 3: Deadly charge attack - falls down onto the ground and charges in an extremely accurate+deadly way towards its target, destroying any barriers with explosions. Mode 4: Golden cosmic power+galaxy mode - the Diabolos summons a galaxy around itself that provides supergravity effects on contact, plus summons an array of deadly projectiles around its target that sweep across, forcing the target to dodge. It also becomes invincible and approaches the target in this mode. Mode 5: Monstrous growth and black hole ability - grows to the size of a mountain (can vary depending on what mob it is fighting), becoming invincible and summoning a black hole that sucks in nearby entities, killing them instantly on contact. You do not want to use pets against this boss, as they may be obliterated by such an attack - escapable by flying away or teleporting before it can pull you in. Below half health, it can also fire graviton projectiles in this mode. Mode 6: Genesis rifle shots - fires repeated clusters of genesis rifle blasts with a bonus periodic ability to change direction towards the target midair, if they haven’t already gone past. You can find the boss rarely on layers 3 and 4 of the crawling, plus you can summon it with a block of heavy chitin, a block of scorched sand, and a scorch charge. By the way, it is strong enough to significantly harm the Tormentor. New regular mob added: The “Spider Sinker”, a fishing spider adding more variety to water areas. This mob pathfinds over long distances to find fish/squid, in order to get to water. Once in water, it alternates between floating on top with its legs stretched out (similar to real fishing spiders) and attacking any nearby fish or players. The waters just became more dangerous. At long last, some of the “inherent powers” are now available, accessible from the “powers” menu and unlocked by consuming items found in dungeon chests! The first power, “Seismic Pulse”, gives you a permanent ability to create a shockwave by crouching and hitting the ground while active (found in matriarch cave chests). The next power, “Celestial Mirror”, can be found rarely in the crawling layer 3-4 dungeon gold block chests. This gives you a permanent ability to summon a golden mirror in the direction you are facing that pushes back any nearby mobs or projectiles in that direction (preventing nearly any mobs from getting past), plus for strong projectiles, it reflects them back at their sender (including blasts from the Tormentor!). In future, powers will be found in “webrooms” dimension layer treasure chests! /arphex power_unlocks command also lets you toggle them Arachnoid Trisectors now despawn if they kill a player that doesn’t have a bane of the darkness, unless summoned via altar Added a new weapon, upgrading from the Hornet Hailstorm - this one is called the “Venom Typhoon”. Similar mechanics, but this weapon fires much stronger miniature wasp nemesis mobs as homing projectiles. Majorly reworked Spider Goliath models, textures, and animations (these were one of the first mobs I ever added, overdue an update). Plus added TWO new variants based on avicularia purpurea and greenbottle blue tarantulas. Purple tarantula gives regeneration to riders when tamed, and greenbottle gives strength to riders. Made spider lungers tameable and rideable when tamed - you can tame them with green-gold scarabs and feed them the same food as Goliaths once tamed (they also naturally regenerate health). Additionally, you can toggle them following you, and when riding, you can use a dash ability by pressing spacebar (5 second cooldown).  Removed the nether and end crawling exit gateways. Overworld only now Added a new config setting that lets you give resistance potion effects to all ArPhEx mobs (any value of resistance you like) as a bonus difficulty aspect. Added new “mining mode” for the Oblivion Ray item - toggleable via crouching+hitting a block. Enables you to mine at long distances Added some backup spider flat despawning systems, for those who report issues with flats multiplying Fixed vitality viewfinder locking onto tormentor display entity when tormentor is active (looking straight down) The Tormentor now follows the last player who attacked it Abyss ascendant no longer requires activation for basic flight, giving an ideal tool to use against Trisector and Diabolos before spacetime armour is unlocked Nerfed black widow bow damage slightly  Spacetime/immortal helmet ability that shows health of mobs now shows bigger text for mobs with more max health, making it easier to read from afar Significant improvements to mod fps performance, particularly in rendering Improved sphere overlay rendering, now they should all match the colour of the shape Added new “tormentor_force_spawn” command that spawns the Tormentor at its current locked position  Fixed issue with visionary spear cube rendering appearing around all nearby players Armour sets with fall damage immunity will now provide it to any mobs you are riding too Improved the flight mechanics of the fly festerer mob. No longer just random directional pushes, now has some continuity and smoothness Arachnoid Trisector should no longer be able to fly up into crawling pocket dimensions  Decreased armour particles Added advancement for killing Diabolos and restructured some advancements to match the new mod progression  Fixed spider recluse web building mechanic being disabled Decreased chance of voidlasher spawning when another already exists in the end dimension Scorpion Striker now drops two venomous appendages “Invisible half slabs” no longer obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 501

5.0.1
31 дек. 2025 г.44Minecraft: 1.19.4forge
Скачать
Что нового
Happy new year all, and thanks for your incredible support on the mod throughout 2025!  5.0.1 Updated/ported to all supported MC versions at long last! Additionally, I have added significant code enhancements that will make it easier to port more regularly for future updates. Switched ArPhEx creative tab top icon from spider moth summoner to Tormentor egg Diabolos decimator now follows you consistently when flying, and has a new mechanic to be able to charge at you midair too (dedicated animation added for this) Added config setting to be able to disable Tormentor sky hallucination rendering  Fixed issue with right clicking entities getting stuck if you had an item in off-hand able to be charged up or used for blocking Fixed Diabolos not always priming attack mode from targeting mobs (until taking a hit) Improved Diabolos clone mechanics Buffed scythe black hole ability damage, and scythe should no longer be used from right clicking mobs Improved follow/teleport aspect for all tamed mobs that can follow - they should now follow at maximum distance and teleport less  Fixed issue with Trophies setting to high milestone values when walked on, a feature initially intended for testing Entropy conduits now fly up and down to follow Diabolos and despawn if on a different crawling layer to their nearest diabolos Juggernaut boots now provide total fall damage immunity Fixed inherent power naming Diabolos and Trisector should now avoid flying up to crawling pocket dimensions, teleporting downwards if they go that high Fixed spider matriarch being unable to reverse direction mid-jump via webbing to ground, and not playing attack animations Fixed issue where tamed spider lunger could get stuck for a minute, unable to lunge, after being hit Added safeguards against issue where multiple trophies could drop from one mob death All in addition to the MAJOR 5.0 UPDATE released the other day!: Diabolos Decimator mechanics now complete! This new boss is incredibly powerful, combining ground and air-based combat and coming with six different attack modes that cycle in shuffle patterns. Mode 1: Oblivion attacks: Attacks with lasers similar to the oblivion ray weapon, attempting to melt down its opponent - sometimes summons clones during this phase that may also fire lasers at the target. Mode 2: Self heal and homing attacks. Summons “Entropy Conduits” that float midair and heal the Diabolos when nearby, unless destroyed quickly (provides some health to the entity that destroys them and damages the Diabolos if they are destroyed). During this mode it also fires dark homing “graviton” projectiles. Mode 3: Deadly charge attack - falls down onto the ground and charges in an extremely accurate+deadly way towards its target, destroying any barriers with explosions. Mode 4: Golden cosmic power+galaxy mode - the Diabolos summons a galaxy around itself that provides supergravity effects on contact, plus summons an array of deadly projectiles around its target that sweep across, forcing the target to dodge. It also becomes invincible and approaches the target in this mode. Mode 5: Monstrous growth and black hole ability - grows to the size of a mountain (can vary depending on what mob it is fighting), becoming invincible and summoning a black hole that sucks in nearby entities, killing them instantly on contact. You do not want to use pets against this boss, as they may be obliterated by such an attack - escapable by flying away or teleporting before it can pull you in. Below half health, it can also fire graviton projectiles in this mode. Mode 6: Genesis rifle shots - fires repeated clusters of genesis rifle blasts with a bonus periodic ability to change direction towards the target midair, if they haven’t already gone past. You can find the boss rarely on layers 3 and 4 of the crawling, plus you can summon it with a block of heavy chitin, a block of scorched sand, and a scorch charge. By the way, it is strong enough to significantly harm the Tormentor. New regular mob added: The “Spider Sinker”, a fishing spider adding more variety to water areas. This mob pathfinds over long distances to find fish/squid, in order to get to water. Once in water, it alternates between floating on top with its legs stretched out (similar to real fishing spiders) and attacking any nearby fish or players. The waters just became more dangerous. At long last, some of the “inherent powers” are now available, accessible from the “powers” menu and unlocked by consuming items found in dungeon chests! The first power, “Seismic Pulse”, gives you a permanent ability to create a shockwave by crouching and hitting the ground while active (found in matriarch cave chests). The next power, “Celestial Mirror”, can be found rarely in the crawling layer 3-4 dungeon gold block chests. This gives you a permanent ability to summon a golden mirror in the direction you are facing that pushes back any nearby mobs or projectiles in that direction (preventing nearly any mobs from getting past), plus for strong projectiles, it reflects them back at their sender (including blasts from the Tormentor!). In future, powers will be found in “webrooms” dimension layer treasure chests! /arphex power_unlocks command also lets you toggle them Arachnoid Trisectors now despawn if they kill a player that doesn’t have a bane of the darkness, unless summoned via altar Added a new weapon, upgrading from the Hornet Hailstorm - this one is called the “Venom Typhoon”. Similar mechanics, but this weapon fires much stronger miniature wasp nemesis mobs as homing projectiles. Majorly reworked Spider Goliath models, textures, and animations (these were one of the first mobs I ever added, overdue an update). Plus added TWO new variants based on avicularia purpurea and greenbottle blue tarantulas. Purple tarantula gives regeneration to riders when tamed, and greenbottle gives strength to riders. Made spider lungers tameable and rideable when tamed - you can tame them with green-gold scarabs and feed them the same food as Goliaths once tamed (they also naturally regenerate health). Additionally, you can toggle them following you, and when riding, you can use a dash ability by pressing spacebar (5 second cooldown).  Removed the nether and end crawling exit gateways. Overworld only now Added a new config setting that lets you give resistance potion effects to all ArPhEx mobs (any value of resistance you like) as a bonus difficulty aspect. Added new “mining mode” for the Oblivion Ray item - toggleable via crouching+hitting a block. Enables you to mine at long distances Added some backup spider flat despawning systems, for those who report issues with flats multiplying Fixed vitality viewfinder locking onto tormentor display entity when tormentor is active (looking straight down) The Tormentor now follows the last player who attacked it Abyss ascendant no longer requires activation for basic flight, giving an ideal tool to use against Trisector and Diabolos before spacetime armour is unlocked Nerfed black widow bow damage slightly  Spacetime/immortal helmet ability that shows health of mobs now shows bigger text for mobs with more max health, making it easier to read from afar Significant improvements to mod fps performance, particularly in rendering Improved sphere overlay rendering, now they should all match the colour of the shape Added new “tormentor_force_spawn” command that spawns the Tormentor at its current locked position  Fixed issue with visionary spear cube rendering appearing around all nearby players Armour sets with fall damage immunity will now provide it to any mobs you are riding too Improved the flight mechanics of the fly festerer mob. No longer just random directional pushes, now has some continuity and smoothness Arachnoid Trisector should no longer be able to fly up into crawling pocket dimensions  Decreased armour particles Added advancement for killing Diabolos and restructured some advancements to match the new mod progression  Fixed spider recluse web building mechanic being disabled Decreased chance of voidlasher spawning when another already exists in the end dimension Scorpion Striker now drops two venomous appendages “Invisible half slabs” no longer obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 501

5.0.1
31 дек. 2025 г.156Minecraft: 1.21.1neoforge
Скачать
Что нового
Happy new year all, and thanks for your incredible support on the mod throughout 2025!  5.0.1 Updated/ported to all supported MC versions at long last! Additionally, I have added significant code enhancements that will make it easier to port more regularly for future updates. Switched ArPhEx creative tab top icon from spider moth summoner to Tormentor egg Diabolos decimator now follows you consistently when flying, and has a new mechanic to be able to charge at you midair too (dedicated animation added for this) Added config setting to be able to disable Tormentor sky hallucination rendering  Fixed issue with right clicking entities getting stuck if you had an item in off-hand able to be charged up or used for blocking Fixed Diabolos not always priming attack mode from targeting mobs (until taking a hit) Improved Diabolos clone mechanics Buffed scythe black hole ability damage, and scythe should no longer be used from right clicking mobs Improved follow/teleport aspect for all tamed mobs that can follow - they should now follow at maximum distance and teleport less  Fixed issue with Trophies setting to high milestone values when walked on, a feature initially intended for testing Entropy conduits now fly up and down to follow Diabolos and despawn if on a different crawling layer to their nearest diabolos Juggernaut boots now provide total fall damage immunity Fixed inherent power naming Diabolos and Trisector should now avoid flying up to crawling pocket dimensions, teleporting downwards if they go that high Fixed spider matriarch being unable to reverse direction mid-jump via webbing to ground, and not playing attack animations Fixed issue where tamed spider lunger could get stuck for a minute, unable to lunge, after being hit Added safeguards against issue where multiple trophies could drop from one mob death All in addition to the MAJOR 5.0 UPDATE released the other day!: Diabolos Decimator mechanics now complete! This new boss is incredibly powerful, combining ground and air-based combat and coming with six different attack modes that cycle in shuffle patterns. Mode 1: Oblivion attacks: Attacks with lasers similar to the oblivion ray weapon, attempting to melt down its opponent - sometimes summons clones during this phase that may also fire lasers at the target. Mode 2: Self heal and homing attacks. Summons “Entropy Conduits” that float midair and heal the Diabolos when nearby, unless destroyed quickly (provides some health to the entity that destroys them and damages the Diabolos if they are destroyed). During this mode it also fires dark homing “graviton” projectiles. Mode 3: Deadly charge attack - falls down onto the ground and charges in an extremely accurate+deadly way towards its target, destroying any barriers with explosions. Mode 4: Golden cosmic power+galaxy mode - the Diabolos summons a galaxy around itself that provides supergravity effects on contact, plus summons an array of deadly projectiles around its target that sweep across, forcing the target to dodge. It also becomes invincible and approaches the target in this mode. Mode 5: Monstrous growth and black hole ability - grows to the size of a mountain (can vary depending on what mob it is fighting), becoming invincible and summoning a black hole that sucks in nearby entities, killing them instantly on contact. You do not want to use pets against this boss, as they may be obliterated by such an attack - escapable by flying away or teleporting before it can pull you in. Below half health, it can also fire graviton projectiles in this mode. Mode 6: Genesis rifle shots - fires repeated clusters of genesis rifle blasts with a bonus periodic ability to change direction towards the target midair, if they haven’t already gone past. You can find the boss rarely on layers 3 and 4 of the crawling, plus you can summon it with a block of heavy chitin, a block of scorched sand, and a scorch charge. By the way, it is strong enough to significantly harm the Tormentor. New regular mob added: The “Spider Sinker”, a fishing spider adding more variety to water areas. This mob pathfinds over long distances to find fish/squid, in order to get to water. Once in water, it alternates between floating on top with its legs stretched out (similar to real fishing spiders) and attacking any nearby fish or players. The waters just became more dangerous. At long last, some of the “inherent powers” are now available, accessible from the “powers” menu and unlocked by consuming items found in dungeon chests! The first power, “Seismic Pulse”, gives you a permanent ability to create a shockwave by crouching and hitting the ground while active (found in matriarch cave chests). The next power, “Celestial Mirror”, can be found rarely in the crawling layer 3-4 dungeon gold block chests. This gives you a permanent ability to summon a golden mirror in the direction you are facing that pushes back any nearby mobs or projectiles in that direction (preventing nearly any mobs from getting past), plus for strong projectiles, it reflects them back at their sender (including blasts from the Tormentor!). In future, powers will be found in “webrooms” dimension layer treasure chests! /arphex power_unlocks command also lets you toggle them Arachnoid Trisectors now despawn if they kill a player that doesn’t have a bane of the darkness, unless summoned via altar Added a new weapon, upgrading from the Hornet Hailstorm - this one is called the “Venom Typhoon”. Similar mechanics, but this weapon fires much stronger miniature wasp nemesis mobs as homing projectiles. Majorly reworked Spider Goliath models, textures, and animations (these were one of the first mobs I ever added, overdue an update). Plus added TWO new variants based on avicularia purpurea and greenbottle blue tarantulas. Purple tarantula gives regeneration to riders when tamed, and greenbottle gives strength to riders. Made spider lungers tameable and rideable when tamed - you can tame them with green-gold scarabs and feed them the same food as Goliaths once tamed (they also naturally regenerate health). Additionally, you can toggle them following you, and when riding, you can use a dash ability by pressing spacebar (5 second cooldown).  Removed the nether and end crawling exit gateways. Overworld only now Added a new config setting that lets you give resistance potion effects to all ArPhEx mobs (any value of resistance you like) as a bonus difficulty aspect. Added new “mining mode” for the Oblivion Ray item - toggleable via crouching+hitting a block. Enables you to mine at long distances Added some backup spider flat despawning systems, for those who report issues with flats multiplying Fixed vitality viewfinder locking onto tormentor display entity when tormentor is active (looking straight down) The Tormentor now follows the last player who attacked it Abyss ascendant no longer requires activation for basic flight, giving an ideal tool to use against Trisector and Diabolos before spacetime armour is unlocked Nerfed black widow bow damage slightly  Spacetime/immortal helmet ability that shows health of mobs now shows bigger text for mobs with more max health, making it easier to read from afar Significant improvements to mod fps performance, particularly in rendering Improved sphere overlay rendering, now they should all match the colour of the shape Added new “tormentor_force_spawn” command that spawns the Tormentor at its current locked position  Fixed issue with visionary spear cube rendering appearing around all nearby players Armour sets with fall damage immunity will now provide it to any mobs you are riding too Improved the flight mechanics of the fly festerer mob. No longer just random directional pushes, now has some continuity and smoothness Arachnoid Trisector should no longer be able to fly up into crawling pocket dimensions  Decreased armour particles Added advancement for killing Diabolos and restructured some advancements to match the new mod progression  Fixed spider recluse web building mechanic being disabled Decreased chance of voidlasher spawning when another already exists in the end dimension Scorpion Striker now drops two venomous appendages “Invisible half slabs” no longer obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 501

5.0.1
31 дек. 2025 г.56Minecraft: 1.20.4neoforge
Скачать
Что нового
Happy new year all, and thanks for your incredible support on the mod throughout 2025!  5.0.1 Updated/ported to all supported MC versions at long last! Additionally, I have added significant code enhancements that will make it easier to port more regularly for future updates. Switched ArPhEx creative tab top icon from spider moth summoner to Tormentor egg Diabolos decimator now follows you consistently when flying, and has a new mechanic to be able to charge at you midair too (dedicated animation added for this) Added config setting to be able to disable Tormentor sky hallucination rendering  Fixed issue with right clicking entities getting stuck if you had an item in off-hand able to be charged up or used for blocking Fixed Diabolos not always priming attack mode from targeting mobs (until taking a hit) Improved Diabolos clone mechanics Buffed scythe black hole ability damage, and scythe should no longer be used from right clicking mobs Improved follow/teleport aspect for all tamed mobs that can follow - they should now follow at maximum distance and teleport less  Fixed issue with Trophies setting to high milestone values when walked on, a feature initially intended for testing Entropy conduits now fly up and down to follow Diabolos and despawn if on a different crawling layer to their nearest diabolos Juggernaut boots now provide total fall damage immunity Fixed inherent power naming Diabolos and Trisector should now avoid flying up to crawling pocket dimensions, teleporting downwards if they go that high Fixed spider matriarch being unable to reverse direction mid-jump via webbing to ground, and not playing attack animations Fixed issue where tamed spider lunger could get stuck for a minute, unable to lunge, after being hit Added safeguards against issue where multiple trophies could drop from one mob death All in addition to the MAJOR 5.0 UPDATE released the other day!: Diabolos Decimator mechanics now complete! This new boss is incredibly powerful, combining ground and air-based combat and coming with six different attack modes that cycle in shuffle patterns. Mode 1: Oblivion attacks: Attacks with lasers similar to the oblivion ray weapon, attempting to melt down its opponent - sometimes summons clones during this phase that may also fire lasers at the target. Mode 2: Self heal and homing attacks. Summons “Entropy Conduits” that float midair and heal the Diabolos when nearby, unless destroyed quickly (provides some health to the entity that destroys them and damages the Diabolos if they are destroyed). During this mode it also fires dark homing “graviton” projectiles. Mode 3: Deadly charge attack - falls down onto the ground and charges in an extremely accurate+deadly way towards its target, destroying any barriers with explosions. Mode 4: Golden cosmic power+galaxy mode - the Diabolos summons a galaxy around itself that provides supergravity effects on contact, plus summons an array of deadly projectiles around its target that sweep across, forcing the target to dodge. It also becomes invincible and approaches the target in this mode. Mode 5: Monstrous growth and black hole ability - grows to the size of a mountain (can vary depending on what mob it is fighting), becoming invincible and summoning a black hole that sucks in nearby entities, killing them instantly on contact. You do not want to use pets against this boss, as they may be obliterated by such an attack - escapable by flying away or teleporting before it can pull you in. Below half health, it can also fire graviton projectiles in this mode. Mode 6: Genesis rifle shots - fires repeated clusters of genesis rifle blasts with a bonus periodic ability to change direction towards the target midair, if they haven’t already gone past. You can find the boss rarely on layers 3 and 4 of the crawling, plus you can summon it with a block of heavy chitin, a block of scorched sand, and a scorch charge. By the way, it is strong enough to significantly harm the Tormentor. New regular mob added: The “Spider Sinker”, a fishing spider adding more variety to water areas. This mob pathfinds over long distances to find fish/squid, in order to get to water. Once in water, it alternates between floating on top with its legs stretched out (similar to real fishing spiders) and attacking any nearby fish or players. The waters just became more dangerous. At long last, some of the “inherent powers” are now available, accessible from the “powers” menu and unlocked by consuming items found in dungeon chests! The first power, “Seismic Pulse”, gives you a permanent ability to create a shockwave by crouching and hitting the ground while active (found in matriarch cave chests). The next power, “Celestial Mirror”, can be found rarely in the crawling layer 3-4 dungeon gold block chests. This gives you a permanent ability to summon a golden mirror in the direction you are facing that pushes back any nearby mobs or projectiles in that direction (preventing nearly any mobs from getting past), plus for strong projectiles, it reflects them back at their sender (including blasts from the Tormentor!). In future, powers will be found in “webrooms” dimension layer treasure chests! /arphex power_unlocks command also lets you toggle them Arachnoid Trisectors now despawn if they kill a player that doesn’t have a bane of the darkness, unless summoned via altar Added a new weapon, upgrading from the Hornet Hailstorm - this one is called the “Venom Typhoon”. Similar mechanics, but this weapon fires much stronger miniature wasp nemesis mobs as homing projectiles. Majorly reworked Spider Goliath models, textures, and animations (these were one of the first mobs I ever added, overdue an update). Plus added TWO new variants based on avicularia purpurea and greenbottle blue tarantulas. Purple tarantula gives regeneration to riders when tamed, and greenbottle gives strength to riders. Made spider lungers tameable and rideable when tamed - you can tame them with green-gold scarabs and feed them the same food as Goliaths once tamed (they also naturally regenerate health). Additionally, you can toggle them following you, and when riding, you can use a dash ability by pressing spacebar (5 second cooldown).  Removed the nether and end crawling exit gateways. Overworld only now Added a new config setting that lets you give resistance potion effects to all ArPhEx mobs (any value of resistance you like) as a bonus difficulty aspect. Added new “mining mode” for the Oblivion Ray item - toggleable via crouching+hitting a block. Enables you to mine at long distances Added some backup spider flat despawning systems, for those who report issues with flats multiplying Fixed vitality viewfinder locking onto tormentor display entity when tormentor is active (looking straight down) The Tormentor now follows the last player who attacked it Abyss ascendant no longer requires activation for basic flight, giving an ideal tool to use against Trisector and Diabolos before spacetime armour is unlocked Nerfed black widow bow damage slightly  Spacetime/immortal helmet ability that shows health of mobs now shows bigger text for mobs with more max health, making it easier to read from afar Significant improvements to mod fps performance, particularly in rendering Improved sphere overlay rendering, now they should all match the colour of the shape Added new “tormentor_force_spawn” command that spawns the Tormentor at its current locked position  Fixed issue with visionary spear cube rendering appearing around all nearby players Armour sets with fall damage immunity will now provide it to any mobs you are riding too Improved the flight mechanics of the fly festerer mob. No longer just random directional pushes, now has some continuity and smoothness Arachnoid Trisector should no longer be able to fly up into crawling pocket dimensions  Decreased armour particles Added advancement for killing Diabolos and restructured some advancements to match the new mod progression  Fixed spider recluse web building mechanic being disabled Decreased chance of voidlasher spawning when another already exists in the end dimension Scorpion Striker now drops two venomous appendages “Invisible half slabs” no longer obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 501

5.0.1
31 дек. 2025 г.343Minecraft: 1.20.1forge
Скачать
Что нового
Happy new year all, and thanks for your incredible support on the mod throughout 2025!  5.0.1 Updated/ported to all supported MC versions at long last! Additionally, I have added significant code enhancements that will make it easier to port more regularly for future updates. Switched ArPhEx creative tab top icon from spider moth summoner to Tormentor egg Diabolos decimator now follows you consistently when flying, and has a new mechanic to be able to charge at you midair too (dedicated animation added for this) Added config setting to be able to disable Tormentor sky hallucination rendering  Fixed issue with right clicking entities getting stuck if you had an item in off-hand able to be charged up or used for blocking Fixed Diabolos not always priming attack mode from targeting mobs (until taking a hit) Improved Diabolos clone mechanics Buffed scythe black hole ability damage, and scythe should no longer be used from right clicking mobs Improved follow/teleport aspect for all tamed mobs that can follow - they should now follow at maximum distance and teleport less  Fixed issue with Trophies setting to high milestone values when walked on, a feature initially intended for testing Entropy conduits now fly up and down to follow Diabolos and despawn if on a different crawling layer to their nearest diabolos Juggernaut boots now provide total fall damage immunity Fixed inherent power naming Diabolos and Trisector should now avoid flying up to crawling pocket dimensions, teleporting downwards if they go that high Fixed spider matriarch being unable to reverse direction mid-jump via webbing to ground, and not playing attack animations Fixed issue where tamed spider lunger could get stuck for a minute, unable to lunge, after being hit Added safeguards against issue where multiple trophies could drop from one mob death All in addition to the MAJOR 5.0 UPDATE released the other day!: Diabolos Decimator mechanics now complete! This new boss is incredibly powerful, combining ground and air-based combat and coming with six different attack modes that cycle in shuffle patterns. Mode 1: Oblivion attacks: Attacks with lasers similar to the oblivion ray weapon, attempting to melt down its opponent - sometimes summons clones during this phase that may also fire lasers at the target. Mode 2: Self heal and homing attacks. Summons “Entropy Conduits” that float midair and heal the Diabolos when nearby, unless destroyed quickly (provides some health to the entity that destroys them and damages the Diabolos if they are destroyed). During this mode it also fires dark homing “graviton” projectiles. Mode 3: Deadly charge attack - falls down onto the ground and charges in an extremely accurate+deadly way towards its target, destroying any barriers with explosions. Mode 4: Golden cosmic power+galaxy mode - the Diabolos summons a galaxy around itself that provides supergravity effects on contact, plus summons an array of deadly projectiles around its target that sweep across, forcing the target to dodge. It also becomes invincible and approaches the target in this mode. Mode 5: Monstrous growth and black hole ability - grows to the size of a mountain (can vary depending on what mob it is fighting), becoming invincible and summoning a black hole that sucks in nearby entities, killing them instantly on contact. You do not want to use pets against this boss, as they may be obliterated by such an attack - escapable by flying away or teleporting before it can pull you in. Below half health, it can also fire graviton projectiles in this mode. Mode 6: Genesis rifle shots - fires repeated clusters of genesis rifle blasts with a bonus periodic ability to change direction towards the target midair, if they haven’t already gone past. You can find the boss rarely on layers 3 and 4 of the crawling, plus you can summon it with a block of heavy chitin, a block of scorched sand, and a scorch charge. By the way, it is strong enough to significantly harm the Tormentor. New regular mob added: The “Spider Sinker”, a fishing spider adding more variety to water areas. This mob pathfinds over long distances to find fish/squid, in order to get to water. Once in water, it alternates between floating on top with its legs stretched out (similar to real fishing spiders) and attacking any nearby fish or players. The waters just became more dangerous. At long last, some of the “inherent powers” are now available, accessible from the “powers” menu and unlocked by consuming items found in dungeon chests! The first power, “Seismic Pulse”, gives you a permanent ability to create a shockwave by crouching and hitting the ground while active (found in matriarch cave chests). The next power, “Celestial Mirror”, can be found rarely in the crawling layer 3-4 dungeon gold block chests. This gives you a permanent ability to summon a golden mirror in the direction you are facing that pushes back any nearby mobs or projectiles in that direction (preventing nearly any mobs from getting past), plus for strong projectiles, it reflects them back at their sender (including blasts from the Tormentor!). In future, powers will be found in “webrooms” dimension layer treasure chests! /arphex power_unlocks command also lets you toggle them Arachnoid Trisectors now despawn if they kill a player that doesn’t have a bane of the darkness, unless summoned via altar Added a new weapon, upgrading from the Hornet Hailstorm - this one is called the “Venom Typhoon”. Similar mechanics, but this weapon fires much stronger miniature wasp nemesis mobs as homing projectiles. Majorly reworked Spider Goliath models, textures, and animations (these were one of the first mobs I ever added, overdue an update). Plus added TWO new variants based on avicularia purpurea and greenbottle blue tarantulas. Purple tarantula gives regeneration to riders when tamed, and greenbottle gives strength to riders. Made spider lungers tameable and rideable when tamed - you can tame them with green-gold scarabs and feed them the same food as Goliaths once tamed (they also naturally regenerate health). Additionally, you can toggle them following you, and when riding, you can use a dash ability by pressing spacebar (5 second cooldown).  Removed the nether and end crawling exit gateways. Overworld only now Added a new config setting that lets you give resistance potion effects to all ArPhEx mobs (any value of resistance you like) as a bonus difficulty aspect. Added new “mining mode” for the Oblivion Ray item - toggleable via crouching+hitting a block. Enables you to mine at long distances Added some backup spider flat despawning systems, for those who report issues with flats multiplying Fixed vitality viewfinder locking onto tormentor display entity when tormentor is active (looking straight down) The Tormentor now follows the last player who attacked it Abyss ascendant no longer requires activation for basic flight, giving an ideal tool to use against Trisector and Diabolos before spacetime armour is unlocked Nerfed black widow bow damage slightly  Spacetime/immortal helmet ability that shows health of mobs now shows bigger text for mobs with more max health, making it easier to read from afar Significant improvements to mod fps performance, particularly in rendering Improved sphere overlay rendering, now they should all match the colour of the shape Added new “tormentor_force_spawn” command that spawns the Tormentor at its current locked position  Fixed issue with visionary spear cube rendering appearing around all nearby players Armour sets with fall damage immunity will now provide it to any mobs you are riding too Improved the flight mechanics of the fly festerer mob. No longer just random directional pushes, now has some continuity and smoothness Arachnoid Trisector should no longer be able to fly up into crawling pocket dimensions  Decreased armour particles Added advancement for killing Diabolos and restructured some advancements to match the new mod progression  Fixed spider recluse web building mechanic being disabled Decreased chance of voidlasher spawning when another already exists in the end dimension Scorpion Striker now drops two venomous appendages “Invisible half slabs” no longer obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 5.0

5.0
27 дек. 2025 г.44,1 тыс.Minecraft: 1.20.1forge
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Что нового
5.0 FULL RELEASE - Happy holidays all, hope you enjoy this full ArPhEx 5.0 release, at long last! Coming very soon to other supported MC versions, once I've had some initial feedback! Diabolos Decimator mechanics now complete! This new boss is incredibly powerful, combining ground and air-based combat and coming with six different attack modes that cycle in shuffle patterns. Mode 1: Oblivion attacks: Attacks with lasers similar to the oblivion ray weapon, attempting to melt down its opponent - sometimes summons clones during this phase that may also fire lasers at the target. Mode 2: Self heal and homing attacks. Summons “Entropy Conduits” that float midair and heal the Diabolos when nearby, unless destroyed quickly (provides some health to the entity that destroys them and damages the Diabolos if they are destroyed). During this mode it also fires dark homing “graviton” projectiles. Mode 3: Deadly charge attack - falls down onto the ground and charges in an extremely accurate+deadly way towards its target, destroying any barriers with explosions. Mode 4: Golden cosmic power+galaxy mode - the Diabolos summons a galaxy around itself that provides supergravity effects on contact, plus summons an array of deadly projectiles around its target that sweep across, forcing the target to dodge. It also becomes invincible and approaches the target in this mode. Mode 5: Monstrous growth and black hole ability - grows to the size of a mountain (can vary depending on what mob it is fighting), becoming invincible and summoning a black hole that sucks in nearby entities, killing them instantly on contact. You do not want to use pets against this boss, as they may be obliterated by such an attack - escapable by flying away or teleporting before it can pull you in. Below half health, it can also fire graviton projectiles in this mode. Mode 6: Genesis rifle shots - fires repeated clusters of genesis rifle blasts with a bonus periodic ability to change direction towards the target midair, if they haven’t already gone past. You can find the boss rarely on layers 3 and 4 of the crawling, plus you can summon it with a block of heavy chitin, a block of scorched sand, and a scorch charge. By the way, it is strong enough to significantly harm the Tormentor. New regular mob added: The “Spider Sinker”, a fishing spider adding more variety to water areas. This mob pathfinds over long distances to find fish/squid, in order to get to water. Once in water, it alternates between floating on top with its legs stretched out (similar to real fishing spiders) and attacking any nearby fish or players. The waters just became more dangerous. At long last, some of the “inherent powers” are now available, accessible from the “powers” menu and unlocked by consuming items found in dungeon chests! The first power, “Seismic Pulse”, gives you a permanent ability to create a shockwave by crouching and hitting the ground while active (found in matriarch cave chests). The next power, “Celestial Mirror”, can be found rarely in the crawling layer 3-4 dungeon gold block chests. This gives you a permanent ability to summon a golden mirror in the direction you are facing that pushes back any nearby mobs or projectiles in that direction (preventing nearly any mobs from getting past), plus for strong projectiles, it reflects them back at their sender (including blasts from the Tormentor!). In future, powers will be found in “webrooms” dimension layer treasure chests! /arphex power_unlocks command also lets you toggle them Arachnoid Trisectors now despawn if they kill a player that doesn’t have a bane of the darkness, unless summoned via altar Added a new weapon, upgrading from the Hornet Hailstorm - this one is called the “Venom Typhoon”. Similar mechanics, but this weapon fires much stronger miniature wasp nemesis mobs as homing projectiles. Majorly reworked Spider Goliath models, textures, and animations (these were one of the first mobs I ever added, overdue an update). Plus added TWO new variants based on avicularia purpurea and greenbottle blue tarantulas. Purple tarantula gives regeneration to riders when tamed, and greenbottle gives strength to riders. Made spider lungers tameable and rideable when tamed - you can tame them with green-gold scarabs and feed them the same food as Goliaths once tamed (they also naturally regenerate health). Additionally, you can toggle them following you, and when riding, you can use a dash ability by pressing spacebar (5 second cooldown).  Removed the nether and end crawling exit gateways. Overworld only now Added a new config setting that lets you give resistance potion effects to all ArPhEx mobs (any value of resistance you like) as a bonus difficulty aspect. Added new “mining mode” for the Oblivion Ray item - toggleable via crouching+hitting a block. Enables you to mine at long distances Added some backup spider flat despawning systems, for those who report issues with flats multiplying Fixed vitality viewfinder locking onto tormentor display entity when tormentor is active (looking straight down) The Tormentor now follows the last player who attacked it Abyss ascendant no longer requires activation for basic flight, giving an ideal tool to use against Trisector and Diabolos before spacetime armour is unlocked Nerfed black widow bow damage slightly  Spacetime/immortal helmet ability that shows health of mobs now shows bigger text for mobs with more max health, making it easier to read from afar Significant improvements to mod fps performance, particularly in rendering Improved sphere overlay rendering, now they should all match the colour of the shape Added new “tormentor_force_spawn” command that spawns the Tormentor at its current locked position  Fixed issue with visionary spear cube rendering appearing around all nearby players Armour sets with fall damage immunity will now provide it to any mobs you are riding too Improved the flight mechanics of the fly festerer mob. No longer just random directional pushes, now has some continuity and smoothness Arachnoid Trisector should no longer be able to fly up into crawling pocket dimensions  Decreased armour particles Added advancement for killing Diabolos and restructured some advancements to match the new mod progression  Fixed spider recluse web building mechanic being disabled Decreased chance of voidlasher spawning when another already exists in the end dimension Scorpion Striker now drops two venomous appendages “Invisible half slabs” no longer obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 33f5

4-pre3.3f-5.0
14 дек. 2025 г.7,2 тыс.Minecraft: 1.20.1forge
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4-PRE3.3f-5.0  Diabolos decimator now has a model and can be spawned with commands, but is very unfinished in mechanics Hotfix for multiplayer crash in the crawling dimension Trisectors should now avoid spawning if another Trisector is loaded nearby within a large radius Nerfed reach of spider funnel + scorpion striker  Buffed Genesis Rifle when dual wielded, slightly shorter cooldown Buffed Visionary Spear time freeze ability - now gives user speed Buffed Abyssal Dagger - dash combo ability minimum cooldown is now 2.5 seconds to retain combo, plus dual wielding now provides speed and resistance Fixed Wasp Nemesis trophy size Fixed issue with the crawling-only config that could prevent it from working
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 33e5

4-pre3.3e-5.0
8 дек. 2025 г.2,9 тыс.Minecraft: 1.20.1forge
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4-PRE3.3e-5.0  Removed the ability for the abyss ascendant to activate just from the Tormentor being nearby - it is no longer the intended weapon against the Tormentor, so this should make that clearer and simplify the mechanics  Removed render distance modifications for the crawling dimension, as some users reported issues outside of the dimension. Now it is just a warning Added new command to debug why bosses are despawning
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 33d5

4-pre3.3d-5.0
4 дек. 2025 г.3,8 тыс.Minecraft: 1.20.1forge
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4-PRE3.3d-5.0 hotfix •  Fixed issue where Wasp Nemesis would be tiny upon spawning
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 33c5

4-pre3.3c-5.0
2 дек. 2025 г.725Minecraft: 1.20.1forge
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4-PRE3.3c-5.0 hotfix Fixed issue where altar summoning could rarely fail due to the explosion destroying fire and invalidating the final entity check Added some fixes to some rendering code causing unnecessary performance impact
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 33b5

4-pre3.3b-5.0
29 нояб. 2025 г.15,5 тыс.Minecraft: 1.20.1forge
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4-PRE3.3b-5.0 hotfix Fixes potential crash issue on servers 4-PRE3.3-5.0 tweaks Added more variation to the new mob trophies, as they now can have bonus particle effects if you get the same mob trophy multiple times (reaching further milestones of 5x, 10x, 15x, and 20x). Added advancement for killing the arachnoid trisector, plus advancements for reaching tormentor levels 50 and 100 Drastically improved force gauntlet and crusher claw code efficiency and reliability Fixed issue where arachnoid trisector could fail to play the charge animation if it had just played the ranged attack animation prior (added forced gap between them) Added additional tormentor chat message type, and these chat messages should now wait 1-3 seconds after your message instead of replies being instantaneous (even before your message) Added fix for some potential render distance issues Fixed some server-sync issues with mob trophies Fixed issue where arachnoid trisector could kill nearby mobs while stationary with no attack target Mining fatigue from dungeon bosses now lasts for around 1 minute 30 at a time, much less than before Chaos gauntlet mechanics improved. Now limits to one maximum selection at a time, showing you exactly which entity is targeted Fixed issue of visionary spear regen not working Fixed some leftover item descriptions saying Trisector is WIP 4-PRE3.2-5.0 Hotfix Fixed issue where singularity scythe could become stuck and unable to deal damage to mobs 4-PRE3.1-5.0 Hotfixes  Fixed Infinite Torment weapon not giving trophies Fixed spider moth altar summoning issue Fixed issue with patron perks on servers that modify display name Clarified/nerfed some Trisector mechanics and fixed WIP description on spawn egg 4-PRE3-5.0 (This major update has been delayed somewhat by the release of my new mod, The Obsessed!) Arachnoid Trisector (spider - trilobite/dicranurus hybrid) boss now COMPLETE! (remember, the Diabolos Decimator boss is still coming). You can find this new Trisector boss spawning rarely on layer 2 and 4 of the crawling dimension, providing an extremely deadly threat there, well beyond anything else outside of the Tormentor. Mechanics of this new insane boss: Five different attack modes - 1. Explosive charge attacks - uses its dicranurus horns to charge you down like a bull, able to change direction once mid-charge. 2. Time forcefield powers - A radiant glowing state where the Trisector becomes an invincible transcendent being of time manipulation, hovering in the air and flying through walls to get to you. The forcefield freezes any nearby entities in time, expanding drastically and suddenly as the mode concludes. 3. Time crystal barrage - in this stage, the Trisector shoots an overwhelming amount of fast homing time crystal projectiles towards its attack target, forcing them to flee at full speed instead of being able to fight back in most cases. 4. Gravity railgun powers - stands still and fires projectiles at high velocity that give you a new “supergravity” effect if you let them hit you. This effect lasts for a full 30 seconds and prevents you from flying upwards effectively, forcing you to fight on the ground and risk being caught by charge attacks. 5. Time clones - the Trisector walks forward, leaving time clones in its wake - flickering entities with health and position information stored for it to use as time backups. Unless you destroy them, it can teleport back to them after 30 seconds of them existing, restoring any health it may have lost in that time. This boss drops the Time Prism on death - currently, killing spider infestors is a much easier approach towards getting Time Prisms, but this will be adjusted in future. Added new system for the Tormentor and Arachnoid Trisector that enables cycling through all attacks in a random shuffled order each time, with each attack stage guaranteed instead of potentially never seeing one due to the previous total randomisation. New highly-requested feature added - Mob kill milestone trophies! You can now get trophies for killing any virtually types of mobs from the mod, and when placed, these golden trophies display a miniature version of the mob inside, like display cases. They use the vanilla mob kill statistics to keep track of how many times you have killed any given mob, and after you reach a certain amount for a given mob, the trophy will drop. The amount varies depending on how much maximum health the mob has, from 10 for the strongest mobs like the Tormentor to 500 kills needed to get a trophy for the weakest mobs. This can be repeated multiple times for more of the same trophy if required. Can be disabled in config, and a command has been added to give yourself specific trophies Summoning altars should no longer explode if the fire is extinguished before completion, and should now detect if you have a bane of the darkness in a singularity satchel.  Summoning structure added for the Arachnoid Trisector: You can place a block of “scorched sand” atop a block of chitin to summon it! Singularity Scythe weapons can now deal a full 9 damage to the Tormentor Arachnoid Trisector can now be /killed as usual Buffed visionary spear freeze power speed and doubled its attack reach Singularity Scythe now provides resistance when held and comes with additional enchantments/damage to the Tormentor Spectral/eternal/immortal boots now require holding space to use the spectral walking ability  Added fixes to the issue where left click ability items could trigger from clicking on GUIs Chitin, Juggernaut, and Immortal armour now truly fully bypass cobweb slowing, without any awkward glitches (new method) Adjusted spear of paralysis texture to match the new vanilla spears more Nerfed scorpion larvae health to 5 Fixed issue where crawling-only spawns config setting would sometimes prevent summoning bosses Exquisite ore is now extremely blast resistant
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 33p5

4-pre3.3-5.0
29 нояб. 2025 г.583Minecraft: 1.20.1forge
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4-PRE3.3-5.0 tweaks Added more variation to the new mob trophies, as they now can have bonus particle effects if you get the same mob trophy multiple times (reaching further milestones of 5x, 10x, 15x, and 20x). Added advancement for killing the arachnoid trisector, plus advancements for reaching tormentor levels 50 and 100 Drastically improved force gauntlet and crusher claw code efficiency and reliability Fixed issue where arachnoid trisector could fail to play the charge animation if it had just played the ranged attack animation prior (added forced gap between them) Added additional tormentor chat message type, and these chat messages should now wait 1-3 seconds after your message instead of replies being instantaneous (even before your message) Added fix for some potential render distance issues Fixed some server-sync issues with mob trophies Fixed issue where arachnoid trisector could kill nearby mobs while stationary with no attack target Mining fatigue from dungeon bosses now lasts for around 1 minute 30 at a time, much less than before Chaos gauntlet mechanics improved. Now limits to one maximum selection at a time, showing you exactly which entity is targeted Fixed issue of visionary spear regen not working Fixed some leftover item descriptions saying Trisector is WIP 4-PRE3.2-5.0 Hotfix Fixed issue where singularity scythe could become stuck and unable to deal damage to mobs 4-PRE3.1-5.0 Hotfixes  Fixed Infinite Torment weapon not giving trophies Fixed spider moth altar summoning issue Fixed issue with patron perks on servers that modify display name Clarified/nerfed some Trisector mechanics and fixed WIP description on spawn egg 4-PRE3-5.0 (This major update has been delayed somewhat by the release of my new mod, The Obsessed!) Arachnoid Trisector (spider - trilobite/dicranurus hybrid) boss now COMPLETE! (remember, the Diabolos Decimator boss is still coming). You can find this new Trisector boss spawning rarely on layer 2 and 4 of the crawling dimension, providing an extremely deadly threat there, well beyond anything else outside of the Tormentor. Mechanics of this new insane boss: Five different attack modes - 1. Explosive charge attacks - uses its dicranurus horns to charge you down like a bull, able to change direction once mid-charge. 2. Time forcefield powers - A radiant glowing state where the Trisector becomes an invincible transcendent being of time manipulation, hovering in the air and flying through walls to get to you. The forcefield freezes any nearby entities in time, expanding drastically and suddenly as the mode concludes. 3. Time crystal barrage - in this stage, the Trisector shoots an overwhelming amount of fast homing time crystal projectiles towards its attack target, forcing them to flee at full speed instead of being able to fight back in most cases. 4. Gravity railgun powers - stands still and fires projectiles at high velocity that give you a new “supergravity” effect if you let them hit you. This effect lasts for a full 30 seconds and prevents you from flying upwards effectively, forcing you to fight on the ground and risk being caught by charge attacks. 5. Time clones - the Trisector walks forward, leaving time clones in its wake - flickering entities with health and position information stored for it to use as time backups. Unless you destroy them, it can teleport back to them after 30 seconds of them existing, restoring any health it may have lost in that time. This boss drops the Time Prism on death - currently, killing spider infestors is a much easier approach towards getting Time Prisms, but this will be adjusted in future. Added new system for the Tormentor and Arachnoid Trisector that enables cycling through all attacks in a random shuffled order each time, with each attack stage guaranteed instead of potentially never seeing one due to the previous total randomisation. New highly-requested feature added - Mob kill milestone trophies! You can now get trophies for killing any virtually types of mobs from the mod, and when placed, these golden trophies display a miniature version of the mob inside, like display cases. They use the vanilla mob kill statistics to keep track of how many times you have killed any given mob, and after you reach a certain amount for a given mob, the trophy will drop. The amount varies depending on how much maximum health the mob has, from 10 for the strongest mobs like the Tormentor to 500 kills needed to get a trophy for the weakest mobs. This can be repeated multiple times for more of the same trophy if required. Can be disabled in config, and a command has been added to give yourself specific trophies Summoning altars should no longer explode if the fire is extinguished before completion, and should now detect if you have a bane of the darkness in a singularity satchel.  Summoning structure added for the Arachnoid Trisector: You can place a block of “scorched sand” atop a block of chitin to summon it! Singularity Scythe weapons can now deal a full 9 damage to the Tormentor Arachnoid Trisector can now be /killed as usual Buffed visionary spear freeze power speed and doubled its attack reach Singularity Scythe now provides resistance when held and comes with additional enchantments/damage to the Tormentor Spectral/eternal/immortal boots now require holding space to use the spectral walking ability  Added fixes to the issue where left click ability items could trigger from clicking on GUIs Chitin, Juggernaut, and Immortal armour now truly fully bypass cobweb slowing, without any awkward glitches (new method) Adjusted spear of paralysis texture to match the new vanilla spears more Nerfed scorpion larvae health to 5 Fixed issue where crawling-only spawns config setting would sometimes prevent summoning bosses Exquisite ore is now extremely blast resistant
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 32p5

4-pre3.2-5.0
24 нояб. 2025 г.2,3 тыс.Minecraft: 1.20.1forge
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4-PRE3.2-5.0 Hotfix Fixed issue where singularity scythe could become stuck and unable to deal damage to mobs 4-PRE3.1-5.0 Hotfixes  Fixed Infinite Torment weapon not giving trophies Fixed spider moth altar summoning issue Fixed issue with patron perks on servers that modify display name Clarified/nerfed some Trisector mechanics and fixed WIP description on spawn egg 4-PRE3-5.0 (This major update has been delayed somewhat by the release of my new mod, The Obsessed!) Arachnoid Trisector (spider - trilobite/dicranurus hybrid) boss now COMPLETE! (remember, the Diabolos Decimator boss is still coming). You can find this new Trisector boss spawning rarely on layer 2 and 4 of the crawling dimension, providing an extremely deadly threat there, well beyond anything else outside of the Tormentor. Mechanics of this new insane boss: Five different attack modes - 1. Explosive charge attacks - uses its dicranurus horns to charge you down like a bull, able to change direction once mid-charge. 2. Time forcefield powers - A radiant glowing state where the Trisector becomes an invincible transcendent being of time manipulation, hovering in the air and flying through walls to get to you. The forcefield freezes any nearby entities in time, expanding drastically and suddenly as the mode concludes. 3. Time crystal barrage - in this stage, the Trisector shoots an overwhelming amount of fast homing time crystal projectiles towards its attack target, forcing them to flee at full speed instead of being able to fight back in most cases. 4. Gravity railgun powers - stands still and fires projectiles at high velocity that give you a new “supergravity” effect if you let them hit you. This effect lasts for a full 30 seconds and prevents you from flying upwards effectively, forcing you to fight on the ground and risk being caught by charge attacks. 5. Time clones - the Trisector walks forward, leaving time clones in its wake - flickering entities with health and position information stored for it to use as time backups. Unless you destroy them, it can teleport back to them after 30 seconds of them existing, restoring any health it may have lost in that time. This boss drops the Time Prism on death - currently, killing spider infestors is a much easier approach towards getting Time Prisms, but this will be adjusted in future. Added new system for the Tormentor and Arachnoid Trisector that enables cycling through all attacks in a random shuffled order each time, with each attack stage guaranteed instead of potentially never seeing one due to the previous total randomisation. New highly-requested feature added - Mob kill milestone trophies! You can now get trophies for killing any virtually types of mobs from the mod, and when placed, these golden trophies display a miniature version of the mob inside, like display cases. They use the vanilla mob kill statistics to keep track of how many times you have killed any given mob, and after you reach a certain amount for a given mob, the trophy will drop. The amount varies depending on how much maximum health the mob has, from 10 for the strongest mobs like the Tormentor to 500 kills needed to get a trophy for the weakest mobs. This can be repeated multiple times for more of the same trophy if required. Can be disabled in config, and a command has been added to give yourself specific trophies Summoning altars should no longer explode if the fire is extinguished before completion, and should now detect if you have a bane of the darkness in a singularity satchel.  Summoning structure added for the Arachnoid Trisector: You can place a block of “scorched sand” atop a block of chitin to summon it! Singularity Scythe weapons can now deal a full 9 damage to the Tormentor Arachnoid Trisector can now be /killed as usual Buffed visionary spear freeze power speed and doubled its attack reach Singularity Scythe now provides resistance when held and comes with additional enchantments/damage to the Tormentor Spectral/eternal/immortal boots now require holding space to use the spectral walking ability  Added fixes to the issue where left click ability items could trigger from clicking on GUIs Chitin, Juggernaut, and Immortal armour now truly fully bypass cobweb slowing, without any awkward glitches (new method) Adjusted spear of paralysis texture to match the new vanilla spears more Nerfed scorpion larvae health to 5 Fixed issue where crawling-only spawns config setting would sometimes prevent summoning bosses Exquisite ore is now extremely blast resistant
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 31p5

4-pre3.1-5.0
23 нояб. 2025 г.353Minecraft: 1.20.1forge
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4-PRE3.1-5.0 Hotfixes  Fixed Infinite Torment weapon not giving trophies Fixed spider moth altar summoning issue Fixed issue with patron perks on servers that modify display name Clarified/nerfed some Trisector mechanics and fixed WIP description on spawn egg 4-PRE3-5.0 (This major update has been delayed somewhat by the release of my new mod, The Obsessed!) Arachnoid Trisector (spider - trilobite/dicranurus hybrid) boss now COMPLETE! (remember, the Diabolos Decimator boss is still coming). You can find this new Trisector boss spawning rarely on layer 2 and 4 of the crawling dimension, providing an extremely deadly threat there, well beyond anything else outside of the Tormentor. Mechanics of this new insane boss: Five different attack modes - 1. Explosive charge attacks - uses its dicranurus horns to charge you down like a bull, able to change direction once mid-charge. 2. Time forcefield powers - A radiant glowing state where the Trisector becomes an invincible transcendent being of time manipulation, hovering in the air and flying through walls to get to you. The forcefield freezes any nearby entities in time, expanding drastically and suddenly as the mode concludes. 3. Time crystal barrage - in this stage, the Trisector shoots an overwhelming amount of fast homing time crystal projectiles towards its attack target, forcing them to flee at full speed instead of being able to fight back in most cases. 4. Gravity railgun powers - stands still and fires projectiles at high velocity that give you a new “supergravity” effect if you let them hit you. This effect lasts for a full 30 seconds and prevents you from flying upwards effectively, forcing you to fight on the ground and risk being caught by charge attacks. 5. Time clones - the Trisector walks forward, leaving time clones in its wake - flickering entities with health and position information stored for it to use as time backups. Unless you destroy them, it can teleport back to them after 30 seconds of them existing, restoring any health it may have lost in that time. This boss drops the Time Prism on death - currently, killing spider infestors is a much easier approach towards getting Time Prisms, but this will be adjusted in future. Added new system for the Tormentor and Arachnoid Trisector that enables cycling through all attacks in a random shuffled order each time, with each attack stage guaranteed instead of potentially never seeing one due to the previous total randomisation. New highly-requested feature added - Mob kill milestone trophies! You can now get trophies for killing any virtually types of mobs from the mod, and when placed, these golden trophies display a miniature version of the mob inside, like display cases. They use the vanilla mob kill statistics to keep track of how many times you have killed any given mob, and after you reach a certain amount for a given mob, the trophy will drop. The amount varies depending on how much maximum health the mob has, from 10 for the strongest mobs like the Tormentor to 500 kills needed to get a trophy for the weakest mobs. This can be repeated multiple times for more of the same trophy if required. Can be disabled in config, and a command has been added to give yourself specific trophies Summoning altars should no longer explode if the fire is extinguished before completion, and should now detect if you have a bane of the darkness in a singularity satchel.  Summoning structure added for the Arachnoid Trisector: You can place a block of “scorched sand” atop a block of chitin to summon it! Singularity Scythe weapons can now deal a full 9 damage to the Tormentor Arachnoid Trisector can now be /killed as usual Buffed visionary spear freeze power speed and doubled its attack reach Singularity Scythe now provides resistance when held and comes with additional enchantments/damage to the Tormentor Spectral/eternal/immortal boots now require holding space to use the spectral walking ability  Added fixes to the issue where left click ability items could trigger from clicking on GUIs Chitin, Juggernaut, and Immortal armour now truly fully bypass cobweb slowing, without any awkward glitches (new method) Adjusted spear of paralysis texture to match the new vanilla spears more Nerfed scorpion larvae health to 5 Fixed issue where crawling-only spawns config setting would sometimes prevent summoning bosses Exquisite ore is now extremely blast resistant
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 3-50

4-pre3-5.0
23 нояб. 2025 г.244Minecraft: 1.20.1forge
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4-PRE3-5.0 (This major update has been delayed somewhat by the release of my new mod, The Obsessed!) Arachnoid Trisector (spider - trilobite/dicranurus hybrid) boss now COMPLETE! (remember, the Diabolos Decimator boss is still coming). You can find this new Trisector boss spawning rarely on layer 2 and 4 of the crawling dimension, providing an extremely deadly threat there, well beyond anything else outside of the Tormentor. Mechanics of this new insane boss: Five different attack modes - 1. Explosive charge attacks - uses its dicranurus horns to charge you down like a bull, able to change direction once mid-charge. 2. Time forcefield powers - A radiant glowing state where the Trisector becomes an invincible transcendent being of time manipulation, hovering in the air and flying through walls to get to you. The forcefield freezes any nearby entities in time, expanding drastically and suddenly as the mode concludes. 3. Time crystal barrage - in this stage, the Trisector shoots an overwhelming amount of fast homing time crystal projectiles towards its attack target, forcing them to flee at full speed instead of being able to fight back in most cases. 4. Gravity railgun powers - stands still and fires projectiles at high velocity that give you a new “supergravity” effect if you let them hit you. This effect lasts for a full 30 seconds and prevents you from flying upwards effectively, forcing you to fight on the ground and risk being caught by charge attacks. 5. Time clones - the Trisector walks forward, leaving time clones in its wake - flickering entities with health and position information stored for it to use as time backups. Unless you destroy them, it can teleport back to them after 30 seconds of them existing, restoring any health it may have lost in that time. This boss drops the Time Prism on death - currently, killing spider infestors is a much easier approach towards getting Time Prisms, but this will be adjusted in future. Added new system for the Tormentor and Arachnoid Trisector that enables cycling through all attacks in a random shuffled order each time, with each attack stage guaranteed instead of potentially never seeing one due to the previous total randomisation. New highly-requested feature added - Mob kill milestone trophies! You can now get trophies for killing any virtually types of mobs from the mod, and when placed, these golden trophies display a miniature version of the mob inside, like display cases. They use the vanilla mob kill statistics to keep track of how many times you have killed any given mob, and after you reach a certain amount for a given mob, the trophy will drop. The amount varies depending on how much maximum health the mob has, from 10 for the strongest mobs like the Tormentor to 500 kills needed to get a trophy for the weakest mobs. This can be repeated multiple times for more of the same trophy if required. Can be disabled in config, and a command has been added to give yourself specific trophies Summoning altars should no longer explode if the fire is extinguished before completion, and should now detect if you have a bane of the darkness in a singularity satchel.  Summoning structure added for the Arachnoid Trisector: You can place a block of “scorched sand” atop a block of chitin to summon it! Singularity Scythe weapons can now deal a full 9 damage to the Tormentor Arachnoid Trisector can now be /killed as usual Buffed visionary spear freeze power speed and doubled its attack reach Singularity Scythe now provides resistance when held and comes with additional enchantments/damage to the Tormentor Spectral/eternal/immortal boots now require holding space to use the spectral walking ability  Added fixes to the issue where left click ability items could trigger from clicking on GUIs Chitin, Juggernaut, and Immortal armour now truly fully bypass cobweb slowing, without any awkward glitches (new method) Adjusted spear of paralysis texture to match the new vanilla spears more Nerfed scorpion larvae health to 5 Fixed issue where crawling-only spawns config setting would sometimes prevent summoning bosses Exquisite ore is now extremely blast resistant
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 2-50

4-Pre2-5.0
15 окт. 2025 г.32,3 тыс.Minecraft: 1.20.1forge
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4-PRE2-5.0 (second incremental chunk of the massive 5.0 update) Added brand new insane post-Tormentor weapon, the “Singularity Scythe” (part of a new family of entropy matrix tools). This endgame weapon comes with an intricate design and some truly powerful extended reach AoE melee attacks (extended further by dual wielding), along with a right click ability that summons a micro black hole in front of you, absorbing any projectiles that may be coming your way and damaging any mobs in its radius. At long last, the WIP Visionary Spear is now complete and obtainable in survival, coming with a special AoE time freeze ability, burst projectile powers, and a ranged attack when dual wielded. Added new config option to disable the boss flash scare popups Increased frequency of moth moontracker and butterfly bewitcher spawns Modified chitin helmet crouch ability to be less intrusive Improved vanilla replacement spawning, adding further safeguards against water spawning Fixed issues where tormentor could still grief terrain, even if tormentor griefing was disabled in config
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 4p5

4-pre-5.0
11 окт. 2025 г.2,1 тыс.Minecraft: 1.20.1forge
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-REUPLOAD WITH MULTIPLAYER FIX. 4-PRE-5.0 The major 5.0 update is in progress - this version includes an incomplete version of one of the bosses (creative mode only), along with various significant improvements to the mod! The Crawling Dimension now forcibly caps render distance at 8, but don’t worry! Your usual render distance is stored outside of the Crawling, so any render distance you use will be preserved upon exiting the dimension. This system is necessary, as the crawling terrain gen is too complex and tall to run effectively on high render distances. The short render distance fog is intentional as a means of limiting long range visibility and creating a specific atmosphere. Added custom spawn eggs for all mobs (categorised based on regular mob / miniboss and designs indicating mob type) Fixed issues with attack animations not playing for some mobs like the Spider Matriarch Immortal Armour buffed - now gives absorption 2 (4 extra hearts) repeatedly!  Bug repellant recipe now crafts 4 instead of 1 Fixed issue with Genesis Rifle firing backwards sometimes Nerfed crawling weather and reduced particles to maximise performance  Any player who attacks the tormentor now has a 1 in 20 chance per attack to become the new primary target Fixed issue where ascended cube wouldn’t work in peaceful mode, and caused significant lag Improved Tormentor animations slightly Boss jumpscare overlays are no longer static and png-like. Now they truly reflect what the real boss entity is doing Added attempted fix for issue some users have reported of seeing crawling layer barriers through walls Massive improvements to the Ascended Cube endgame item. Now renders from far further away persistently, and the repulsion abilities last twice as long at any tormentor level. Fixed vanilla replacements spawning arphex mobs in water. Now they specifically only replace land-based mob spawns Vanilla replacements are now enabled by default, at a value of 1.0 (1 in 10 vanilla mob spawns replaced) Fixed significant advancement-related incompatibility with some other mods that caused crashes
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Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 473

4.7.3
15 сент. 2025 г.25,6 тыс.Minecraft: 1.20.1forge
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4.7.3 The Tormentor is now invincible if fought in the Crawling, tying in with the lore of its omnipotence. It cannot be destroyed in The Crawling Dimension Added fix that should hopefully prevent any issues with the return portals in the crawling leading you to excessively far locations from 0,0,0 coordinates Fixed issue where spider matriarch larvaes could spawn in spider caves without any players being nearby Increased Spider Flat chance to despawn if no player is nearby and it is not tamed Fixed issue where elixir effect is lost upon “dying” with a totem of undying or void protection. It now only will be lost if you fully die.
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Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 472

4.7.2
9 сент. 2025 г.5,6 тыс.Minecraft: 1.20.1forge
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4.7.2 - Big things coming soon! Tormentor altar now places bedrock right at top of the altar after use to make it clearer that it becomes defunct and another altar must be found Added advancements for summoning spider moth, scorpioid, and voidlasher bosses Fixed issue where crawling containers wouldn’t take you back to your previous position in the crawling dimension from the pocket room Fixed issue where spider caves could generate in the nether and end Nerfed Spider Matriarch spawnrates in the crawling (too overly common and lag risk on layer 3) Fixed moth to a flame advancement being unobtainable if you killed the spider moth without any warding, bypassing through the summoning structure Fixed issue where killing the Tier 2 Tormentor via its rotating bonus hitboxes could prevent cores and levels dropping  Added fix for issue where spider matriarch could destroy its drops with its explosion power, by preventing it from creating explosions below 15hp Fixed spacetime ingot advancement granting from umbral ingot smelting • ⁃ Various other bugfixes
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 471b

4.7.1
2 сент. 2025 г.2,3 тыс.Minecraft: 1.20.1forge
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4.7.1b ⁃ Hotfix for new crash issue with Spider Moth Summoner
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Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 471

4.7.1
1 сент. 2025 г.561Minecraft: 1.20.1forge
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4.7.1 Fixed issue where Nyf’s Spiders would cause major lag with the Spider Matriarch and break its pathfinding, and modified other mobs that could also be affected potentially Fixed issue with hornet harbingers being limited to spawning only via the random spawn system Reduced spider funnel spawn rate Added config option to prevent reaching the end dimension from the crawling, since this could break some modpacks where the end is somehow made to be even more endgame than the crawling Tweaked spider cave generation to avoid generating too high in ocean biomes Modified chitin/juggernaut/immortal armours to more effectively walk through cobwebs Implemented system for future Patreon perk of being able to reskin tamed mobs to other specified non-tameable mobs. Buffed Spider Matriarch spawning in the crawling Many other small bugfixes and improvements
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 47b

4.7b
25 авг. 2025 г.86,1 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4, 1.21.1forge, neoforge
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4.7 - A NEW OVERWORLD STRUCTURE, A NEW “SIDE-BOSS”, AND NEW CONFIG SETTINGS TO FORCIBLY MAXIMISE SPAWNING - Brand new “Spider Cave” structure, found occasionally in the overworld underground! These caves are deadly, filled with a wide range of new web-related blocks, some of which may now generate in the crawling webbed wastelands biome. In the cave, you will always find a spider matriarch miniboss (see below) and lots of its larvae, hatching from eggs (and sometimes from the boss itself). You can find some powerful loot there in chests, but it is extremely risky to explore in there. You do not want to wake the matriarch by going anywhere near it, or it spells certain doom unless you have endgame equipment. - Spider Matriarch side-boss, a new monstrous, devastating opponent you can find lurking in the new spider cave structure and the crawling dimension webbed wastelands biome (layers 3-4)! Beware, it can jump at you from very long distances away, so even if you are flying above it you are not safe! Additionally, it will not be hindered by walls, as it can create explosions when it does these jumps as a means of forcing its way through obstacles. Finally, if it kills you within the confines of the spider cave, it checks the ceiling above for a suitable cocoon placement location - if it finds one, your death is cancelled, and you are teleported into a cocoon and must escape! This creature is too powerful to be considered a miniboss, as it has strength on par with the main bosses of the mod - earning it the new category, a “side-boss” (like side quests). Drops an entropy matrix shard on death (temporary until scorpion miniboss is added in a future update - matriarch will get its own special drop at that point). - Added a new spawning option that enables you to forcibly replace a portion of vanilla mob spawns with arphex mob spawns. If the existing systems are not giving you enough spawns, but you are seeing plenty of vanilla mobs, this is the best option I have to ensure you get more mobs. It is closely adjustable from 0 to 10, with an X in 10 chance to replace any given vanilla mob spawn with a random arphex spawn. If you have insanity mode enabled, it can use an insanity mode spawn as part of the replacement. - Added new recipe to craft chitin! 4 necrotic fangs can combine into one chitin! Hopefully this will eliminate chitin poverty! - New potion effect added for the Matriarch: Paralysis. It stacks up like webbed, increasing in level each time you’re hit while you still have the effect. Forcibly limits your movement, including jumping, so you can end up truly stuck with little chance of survival if you let it hit you. - Added subtle roll rotation effects to spacetime/immortal boots flight. When you’re flying sideways, your view will tilt accordingly (you can turn this off in config if you don’t like it). Plus, you no longer move upwards from sprinting, only if you’re holding space. - Buffed dungeon loot - Reduced arphex command permission level slightly and the commands now work in command blocks as a result - Improved time freeze effect particles and nerfed it (wears off twice as fast) - Abyss Ascendant is now animated when active, and fixed issue where having more of them in your inventory would cause more particles and faster levitation effects - Further fixes to centipede stalker model/texture - Fixed extreme crab constrictor rarity - Buffed new tormentor T2 shield attack - Improvements to hornet harbinger animations/model
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Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 47

4.7
24 авг. 2025 г.319Minecraft: 1.20.1forge
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4.7 - A NEW OVERWORLD STRUCTURE, A NEW “SIDE-BOSS”, AND NEW CONFIG SETTINGS TO FORCIBLY MAXIMISE SPAWNING. - Brand new “Spider Cave” structure, found occasionally in the overworld underground! These caves are deadly, filled with a wide range of new web-related blocks, some of which may now generate in the crawling webbed wastelands biome. In the cave, you will always find a spider matriarch miniboss (see below) and lots of its larvae, hatching from eggs (and sometimes from the boss itself). You can find some powerful loot there in chests, but it is extremely risky to explore in there. You do not want to wake the matriarch by going anywhere near it, or it spells certain doom unless you have endgame equipment. - Spider Matriarch side-boss, a new monstrous, devastating opponent you can find lurking in the new spider cave structure and the crawling dimension webbed wastelands biome (layers 3-4)! Beware, it can jump at you from very long distances away, so even if you are flying above it you are not safe! Additionally, it will not be hindered by walls, as it can create explosions when it does these jumps as a means of forcing its way through obstacles. Finally, if it kills you within the confines of the spider cave, it checks the ceiling above for a suitable cocoon placement location - if it finds one, your death is cancelled, and you are teleported into a cocoon and must escape! This creature is too powerful to be considered a miniboss, as it has strength on par with the main bosses of the mod - earning it the new category, a “side-boss” (like side quests). Drops an entropy matrix shard on death (temporary until scorpion miniboss is added in a future update - matriarch will get its own special drop at that point). - Added a new spawning option that enables you to forcibly replace a portion of vanilla mob spawns with arphex mob spawns. If the existing systems are not giving you enough spawns, but you are seeing plenty of vanilla mobs, this is the best option I have to ensure you get more mobs. It is closely adjustable from 0 to 10, with an X in 10 chance to replace any given vanilla mob spawn with a random arphex spawn. If you have insanity mode enabled, it can use an insanity mode spawn as part of the replacement. - Added new recipe to craft chitin! 4 necrotic fangs can combine into one chitin! Hopefully this will eliminate chitin poverty! - New potion effect added for the Matriarch: Paralysis. It stacks up like webbed, increasing in level each time you’re hit while you still have the effect. Forcibly limits your movement, including jumping, so you can end up truly stuck with little chance of survival if you let it hit you. - Added subtle roll rotation effects to spacetime/immortal boots flight. When you’re flying sideways, your view will tilt accordingly (you can turn this off in config if you don’t like it). Plus, you no longer move upwards from sprinting, only if you’re holding space. - Buffed dungeon loot - Reduced arphex command permission level slightly and the commands now work in command blocks as a result - Improved time freeze effect particles and nerfed it (wears off twice as fast) - Abyss Ascendant is now animated when active, and fixed issue where having more of them in your inventory would cause more particles and faster levitation effects - Further fixes to centipede stalker model/texture - Fixed extreme crab constrictor rarity - Buffed new tormentor T2 shield attack - Improvements to hornet harbinger animations/model
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 463

4.6.3
13 авг. 2025 г.3,8 тыс.Minecraft: 1.20.1forge
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4.6.3 TIER 2 TORMENTOR implemented (five tiers are planned in total), featuring a modified design with additional limbs and scale! Now with new attacks, double drops and tormentor levels on death, and around double the difficulty! Summoned by throwing a Fire Opal into the altar instead of the abyssal crystal used for summoning the regular tier 1 version. Plus, added a convenient command for setting tormentor tier (set_tormentor_tier)! The new tier comes with major changes to existing attacks (some improvements also leaking into the regular tier 1 version), plus two brand new attacks - Tormentor Shields (fires shield-entities at you that deflect any attacks sent their way and deal damage/knockback if they hit you), and Time Distortion Waves (spheres appear at your location, slowing you down to a halt the longer you stay in them). The existing attacks are modified in a way that should scale to higher tier versions, with automatically scaled damage based on tier. Regular attack modifications include: Triple tormentor blasts (will be quintuple and beyond for tiers 3+), boosted torment rifle attacks, and greatly boosted speed and consistency of these attacks. The solar attack will be a white hot neutron star if you’re on tier 2, dealing far more damage on contact (the solar attacks have been improved significantly). And various other mechanics are modified and improved around this new system. One more thing - it can sometimes split its hitbox into two orbiting spheres at tier 2, adding a bonus challenge in hitting them accurately. Further massive improvements to Tormentor rendering - new portal rendering from 4.6.2 is now gigantic and improved visually. Removed the sky modifications as they were causing issues when the tormentor wasn’t present, but this new implementation works just as well to achieve similar effects.  Greatly improved the interior of the Crawling Castle structure. It now has rooms in every turret, and all of the other rooms are now connected in some form. Many more chests are now included, but none have the powerful loot of crawling dungeons. Renamed Tesseract Transporter to Tesseract Teleporter, and added ability for it to teleport between dimensions. It no longer checks if another teleporter/transporter is at the destination when teleporting there, but if one is not at the target location, you will take heavy armour-piercing damage upon reaching the destination. Crawling Castle now automatically adapts to the terrain, dynamically filling in a foundation of depilate beneath itself when generating on the surface. Improved Tormentor model, animations, and texture Spectral, Eternal, and Immortal armour now truly turn invisible when you have an invisibility effect! Another new Spectral Armour texture/model update reflects this. Forcibly disabled hitbox-based render culling for giant mobs, like the Termite Tunneler queen, Crab Constrictor+larvae, Draconic Voidlasher, Spider Reaper, Spider Infestor, Tormentor Larvaes, and Tormented boss summon mobs. Fixed lack of fire resistance with Immortal Armour Removed mangled spider flesh ability to destroy spider moth teleporter minions (unnecessary mechanic) Added two new config options: arphex_item_griefing and arphex_block_griefing. Arphex item griefing config gives you the option to disable explosions from ArPhEx item projectiles like those of the Tormented Wrath, Genesis Rifle, Chrono Cannon, and Abyssal Annihilator. The block griefing config lets you disable the mass block placing abilities of the Temporospatial Transmitter item. Improved Centipede Stalker model/textures and mechanics, fixing a bug  Made the Tormentor’s tormenting of the primary target far more aggressive when no respite is present. Tormenting also now works differently - you get three seconds of standing outside before it starts, so you won’t be affected just by standing outside for a split second. Added new black vignette that clearly indicate torment activation and intensity  Improved Crawling generation significantly, and added back the scorch fire (but not on layer barriers) Buffed hemolymph nutrition value (it was originally intended to be above cooked beef, and now is) Fixed time syrup and entropy serum recipes - now they are craftable, instead of the recipes giving void sherbet Lush vines no longer generate on the top of crawling layer 4, intentionally removed for contrast and darkness Added limitation that players cannot place or break crawling barrier blocks in crawling container rooms, or use the Temporospatial Transmitter item there. Fixed abyssal/opal shard drop information after having inverted them Improved Tormentor’s solar sphere attack, fixing lag issue and amplifying explosion power. Turns into neutron star for tier 2 (tiers 3+ will be even more powerful celestial objects) Fixed many remaining issues with tormentor rendering and attacks Fixed issue with bug repellant entire stack being consumed on use
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Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 461

4.6.1
29 июл. 2025 г.22,9 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4, 1.21.1forge, neoforge
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4.6.1 Warp Wayfinder text issue fixed Tormentor crash issue fixed in 1.19.2 Fixed stickbug not dropping stick Various other bugfixes In addition to the major 4.6 update released a few days ago: 4.6 - MASSIVE UPDATE. Majorly enhances the mod in many aspects! All in advance of the upcoming 5.0 update. This version will come to all supported MC versions for the first time in a while, very soon - Thanks for FIVE MILLION downloads on Curseforge! NYF’S SPIDERS COMPATIBILITY for 1.20.1 onwards. At long last, various ArPhEx mobs are now compatible with Nyf’s Spiders, enabling them to walk fluidly on walls and ceilings, and pathfind around far more complex geometry. Supported mobs: Spider Recluses, Spider Brood, Spider Funnel, Spider Larvae (+ tiny variants), Centipede Evictor Larvae, and Beetle Bulwark (plus a new spider hallucination type). Nyf’s doesn’t support larger mobs New crazy mob added - the “Spider Lunger” - a giant huntsman spider that spawns in overworld caves, with nightmarish mechanics and design. When you approach the spider, it will stand still and stare at you until you get close or it randomly triggers, then will rush towards you aggressively and attack. Additionally, if you turn your back on it, it will slowly creep up towards you, creating a mechanic similar to weeping angels. Drops “spider supplement” on death, one of the many new foods added in this update. Drastically improved tormentor rendering. It should now be fully consistent, work with optifine, and render all animations even at long distances. It is also simplified, potentially reducing performance impact Fully completed and implemented new “Immortal Armour” set - the new ultimate set, beyond even the power of Eternal armour! It will be used for fighting higher “tier” versions of the tormentor in future (current version is tier 1, they will extend up to tier 5 for an absurdly difficult challenge). This new armour set combines Eternal, Spacetime, and Juggernaut sets with no shortage of Cores of Suffering in order to produce the most extreme set available, combining virtually all their abilities and adding new ones on top. The helmet gives you total immunity to “tormenting”. The chestplate gives you resistance 2. The leggings give you a much greater crouch-triggered speed boost than eternal, and the boots give you an ability called “Immortal Impact” where you can crouch while midair to drop at an accelerating velocity, creating a deadly AoE explosion upon landing that doesn’t damage blocks. The set bonus is called “Immortal Image”, usable once every ten minutes and lasting for a minute when activated through a new mechanism. While active, a gian/t clone of yourself appears behind you and mimics all your actions, and all your attack damage output will be boosted by up to double!  Added a new item called the “Warp Wayfinder”, providing a powerful way to place three waypoints in the world and teleport to them (with 10 minutes cooldown between teleports) Increased EMC costs of arphex materials  Tons of new food items added - Firstly, Hemolymph - a fundamental ingredient, coming with a chance to drop from literally any arthropod from the mod upon death (so long as that mob has 300 max health or less). The higher the mob’s max health, the more chance this item has to drop (max HP in 300 chance). “Raw Hemolymph” restores some hunger and gives a brief poison effect, but you can cook it - “Cooked Hemolymph” gives a minute of absorption, like golden apples. Additionally, the cooked variant can be crafted into other powerful new foods. Firstly, “Hemoplasm” - an upgraded Hemolymph variant offering more sustenance and an added bonus of regeneration 2 if you’re below half health (but it will be poison 2 otherwise! Next, the “Spider Supplement” - a food item providing you with three buffs: Speed (60s), Enhanced Senses (new potion effect mimicking the crouch ability of juggernaut armour, given for 30s), and 3 seconds of Necrosis 1 - worth the small tradeoff, this food also restores a lot of saturation. Another new food is the “Crawling Cake”, a durability-based food you can keep eating repeatedly and getting multiple strong buffs from. Next, the “Abyssal Stew”, “Scorched Soup”, “Void Sherbet”, “Time Syrup”, and “Entropy Serum” - Boss-related foods providing multiple extremely powerful buffs, crafting with mineral shards. And finally, the “Elixir of Splintered Sanity”, a truly endgame food crafting from tormentor drops and providing permanent sustenance upon consumption, at the cost of your sanity (hallucination entities become able to deal armour-piercing damage to you, but hitting them destroys them and gives you random strong potion buffs). Also gives 2 minutes of protection 4 when consumed. Added tiny stickbug mobs, with a 1 in 100 chance to spawn whenever you break any vanilla leaf block. They do nothing other than stand in place, doing the characteristic stickbug dance, and drop sticks if killed. Redesigned the crawling dimension layer barriers - they don’t use crawling barrier blocks any more - instead, they use invisible barrier blocks, combined with rendered flat transparent colour-shifting planes that may significantly reduce lag. Additionally, far less damage is dealt when standing on them, and they flash red when you stand on them. Boosted spawn weight of all random system spawn weight by 50%, to help ensure people can find the mobs in non-vanilla biomes. Many people say they struggle to find the mobs. Nerfed the amount of hornets that spawn along with giant variants Massively boosted ore generation in the crawling, especially netherite (as usual, tormented tunnels are the best biome for ores) Crawling compost now mines faster if a shovel is used Crawling castle now uses unique blocks to indicate where to put scorch charges and where to right click the abyssal crystal - “scorch pillar” and “crawling altar” blocks If you escape to the nether from a crawling exit, it will should break any netherrack blocks at your position to prevent suffocation. Added config option to control the percentage of distance the tormentor teleports to you when following you across the world. Previously, it was 50% of the way to your location each time. Now the default is 25%, and is configurable to set any required value. Modified crawling dungeons to reduce lag and adapt them to the new barrier system. Additionally, added extra randomised loot to one of the cryptic complex buildings Scarabs can no longer be placed down on the ground to re-spawn the mob. Only sealed. There was too much confusion over this mechanic, people thinking they tamed the scarab. Ant arsonists can now drop up to 2 glands, especially if you use looting enchants Added config option for the crawling castle to generate on the surface (enabled by default). It won’t generate on the surface if it is within 330 blocks of world spawn, or if it detects water at the world surface (no “crawling castle islands”). Added config option to disable Tormentor griefing Improved tormentor solar sphere attack, now creates a large fiery explosion upon landing Improved my modding workflow substantially, automating many processes that were previously slowing down updates Modified abyss ascendant - now it gains a sharpness 5 enchantment upon being obtained (reduced base damage by 2 to compensate, but it is still a buff of 1 extra damage point) Swapped drops of centipede evictor and spider prowler, as evictors tend to be harder to deal with. Abyssal crystal shards drop from prowlers now, and fire opal shards drop from evictors Added potential fix for entity right click issues where they would randomly stop working until world reload, and they now work even if an item with right click function is held in off-hand Modified abyssal pickaxe and abyss atomiser to both get efficiency 5 (now both mine faster) Added warning upon activating the crawling portal that you should ideally have prot 4 netherite or above to enter - gives players an idea of how brutal and endgame it will be Bane of the darkness (one of the oldest items in the mod) is now a sword weapon instead of just a material item, dealing 9 damage per hit, plus even more if used against the Spider Moth - a powerful option against it in the early-game. Recipe now uses a diamond sword instead of a diamond Boosted Tormentor’s attack range Nerfed spider funnel’s attack range You can now upgrade tier 1 chitin armour pieces to tier 2 by smithing two of the same type together (optionally). E.g. tier 1 boots + tier 1 boots = tier 2 boots, making dungeon loot more valuable Added config setting to prevent tormentor attacks from causing explosive damage to terrain Fixed broken tormentor chat reply system  Nerfed termite mound spawns Improved tormentor death sequence and core of suffering animation upon death (renders the red sphere on the item) Crawling barrier blocks no longer deal damage from standing on them, and now are semi-transparent on all sides + breakable/obtainable without atomiser Fixed UV issues with giant web texture Fixed genesis rifle advancement icon Added system for my own usage that will vastly speed up version changes, so more frequent releases will be possible for 1.19.2, 1.19.4, 1.20.4, and 1.21.1 (not just 1.20.1) Improved tormentor’s solar attack - now explodes on contact with ground, and despawns itself more reliably without glitches Improved spectral armour design for more transparency when invisible Made hallucination entities more mysterious by forcibly removing their display names Bosses now have custom spawn egg textures (not currently planned for minibosses or other mobs) - Bosses will only mark as player-spawned if they’re spawned via these eggs now. Tesseract Transporters now give a warning if you try to connect them between dimensions Warp Staff item now uses a Warp Wayfinder in its recipe instead of a force gauntlet Tormentor altar will no longer be registered defunct by pouring a liquid into it Slowed down the system for giving totem-like effects and mining fatigue (less laggy) Buffed abyssal axe attack speed Improved tormentor’s slow rotation towards player Hornets should no longer spawn underground via the biome-specific spawn system Reduced knockback resistance of spider funnel mobs Improved Spider Jump sitting model Countless more bugfixes and stability/performance improvements
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 4.6

4.6
24 июл. 2025 г.7,2 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4, 1.21.1forge, neoforge
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4.6 - MASSIVE UPDATE. Majorly enhances the mod in many aspects! All in advance of the upcoming 5.0 update. This version will come to all supported MC versions for the first time in a while, very soon - Thanks for FIVE MILLION downloads on Curseforge! NYF’S SPIDERS COMPATIBILITY for MC versions 1.20.1 onwards. At long last, various ArPhEx mobs are now compatible with Nyf’s Spiders, enabling them to walk fluidly on walls and ceilings, and pathfind around far more complex geometry. Supported mobs: Spider Recluses, Spider Brood, Spider Funnel, Spider Larvae (+ tiny variants), Centipede Evictor Larvae, and Beetle Bulwark (plus a new spider hallucination type). Nyf’s doesn’t support larger mo  New crazy mob added - the “Spider Lunger” - a giant huntsman spider that spawns in overworld caves, with nightmarish mechanics and design. When you approach the spider, it will stand still and stare at you until you get close or it randomly triggers, then will rush towards you aggressively and attack. Additionally, if you turn your back on it, it will slowly creep up towards you, creating a mechanic similar to weeping angels. Drops “spider supplement” on death, one of the many new foods added in this update. Drastically improved tormentor rendering. It should now be fully consistent, work with optifine, and render all animations even at long distances. It is also simplified, potentially reducing performance impact Fully completed and implemented new “Immortal Armour” set - the new ultimate set, beyond even the power of Eternal armour! It will be used for fighting higher “tier” versions of the tormentor in future (current version is tier 1, they will extend up to tier 5 for an absurdly difficult challenge). This new armour set combines Eternal, Spacetime, and Juggernaut sets with no shortage of Cores of Suffering in order to produce the most extreme set available, combining virtually all their abilities and adding new ones on top. The helmet gives you total immunity to “tormenting”. The chestplate gives you resistance 2. The leggings give you a much greater crouch-triggered speed boost than eternal, and the boots give you an ability called “Immortal Impact” where you can crouch while midair to drop at an accelerating velocity, creating a deadly AoE explosion upon landing that doesn’t damage blocks. The set bonus is called “Immortal Image”, usable once every ten minutes and lasting for a minute when activated through a new mechanism. While active, a giant clone of yourself appears behind you and mimics all your actions, and all your attack damage output will be boosted by up to double!  Added a new item called the “Warp Wayfinder”, providing a powerful way to place three waypoints in the world and teleport to them (with 10 minutes cooldown between teleports) Increased EMC costs of arphex materials  Tons of new food items added - Firstly, Hemolymph - a fundamental ingredient, coming with a chance to drop from literally any arthropod from the mod upon death (so long as that mob has 300 max health or less). The higher the mob’s max health, the more chance this item has to drop (max HP in 300 chance). “Raw Hemolymph” restores some hunger and gives a brief poison effect, but you can cook it - “Cooked Hemolymph” gives a minute of absorption, like golden apples. Additionally, the cooked variant can be crafted into other powerful new foods. Firstly, “Hemoplasm” - an upgraded Hemolymph variant offering more sustenance and an added bonus of regeneration 2 if you’re below half health (but it will be poison 2 otherwise! Next, the “Spider Supplement” - a food item providing you with three buffs: Speed (60s), Enhanced Senses (new potion effect mimicking the crouch ability of juggernaut armour, given for 30s), and 3 seconds of Necrosis 1 - worth the small tradeoff, this food also restores a lot of saturation. Another new food is the “Crawling Cake”, a durability-based food you can keep eating repeatedly and getting multiple strong buffs from. Next, the “Abyssal Stew”, “Scorched Soup”, “Void Sherbet”, “Time Syrup”, and “Entropy Serum” - Boss-related foods providing multiple extremely powerful buffs, crafting with mineral shards. And finally, the “Elixir of Splintered Sanity”, a truly endgame food crafting from tormentor drops and providing permanent sustenance upon consumption, at the cost of your sanity (hallucination entities become able to deal armour-piercing damage to you, but hitting them destroys them and gives you random strong potion buffs). Also gives 2 minutes of protection 4 when consumed. Added tiny stickbug mobs, with a 1 in 100 chance to spawn whenever you break any vanilla leaf block. They do nothing other than stand in place, doing the characteristic stickbug dance, and drop sticks if killed. Redesigned the crawling dimension layer barriers - they don’t use crawling barrier blocks any more - instead, they use invisible barrier blocks, combined with rendered flat transparent colour-shifting planes that may significantly reduce lag. Additionally, far less damage is dealt when standing on them, and they flash red when you stand on them. Boosted spawn weight of all random system spawn weight by 50%, to help ensure people can find the mobs in non-vanilla biomes. Many people say they struggle to find the mobs. Nerfed the amount of hornets that spawn along with giant variants Massively boosted ore generation in the crawling, especially netherite (as usual, tormented tunnels are the best biome for ores) Crawling compost now mines faster if a shovel is used Crawling castle now uses unique blocks to indicate where to put scorch charges and where to right click the abyssal crystal - “scorch pillar” and “crawling altar” blocks If you escape to the nether from a crawling exit, it will should break any netherrack blocks at your position to prevent suffocation. Added config option to control the percentage of distance the tormentor teleports to you when following you across the world. Previously, it was 50% of the way to your location each time. Now the default is 25%, and is configurable to set any required value. Modified crawling dungeons to reduce lag and adapt them to the new barrier system. Additionally, added extra randomised loot to one of the cryptic complex buildings Scarabs can no longer be placed down on the ground to re-spawn the mob. Only sealed. There was too much confusion over this mechanic, people thinking they tamed the scarab. Ant arsonists can now drop up to 2 glands, especially if you use looting enchants Added config option for the crawling castle to generate on the surface (enabled by default). It won’t generate on the surface if it is within 330 blocks of world spawn, or if it detects water at the world surface (no “crawling castle islands”). Added config option to disable Tormentor griefing Improved tormentor solar sphere attack, now creates a large fiery explosion upon landing Improved my modding workflow substantially, automating many processes that were previously slowing down updates Modified abyss ascendant - now it gains a sharpness 5 enchantment upon being obtained (reduced base damage by 2 to compensate, but it is still a buff of 1 extra damage point) Swapped drops of centipede evictor and spider prowler, as evictors tend to be harder to deal with. Abyssal crystal shards drop from prowlers now, and fire opal shards drop from evictors Added potential fix for entity right click issues where they would randomly stop working until world reload, and they now work even if an item with right click function is held in off-hand Modified abyssal pickaxe and abyss atomiser to both get efficiency 5 (now both mine faster) Added warning upon activating the crawling portal that you should ideally have prot 4 netherite or above to enter - gives players an idea of how brutal and endgame it will be Bane of the darkness (one of the oldest items in the mod) is now a sword weapon instead of just a material item, dealing 9 damage per hit, plus even more if used against the Spider Moth - a powerful option against it in the early-game. Recipe now uses a diamond sword instead of a diamond Boosted Tormentor’s attack range Nerfed spider funnel’s attack range You can now upgrade tier 1 chitin armour pieces to tier 2 by smithing two of the same type together (optionally). E.g. tier 1 boots + tier 1 boots = tier 2 boots, making dungeon loot more valuable Added config setting to prevent tormentor attacks from causing explosive damage to terrain Fixed broken tormentor chat reply system  Nerfed termite mound spawns Improved tormentor death sequence and core of suffering animation upon death (renders the red sphere on the item) Crawling barrier blocks no longer deal damage from standing on them, and now are semi-transparent on all sides + breakable/obtainable without atomiser Fixed UV issues with giant web texture Fixed genesis rifle advancement icon Added system for my own usage that will vastly speed up version changes, so more frequent releases will be possible for 1.19.2, 1.19.4, 1.20.4, and 1.21.1 (not just 1.20.1) Improved tormentor’s solar attack - now explodes on contact with ground, and despawns itself more reliably without glitches Improved spectral armour design for more transparency when invisible Made hallucination entities more mysterious by forcibly removing their display names Bosses now have custom spawn egg textures (not currently planned for minibosses or other mobs) - Bosses will only mark as player-spawned if they’re spawned via these eggs now. Tesseract Transporters now give a warning if you try to connect them between dimensions Warp Staff item now uses a Warp Wayfinder in its recipe instead of a force gauntlet Tormentor altar will no longer be registered defunct by pouring a liquid into it Slowed down the system for giving totem-like effects and mining fatigue (less laggy) Buffed abyssal axe attack speed Improved tormentor’s slow rotation towards player Hornets should no longer spawn underground via the biome-specific spawn system Reduced knockback resistance of spider funnel mobs Improved Spider Jump sitting model Countless more bugfixes and stability/performance improvements
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 455

4.5.5
27 июн. 2025 г.33,3 тыс.Minecraft: 1.20.1forge
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4.5.5 Added new powerful weapon, the Chrono Cannon - Upgrades from the Vengeful Voidseeker, with time prisms. You can lock onto enemies with it (slows them down more the longer you lock onto them continuously, distorting time to make them easier to land shots on). Shots can deal extremely heavy damage - 80, or even 100 damage if dual wielding (deals 10 damage to the Tormentor). Added another new weapon only obtainable in creative mode, the “Infinite Torment” blade. Unlimited damage output, extreme attack range, AoE percentage-based damage ability, and invincibility while held. Additionally, hitting enemies while crouching despawns them instead of killing them Added craftable, absurdly endgame “Immortal Armour”, but it is just a duplicate of Eternal Armour currently (WIP item coming in future) Beds now work in the crawling dimension! You can set your spawn point there to make it much easier to conquer, or even live there if you choose! Made all armour sets enchantable in enchantment tables (not just via anvils) Added a notice on world join that informs creative players when the tormentor is active Improved Genesis rifle projectile mechanics to ensure more they more reliably pierce mobs, and slightly nerfed its damage against the tormentor. Fixed issue where it could wither the user, and made its projectile damage blockable with shields and abyss ascendants Switched discord link away from the custom one (unreliable since discord takes it away if the server boosts drop below 14 for a given month) Added config option to disable non-boss hallucinations (disabling bosses disables the boss ones) Changed config option for custom tormentor chat messages to a list where you can add as many entries as you wish. Tormentor moon hallucinations will now work on 1.20.1 Eternal armour and Spectral armour legging night vision abilities now only work while crouching, instead of activating like a boost Fixed major issue with Moth Moontracker spawning (invisible when spawning away from player) Fixed issue where abyss ascendant flight would work in off-hand even if inactive Nerfed tormented scorpioid attack damage Fixed Tormented Wrath damage scaling and made it easier to hit the Tormentor with Added subtle death particles for all weak arphex mobs (with less than 150hp) Moth teleporter ghost minions now send hotbar messages to nearby players informing them that the spider moth is attempting to teleport to them, and they need to run. Gives a chance to early-game players unaware of this mechanic. Only does so if the player has less armour than full netherite Night vision abilities for Abyssal Pickaxe and Abyss Atomiser now work if the bane of the darkness is in a singularity satchel Juggernaut armour items are now fire-resistant  Rush Scare is now called “Spider Moth Rush Hallucination” Nerfed spider snatcher spawns on crawling layer 1 webbed wastelands Fixed small wasp nemesis mobs having full health Fixed an issue where hornet projectiles from the hailstorm weapon would push you as you fired them Fixed some untamed tameable mobs being able to despawn despite being nametagged
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 454b

4.5.4b
17 июн. 2025 г.4,5 тыс.Minecraft: 1.20.1forge
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4.5.4b - Modified mechanics for Moth Moontracker and Butterfly Bewitcher spawning to increase chances of encountering them - Fixed issue where voidlasher’s projectiles could deal void-type damage that would bypass totems of undying - Giant webs can only spawn one spider snatcher maximum now In addition to the larger 4.5.4 update that just released: * Added two brand new crazy weapons. Firstly, the “Genesis Rifle”, a weapon beyond the power of abyss ascendants, capable of dealing 60 base damage, increasing to percentage-based damage for strong enemies like the Tormentor (deals a full 7 damage to the tormentor). Upgrades from the existing Judgement Blaster and Oblivion Ray, making for an ultimate ranged weapon. Resistance 2 while aiming * Second new weapon is called the “Hornet Hailstorm”, a crazy new weapon inspired by Terraria, coming with the ability to lock onto up to five targets at once, then fire a swarm of eight hornets to attack them. I’m planning a hornet nest structure at some point soon, and this will be the final reward of that structure. For now, there’s a temporary recipe. * Added infinite elytra flight propulsion to eternal armour to prevent it from being overshadowed by the new spacetime set - simply hold spacebar while using elytra flight to boost forward at any time. Also buffed the helmet and chestplate defense points slightly, so each piece has more defense than any other set * Fixed issue that could potentially cause the Monstrous dungeon Spider Moth version to despawn after a while (this one should never despawn), and another issue that could cause it to potentially “ward” even if you summoned it from a structure or it was a dungeon version * Nerfed speed and step height of the centipede evictor * Give step height of a full block to the centipede stalker to make it more threatening and decrease the amount that it awkwardly uses the climb animation * Fixed Tormented Wrath damage to range from 60 to 1000 * Spacetime leggings won’t attempt to recover health after death now * Spider moth summon now looks in the right direction more when flying * Nerfed Spider Funnel spawnrates * Updated advancements to match recent additions and added new ones * Improved spider obstructer trapdoor constructions, they can now replace more blocks * Boss hallucination popups should no longer show for creative or spectator mode players * Oblivion Ray resistance now only comes when using the item * Modified crawling-exclusive mode to allow the tormentor to spawn properly in the overworld once it’s already activated
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 454

4.5.4
15 июн. 2025 г.793Minecraft: 1.20.1forge
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4.5.4 * Added two brand new crazy weapons. Firstly, the “Genesis Rifle”, a weapon beyond the power of abyss ascendants, capable of dealing 60 base damage, increasing to percentage-based damage for strong enemies like the Tormentor (deals a full 7 damage to the tormentor). Upgrades from the existing Judgement Blaster and Oblivion Ray, making for an ultimate ranged weapon. Resistance 2 while aiming * Second new weapon is called the “Hornet Hailstorm”, a crazy new weapon inspired by Terraria, coming with the ability to lock onto up to five targets at once, then fire a swarm of eight hornets to attack them. I’m planning a hornet nest structure at some point soon, and this will be the final reward of that structure. For now, there’s a temporary recipe. * Added infinite elytra flight propulsion to eternal armour to prevent it from being overshadowed by the new spacetime set - simply hold spacebar while using elytra flight to boost forward at any time. Also buffed the helmet and chestplate defense points slightly, so each piece has more defense than any other set * Fixed issue that could potentially cause the Monstrous dungeon Spider Moth version to despawn after a while (this one should never despawn), and another issue that could cause it to potentially “ward” even if you summoned it from a structure or it was a dungeon version * Nerfed speed and step height of the centipede evictor * Give step height of a full block to the centipede stalker to make it more threatening and decrease the amount that it awkwardly uses the climb animation * Fixed Tormented Wrath damage to range from 60 to 1000 * Spacetime leggings won’t attempt to recover health after death now * Spider moth summon now looks in the right direction more when flying * Nerfed Spider Funnel spawnrates * Updated advancements to match recent additions and added new ones * Improved spider obstructer trapdoor constructions, they can now replace more blocks * Boss hallucination popups should no longer show for creative or spectator mode players * Oblivion Ray resistance now only comes when using the item * Modified crawling-exclusive mode to allow the tormentor to spawn properly in the overworld once it’s already activated
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 453c

4.5.3c
9 июн. 2025 г.4,8 тыс.Minecraft: 1.20.1forge
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4.5.3c Millipedes now spawn in the nether (basalt deltas) - chitin will be easier to obtain as a result Modified Spider Funnel block mechanics so that the spider comes out of the ground more Tamed spider jump and spider flat mobs should no longer stay at a distance, now coming closer so they don’t need to teleport as much to follow Fixed issue where spacetime boots would cause a pulldown effect when flying in spectator mode
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 453b

4.5.3b
7 июн. 2025 г.12,6 тыс.Minecraft: 1.20.1forge
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4.5.3b hotfix version fixes umbral armour model 4.5.3 Spacetime armour mechanics now complete. Including Cosmic awareness powers for the set bonus (see locations of all entities), health viewing powers for the helmet, extremely useful flight powers for the boots, forcefield (double crouch to activate) + passive regen abilities for the chestplate, and a passive ability for the leggings to reverse time on your health loss when you reach 2 hearts or less (up to 5 seconds back in time to whatever the highest your health has been, 30s cooldown). Extremely strong set, especially against the tormentor. Comparable even to eternal armour, but very expensive. Upgrades from Vitality Armour Drastically boosted the armour-piercing damage capabilities of the Oblivion Ray and Vortex Devastator. Both are now far more useful against the Tormentor Fixed issue where mobs weren’t using the total darkness requirement of modern MC versions for random system and insanity mode spawns Added a warning for players with iris/geckolib combat installed (breaks arphex animations) Spacetime shards now more expensive, requiring four netherite ingots each Vitality viewfinder is now vastly more accurate in its appraisal of damage output. It now actually measures the change in the attacked target’s health 2 ticks later, instead of just providing the attempted attack damage. If it can’t check, it just lets you know that it failed to check instead of providing incorrect values Fixed significant issue with summoning structures failing to spawn the spider moth Doubled biome-specific spawnrates of regular butterfly bewitcher mobs Spider flat and jump mobs should now avoid despawning if name tagged, even if not tamed
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 453

4.5.3
7 июн. 2025 г.398Minecraft: 1.20.1forge
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4.5.3 Spacetime armour mechanics now complete. Including Cosmic awareness powers for the set bonus (see locations of all entities), health viewing powers for the helmet, extremely useful flight powers for the boots, forcefield (double crouch to activate) + passive regen abilities for the chestplate, and a passive ability for the leggings to reverse time on your health loss when you reach 2 hearts or less (up to 5 seconds back in time to whatever the highest your health has been, 30s cooldown). Extremely strong set, especially against the tormentor. Comparable even to eternal armour, but very expensive. Upgrades from Vitality Armour Drastically boosted the armour-piercing damage capabilities of the Oblivion Ray and Vortex Devastator. Both are now far more useful against the Tormentor Fixed issue where mobs weren’t using the total darkness requirement of modern MC versions for random system and insanity mode spawns Added a warning for players with iris/geckolib combat installed (breaks arphex animations) Spacetime shards now more expensive, requiring four netherite ingots each Vitality viewfinder is now vastly more accurate in its appraisal of damage output. It now actually measures the change in the attacked target’s health 2 ticks later, instead of just providing the attempted attack damage. If it can’t check, it just lets you know that it failed to check instead of providing incorrect values Fixed significant issue with summoning structures failing to spawn the spider moth Doubled biome-specific spawnrates of regular butterfly bewitcher mobs Spider flat and jump mobs should now avoid despawning if name tagged, even if not tamed
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 452f

4.5.2f
5 июн. 2025 г.899Minecraft: 1.20.1forge
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4.5.2f Reduced the maximum “tormentor level” to 100 instead of 200 and scaled all related functionality accordingly (e.g. maximum tormented wrath blast power is still the same, and you only need 100 tormentor levels to get it). This means that every ability related to tormentor levels is now twice as easy to power up (will apply from existing tormentor levels too). The Tormented Wrath is essentially twice as powerful (charges twice as fast and pierces armour more) WIP Spacetime armour boots flight ability is potentially now complete. Comparable to abyss ascendant Buffed Dagger of Dissolution to 3 attack damage (plus necrosis) - should be roughly equivalent to an infinite durability iron sword against enemies affected by the necrosis  Trapdoor burrow blocks are now replaceable to get out, and dirt ones decay into regular dirt if they are exposed to air on any horizontal side Fixed potential obstructer crash issue Ascended cube repulsion no longer affects armour stands Spider moth chase trigger distance halved. You now have to be twice as close to the spider moth to trigger it to chase instead of stalk (without looking at it, which still triggers from much further away). So it’s a lot more likely to be your fault if you get chased down by it. Added a fix to funnel web spiders getting stuck on walls Added unset spacebar warning when wearing chitin, juggernaut, and spacetime boots Spider Obstructer now should always jump towards its target when coming out of the burrow, and its burrow now shouldn’t have exposed parts. Plus it won’t burrow in places where its legs will be exposed as much either - now it needs a 3x3 patch of blocks around the grass it replaces Added safeguards against crawling exit portals taking you to the nether roof Changed spider moth larvae texture to differentiate it more (people keep mixing it up with the real spider moth)
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 452e

4.5.2e
26 мая 2025 г.4,5 тыс.Minecraft: 1.20.1forge
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4.5.2e - DOUBLED the default “random-system” spawn rates. More arthropods will be able to appear everywhere by default, especially in non-vanilla biomes. This shouldn’t affect existing modified configs - Issue of spider moth flying backwards is decreased, along with the mantis mutilator’s flying when attacking targets - Spider flat attack damage halved and reach nerfed substantially - Added additional safeguard to prevent items from being lost in spider obstructer burrows - Boosted moth moontracker spawns - Crab Constrictor should no longer despawn if nametagged - Obstructer-related nest blocks should no longer be able to drop themselves
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 452d

4.5.2
24 мая 2025 г.1,5 тыс.Minecraft: 1.20.1forge
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4.5.2d  Decreased trigger range for Spider Obstructer, and randomises it to some extent so it is unpredictable Spider recluses now drop string like regular minecraft spiders Weather sensor removed - didn’t work reliably and I don’t feel it fits the mod anyway Fixed issue where feeding tamed Spider Goliaths with stacked “grub” buckets could use the whole stack of buckets at once Spawning spiders from jars no longer works unless you right click the top of a block When the obstructer is carrying you, it now rotates your view sideways for an additional feeling of helplessness Added limit of 15 maximum lines when crouching with chitin/juggernaut helmets, to reduce lag from particles and calculations Discord event ended, but roles are still obtainable
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 452c

4.5.2c
20 мая 2025 г.2 тыс.Minecraft: 1.20.1forge
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4.5.2c improves burrowing mechanics further and smoothens out animations 4.5.2b hotfix improves some Obstructer mechanics based on initial feedback  Spider Obstructer now requires spawning on the surface, not in caves Obstructor is no longer rideable by right clicking it, only when it grabs you Obstructor now runs away from players when it’s not attacking them Obstructor spawns are now fully specific to grassy biomes Made crawling compass recipe much cheaper Centipede evictors no longer as fast on water 4.5.2 (significant update also released today) Another brand new spider added already, the “Spider Obstructer”! This trapdoor spider mob has complex mechanics - it builds trapdoors in grass and dirt (don’t worry, this won’t cause any long term griefing as it replaces them with blocks that turn themselves back into the normal grass/dirt after it is killed). When a player or chicken gets near, it springs out of the burrow, grabs them (forces them to ride), then runs back into the burrow and attempts to finish them off there. It won’t attack otherwise, only if triggered from its trapdoor or is attacked directly. If you’re wearing armour equivalent to full netherite or above, it won’t be able to grab you and pull you in. Drops crawling compost chunks, providing an alternative way to craft the crawling compost blocks outside of the dimension, if you accidentally broke the one from the crawling castle. Added a powerful new configuration option that enables you to forcefully disable spawns of any specific ArPhEx mobs. Badmobs longer needed if you want to disable specific entities. Simply add entries of their registry names into the list available under the new config option (no limit on how many can be added). If a player attempts to summon the mob at their position, it will notify them of the config having disabled that mob. Added another useful config option to disable mob griefing from all arphex mobs except for the Tormentor’s attacks - locusts (crop+grass breaking), plus minibosses, and bosses’ abilities to break leaves, doors, non-stained glass, etc can now be disabled without needing to change the mob griefing gamerule for all mobs Potentially fixed all issues with right clicking mobs to tame them or put them in jars, etc Fixed a major issue where the random spawn system and insanity mode spawning system would slow down mob spawning in all other non-overworld dimensions despite being overworld-limited Enhanced all staff designs, especially the ethereal staff Added a new parameter for the /arphex command that allows you to forcibly despawn any arphex entity (/arphex despawn (entities to despawn)) Majorly smoothened out all of the Tormentor’s animations with easing Added a new special ~1 in 30 rare spider goliath variant - blue metallic tarantula (highly requested variant!) - large variant and comes with two special advantages: strength (like the goliath birdeater variant, but not resistance as well), and a special bonus when tamed: you get night vision when riding it Spider Recluses are now darker variants more frequently Spider Funnel funnels are now a block instead of an entity, replacing grass blocks and turning into grass after being triggered (or on their own sometimes). Now overworld-limited  You can now make spider jump and spider flat mobs “sit” - they have animations when doing so. No longer fully reliant on spider jars to prevent them from following you Increased event spawns, and fixed issue with sapphire variant spawning being overridden Fixed broken temporospatial transmitter recipe, now it is actually obtainable legit! Abyss Ascendant ranged damage buffed Spider flat spawns halved  Majorly improved the animations of the beetle bulwark Centipede stalkers no longer spawn in the end dimension Added recommendation to splash message, encouraging users not to use Optifine with ArPhEx (breaks armour and tormentor rendering) Modified the demon aspect enchantment to work independently of the abyssal blade or abyss ascendant - can now spawn in loot tables potentially Completed Visionary Spear design, added right click ability effect (still not fully functional whatsoever, it will have time manipulation powers) Improved Crab Larvae growth mechanics, now slow as intended Significantly boosted crab constrictor spawns (30% more approximately) Added a hard limit on how close the spider moth can (naturally) spawn to a player Fixed an issue where the spider moth would sometimes create a lightning strike, even when it wasn’t allowed to stay spawned Nerfed scorpion striker latching ability  Halved spider flat biome-specific spawnrate Nerfed Spider Funnel health to 60 Tormentor’s laser attack now turns a different shade of red when stationary, instead of white Increased ant arsonist hitbox to 0.5x All miniboss shard items are now immune to fire/lava Added tectonic tunneler pickaxe to ultra-tier dungeon loot, an alternative for those who don’t want to enable overworld structures Many more small bugfixes
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 452b

4.5.2b
20 мая 2025 г.175Minecraft: 1.20.1forge
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4.5.2b hotfix improves some Obstructer mechanics based on initial feedback  Spider Obstructer now requires spawning on the surface, not in caves Obstructor is no longer rideable by right clicking it, only when it grabs you Obstructor now runs away from players when it’s not attacking them Obstructor spawns are now fully specific to grassy biomes Made crawling compass recipe much cheaper Centipede evictors no longer as fast on water 4.5.2 (significant update also released today) Another brand new spider added already, the “Spider Obstructer”! This trapdoor spider mob has complex mechanics - it builds trapdoors in grass and dirt (don’t worry, this won’t cause any long term griefing as it replaces them with blocks that turn themselves back into the normal grass/dirt after it is killed). When a player or chicken gets near, it springs out of the burrow, grabs them (forces them to ride), then runs back into the burrow and attempts to finish them off there. It won’t attack otherwise, only if triggered from its trapdoor or is attacked directly. If you’re wearing armour equivalent to full netherite or above, it won’t be able to grab you and pull you in. Drops crawling compost chunks, providing an alternative way to craft the crawling compost blocks outside of the dimension, if you accidentally broke the one from the crawling castle. Added a powerful new configuration option that enables you to forcefully disable spawns of any specific ArPhEx mobs. Badmobs longer needed if you want to disable specific entities. Simply add entries of their registry names into the list available under the new config option (no limit on how many can be added). If a player attempts to summon the mob at their position, it will notify them of the config having disabled that mob. Added another useful config option to disable mob griefing from all arphex mobs except for the Tormentor’s attacks - locusts (crop+grass breaking), plus minibosses, and bosses’ abilities to break leaves, doors, non-stained glass, etc can now be disabled without needing to change the mob griefing gamerule for all mobs Potentially fixed all issues with right clicking mobs to tame them or put them in jars, etc Fixed a major issue where the random spawn system and insanity mode spawning system would slow down mob spawning in all other non-overworld dimensions despite being overworld-limited Enhanced all staff designs, especially the ethereal staff Added a new parameter for the /arphex command that allows you to forcibly despawn any arphex entity (/arphex despawn (entities to despawn)) Majorly smoothened out all of the Tormentor’s animations with easing Added a new special ~1 in 30 rare spider goliath variant - blue metallic tarantula (highly requested variant!) - large variant and comes with two special advantages: strength (like the goliath birdeater variant, but not resistance as well), and a special bonus when tamed: you get night vision when riding it Spider Recluses are now darker variants more frequently Spider Funnel funnels are now a block instead of an entity, replacing grass blocks and turning into grass after being triggered (or on their own sometimes). Now overworld-limited  You can now make spider jump and spider flat mobs “sit” - they have animations when doing so. No longer fully reliant on spider jars to prevent them from following you Increased event spawns, and fixed issue with sapphire variant spawning being overridden Fixed broken temporospatial transmitter recipe, now it is actually obtainable legit! Abyss Ascendant ranged damage buffed Spider flat spawns halved  Majorly improved the animations of the beetle bulwark Centipede stalkers no longer spawn in the end dimension Added recommendation to splash message, encouraging users not to use Optifine with ArPhEx (breaks armour and tormentor rendering) Modified the demon aspect enchantment to work independently of the abyssal blade or abyss ascendant - can now spawn in loot tables potentially Completed Visionary Spear design, added right click ability effect (still not fully functional whatsoever, it will have time manipulation powers) Improved Crab Larvae growth mechanics, now slow as intended Significantly boosted crab constrictor spawns (30% more approximately) Added a hard limit on how close the spider moth can (naturally) spawn to a player Fixed an issue where the spider moth would sometimes create a lightning strike, even when it wasn’t allowed to stay spawned Nerfed scorpion striker latching ability  Halved spider flat biome-specific spawnrate Nerfed Spider Funnel health to 60 Tormentor’s laser attack now turns a different shade of red when stationary, instead of white Increased ant arsonist hitbox to 0.5x All miniboss shard items are now immune to fire/lava Added tectonic tunneler pickaxe to ultra-tier dungeon loot, an alternative for those who don’t want to enable overworld structures Many more small bugfixes
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 452

4.5.2
20 мая 2025 г.147Minecraft: 1.20.1forge
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4.5.2 Another brand new spider added already, the “Spider Obstructer”! This trapdoor spider mob has complex mechanics - it builds trapdoors in grass and dirt (don’t worry, this won’t cause any long term griefing as it replaces them with blocks that turn themselves back into the normal grass/dirt after it is killed). When a player or chicken gets near, it springs out of the burrow, grabs them (forces them to ride), then runs back into the burrow and attempts to finish them off there. It won’t attack otherwise, only if triggered from its trapdoor or is attacked directly. If you’re wearing armour equivalent to full netherite or above, it won’t be able to grab you and pull you in. Drops crawling compost chunks, providing an alternative way to craft the crawling compost blocks outside of the dimension, if you accidentally broke the one from the crawling castle. Added a powerful new configuration option that enables you to forcefully disable spawns of any specific ArPhEx mobs. Badmobs longer needed if you want to disable specific entities. Simply add entries of their registry names into the list available under the new config option (no limit on how many can be added). If a player attempts to summon the mob at their position, it will notify them of the config having disabled that mob. Added another useful config option to disable mob griefing from all arphex mobs except for the Tormentor’s attacks - locusts (crop+grass breaking), plus minibosses, and bosses’ abilities to break leaves, doors, non-stained glass, etc can now be disabled without needing to change the mob griefing gamerule for all mobs Potentially fixed all issues with right clicking mobs to tame them or put them in jars, etc Fixed a major issue where the random spawn system and insanity mode spawning system would slow down mob spawning in all other non-overworld dimensions despite being overworld-limited Enhanced all staff designs, especially the ethereal staff Added a new parameter for the /arphex command that allows you to forcibly despawn any arphex entity (/arphex despawn (entities to despawn)) Majorly smoothened out all of the Tormentor’s animations with easing Added a new special ~1 in 30 rare spider goliath variant - blue metallic tarantula (highly requested variant!) - large variant and comes with two special advantages: strength (like the goliath birdeater variant, but not resistance as well), and a special bonus when tamed: you get night vision when riding it Spider Recluses are now darker variants more frequently Spider Funnel funnels are now a block instead of an entity, replacing grass blocks and turning into grass after being triggered (or on their own sometimes). Now overworld-limited  You can now make spider jump and spider flat mobs “sit” - they have animations when doing so. No longer fully reliant on spider jars to prevent them from following you Increased event spawns, and fixed issue with sapphire variant spawning being overridden Fixed broken temporospatial transmitter recipe, now it is actually obtainable legit! Abyss Ascendant ranged damage buffed Majorly improved the animations of the beetle bulwark Centipede stalkers no longer spawn in the end dimension Added recommendation to splash message, encouraging users not to use Optifine with ArPhEx (breaks armour and tormentor rendering) Modified the demon aspect enchantment to work independently of the abyssal blade or abyss ascendant - can now spawn in loot tables potentially Completed Visionary Spear design, added right click ability effect (still not fully functional whatsoever, it will have time manipulation powers) Improved Crab Larvae growth mechanics, now slow as intended Significantly boosted crab constrictor spawns (30% more approximately) Added a hard limit on how close the spider moth can (naturally) spawn to a player Fixed an issue where the spider moth would sometimes create a lightning strike, even when it wasn’t allowed to stay spawned Nerfed scorpion striker latching ability  Halved spider flat biome-specific spawnrate Nerfed Spider Funnel health to 60 Tormentor’s laser attack now turns a different shade of red when stationary, instead of white Increased ant arsonist hitbox to 0.5x All miniboss shard items are now immune to fire/lava Added tectonic tunneler pickaxe to ultra-tier dungeon loot, an alternative for those who don’t want to enable overworld structures Many more small bugfixes
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 451d

4.5.1
11 мая 2025 г.14,5 тыс.Minecraft: 1.20.1forge
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4.5.1discord (special discord event included) Added rare shiny mob variant searching challenge for members of the ArPhEx discord server to celebrate 1K members there (details available on the server - discord.gg/arphex - first people to find them get extra special roles) Added additional mechanism to forcibly limit bane blossom growth Improved abyss ascendant activation sequence Spider moth will no longer spawn larvaes by killing players. It has to kill another mob type now to spawn a spider moth larvae
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 451c

4.5.1
9 мая 2025 г.1,3 тыс.Minecraft: 1.20.1forge
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4.5.1c  - Fixed potential issues with excessive mob spawning in bright areas - Fixed some spider recluses being unable to deal damage in their attacks - Hornet Harbinger giant health reduced from 90 to 45 - Changed vitality viewfinder recipe to require a regular golden apple instead of enchanted, but still requires a lodestone
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 451b

4.5.1b
6 мая 2025 г.5,1 тыс.Minecraft: 1.20.1forge
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B version: Spider Recluse mobs now limited to vanilla biomes, and halved in spawnrate B version: Improved boss summonig altar reliability Fixed issue with Tormentor rendering high in the sky during the day (it should only do so at night during full moon cycles) Added additional option to the /arphex command to set tormentor rotation (good for taking images of it) Added default model for the visionary spear, but still WIP Dragonly Dreadnought is now crawling-exclusive (crawling canopy), unless you use insanity mode Fixed a despawning issue with moth moontracker mobs In addition to the major recent 4.5 update: 4.5 - MAJOR BALANCING UPDATE. Although I enjoy having arphex as a very brutal mod, many of these changes intend to maximise fairness so that a wider range of players can enjoy the mod. Updated to all supported MC versions Brown recluse spider mob added! This one only spawns in caves, but it can spawn in any vanilla biome (very widespread). Weak and easy to kill or repel (they run away from players if set on fire), but their bites give temporary necrosis effects, making them dangerous in combination with other mobs. Three texture variants, and continuous size variation from around cave spider to spider goliath size. These fill out caves much more than before. Their special ability is to produce “cave webs” and actually hang in the middle of them like real spiders. When they get an attack target, they’ll leave their web to attack. Added terrifying spider hallucinations that appear when underground (variable sizes, fast speed, two model variants). Major Spider Moth nerfs to ensure it is manageable in the early-game during thunderstorms, and easier than the Scorpioid Bloodluster. It no longer has a variable hitbox size, and can no longer squeeze through 1x1 spaces. This larger hitbox will make it much easier to attack from range. However, with teleporter minions, it can still get through walls towards you. Max health reduced to 300, and attack damage reduced to 13. Should more consistently have weakness when first encountered. Major Tormentor defense nerf means that you can now deal up to 10 damage to it per hit (or up to 50 still with Tormented Wrath attacks). If your weapon deals 100+ damage after armour, it will deal the full 10 damage in a single hit. Additionally, weaker attacks will now deal more damage than before, too. It is now very linear, i.e. 10 damage deals 1hp, 30 damage for 3hp, 50 for 5hp, 100 for 10hp. Additionally, I have reduced its default immunity frames even further to 1 second (20 ticks). Plus, it can no longer lifesteal when below 50hp. Drastically improved Crab Larvae mechanics. Crab Constrictor now only drops one crab larvae, and does so upon death. It no longer needs to be tamed, mirroring the mechanics of the termite tunneler queen dropping a tamed termite king. The crab will slowly grow bigger and stronger over time. It can reach a significant size, but still not as large as the original crab constrictor. It gets stronger over time as it grows and its max health increases. Crab jar retired, but left in the mod for now so that players won’t lose their pets. Crouch+right click with empty hand to toggle crab following mode, or if not crouching, it shows you the pet’s health All ArPhEx ground mobs should now swim faster Added spider hallucination entity, similar to the scorpioid chasers but for the overworld Nerfed Centipede Evictor attack reach  Bosses summoned via summoning altars should no longer despawn upon killing a player Major improvements to many material item descriptions, adding their drop/loot sources to avert confusion (EMI/JEI loot no longer needed!) Significantly improved scorpion striker model, now with clear set of front legs Centipede Evictor now has a 5 second wait before spawning after you kill the larvae, and sends a warning message to nearby players Nerfed black widow bow damage, less than a power 5 bow now Mantle of vitality recipe no longer requires a lodestone or enchanted golden apple. Now it is 4 regular golden apples, 4 necrotic fangs, and a mangled spider flesh block Nerfed Solifuge Skulker attack damage from 16 to 10 Spider Larvae facegrab damage speed nerfed by 3X Massively nerfed the crawling fog’s “breathless” effect  Significantly buffed Vitality Armour damage reductions and durability Tormented bosses now freeze in place for 2 seconds when attacked, making it easier to land combos on them Added an additional desaturation shader during the Tormentor’s spider rain tormenting ability Added a config option to disable tormentor’s particles for less powerful PCs Added a config option to disable tormentor’s shader effects Added new rosy maple moth, 1 in 20-ish texture variant of the moth moontracker Increased global weight of the random spawn system from 80 to 100. This will scale with existing configurations for the system, so you may want to turn the system down slightly if you wish to cancel out the boost Reduced Mantis Mutilator attack range and added a forced damage cancellation if its target is above it to prevent it from hitting through ceilings Spider Moth Larvae attacks are now all sourced, and weakened (slower) Spider Moth now has a chance to turn from its aggressive variant into its stalking variant if it hasn’t been attacked for a while When a wasp nemesis kills a spider Goliath, it turns the Goliath into another wasp nemesis - now this doesn’t just spawn a full new nemesis, but it starts off as a baby instead and slowly grows to full size (weaker and doesn’t fire projectiles as baby) Added new “despawn immunity” potion effect. If the spider moth, scorpioid bloodluster, or draconic voidlasher have it, they will not despawn as a result of killing a player. They obtain this effect when summoned from a summoning altar. Due to popular request, ant arsonist workers now drop burning glands (but not if tamed) When you have a full moon directly overhead, you can now see the tormentor drifting in front of it, if not already active - truly ominous Centipede Evictor’s tiny minions will now despawn upon hitting you, less OP Nerfed attack range of ant arsonist workers Bloodworms are now crawling-exclusive (especially due to not being arthropods) Torment cycle should no longer work on full attack targets Buffed the Spider Reaper. It now has a chance to spawn cobwebs around the locations of any targets it attacks. Moth Teleporter ghost entities now disappear if there’s no longer a spider moth nearby, and deal less damage Modified sealed scarab descriptions to clarify how the probabilities work Added message informing players that they shouldn’t attack the TORMENTOR unless they’re ready to face its explosive wrath, triggered upon its first natural spawn  Untamed ant arsonist workers and alates should now be able to naturally despawn Reduced spider larvae + tiny variant attack reach Reduced Tormented Spider Moth flight speed and damage Crawling dimension spawners now break in one hit, rather than being a 1 in 20 chance per hit Soldier ants now regen health automatically  Doubled moth moontracker spwanrates - these are important for finding the antennas for the arthropod antenna as early on as possible Increased locust hitbox size Many more bugfixes
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 451

4.5.1
5 мая 2025 г.381Minecraft: 1.20.1forge
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Fixed issue with Tormentor rendering high in the sky during the day (it should only do so at night during full moon cycles) Added additional option to the /arphex command to set tormentor rotation (good for taking images of it) Added default model for the visionary spear, but still WIP Dragonly Dreadnought is now crawling-exclusive (crawling canopy), unless you use insanity mode Fixed a despawning issue with moth moontracker mobs In addition to the major 4.5 update released yesterday: 4.5 - MAJOR BALANCING UPDATE. Although I enjoy having arphex as a very brutal mod, many of these changes intend to maximise fairness so that a wider range of players can enjoy the mod. Updated to all supported MC versions Brown recluse spider mob added! This one only spawns in caves, but it can spawn in any vanilla biome (very widespread). Weak and easy to kill or repel (they run away from players if set on fire), but their bites give temporary necrosis effects, making them dangerous in combination with other mobs. Three texture variants, and continuous size variation from around cave spider to spider goliath size. These fill out caves much more than before. Their special ability is to produce “cave webs” and actually hang in the middle of them like real spiders. When they get an attack target, they’ll leave their web to attack. Added terrifying spider hallucinations that appear when underground (variable sizes, fast speed, two model variants). Major Spider Moth nerfs to ensure it is manageable in the early-game during thunderstorms, and easier than the Scorpioid Bloodluster. It no longer has a variable hitbox size, and can no longer squeeze through 1x1 spaces. This larger hitbox will make it much easier to attack from range. However, with teleporter minions, it can still get through walls towards you. Max health reduced to 300, and attack damage reduced to 13. Should more consistently have weakness when first encountered. Major Tormentor defense nerf means that you can now deal up to 10 damage to it per hit (or up to 50 still with Tormented Wrath attacks). If your weapon deals 100+ damage after armour, it will deal the full 10 damage in a single hit. Additionally, weaker attacks will now deal more damage than before, too. It is now very linear, i.e. 10 damage deals 1hp, 30 damage for 3hp, 50 for 5hp, 100 for 10hp. Additionally, I have reduced its default immunity frames even further to 1 second (20 ticks). Plus, it can no longer lifesteal when below 50hp. Drastically improved Crab Larvae mechanics. Crab Constrictor now only drops one crab larvae, and does so upon death. It no longer needs to be tamed, mirroring the mechanics of the termite tunneler queen dropping a tamed termite king. The crab will slowly grow bigger and stronger over time. It can reach a significant size, but still not as large as the original crab constrictor. It gets stronger over time as it grows and its max health increases. Crab jar retired, but left in the mod for now so that players won’t lose their pets. Crouch+right click with empty hand to toggle crab following mode, or if not crouching, it shows you the pet’s health All ArPhEx ground mobs should now swim faster Added spider hallucination entity, similar to the scorpioid chasers but for the overworld Nerfed Centipede Evictor attack reach  Bosses summoned via summoning altars should no longer despawn upon killing a player Major improvements to many material item descriptions, adding their drop/loot sources to avert confusion (EMI/JEI loot no longer needed!) Significantly improved scorpion striker model, now with clear set of front legs Centipede Evictor now has a 5 second wait before spawning after you kill the larvae, and sends a warning message to nearby players Nerfed black widow bow damage, less than a power 5 bow now Mantle of vitality recipe no longer requires a lodestone or enchanted golden apple. Now it is 4 regular golden apples, 4 necrotic fangs, and a mangled spider flesh block Nerfed Solifuge Skulker attack damage from 16 to 10 Spider Larvae facegrab damage speed nerfed by 3X Massively nerfed the crawling fog’s “breathless” effect  Significantly buffed Vitality Armour damage reductions and durability Tormented bosses now freeze in place for 2 seconds when attacked, making it easier to land combos on them Added an additional desaturation shader during the Tormentor’s spider rain tormenting ability Added a config option to disable tormentor’s particles for less powerful PCs Added a config option to disable tormentor’s shader effects Added new rosy maple moth, 1 in 20-ish texture variant of the moth moontracker Increased global weight of the random spawn system from 80 to 100. This will scale with existing configurations for the system, so you may want to turn the system down slightly if you wish to cancel out the boost Reduced Mantis Mutilator attack range and added a forced damage cancellation if its target is above it to prevent it from hitting through ceilings Spider Moth Larvae attacks are now all sourced, and weakened (slower) Spider Moth now has a chance to turn from its aggressive variant into its stalking variant if it hasn’t been attacked for a while When a wasp nemesis kills a spider Goliath, it turns the Goliath into another wasp nemesis - now this doesn’t just spawn a full new nemesis, but it starts off as a baby instead and slowly grows to full size (weaker and doesn’t fire projectiles as baby) Added new “despawn immunity” potion effect. If the spider moth, scorpioid bloodluster, or draconic voidlasher have it, they will not despawn as a result of killing a player. They obtain this effect when summoned from a summoning altar. Due to popular request, ant arsonist workers now drop burning glands (but not if tamed) When you have a full moon directly overhead, you can now see the tormentor drifting in front of it, if not already active - truly ominous Centipede Evictor’s tiny minions will now despawn upon hitting you, less OP Nerfed attack range of ant arsonist workers Bloodworms are now crawling-exclusive (especially due to not being arthropods) Torment cycle should no longer work on full attack targets Buffed the Spider Reaper. It now has a chance to spawn cobwebs around the locations of any targets it attacks. Moth Teleporter ghost entities now disappear if there’s no longer a spider moth nearby, and deal less damage Modified sealed scarab descriptions to clarify how the probabilities work Added message informing players that they shouldn’t attack the TORMENTOR unless they’re ready to face its explosive wrath, triggered upon its first natural spawn  Untamed ant arsonist workers and alates should now be able to naturally despawn Reduced spider larvae + tiny variant attack reach Reduced Tormented Spider Moth flight speed and damage Crawling dimension spawners now break in one hit, rather than being a 1 in 20 chance per hit Soldier ants now regen health automatically  Doubled moth moontracker spwanrates - these are important for finding the antennas for the arthropod antenna as early on as possible Increased locust hitbox size Many more bugfixes
release

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 4.5

4.5
4 мая 2025 г.27,2 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4, 1.21.1forge, neoforge
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4.5 - MAJOR BALANCING UPDATE. Although I enjoy having arphex as a very brutal mod, many of these changes intend to maximise fairness so that a wider range of players can enjoy the mod. Updated to all supported MC versions - Brown recluse spider mob added! This one only spawns in caves, but it can spawn in any vanilla biome (very widespread). Weak and easy to kill or repel (they run away from players if set on fire), but their bites give temporary necrosis effects, making them dangerous in combination with other mobs. Three texture variants, and continuous size variation from around cave spider to spider goliath size. These fill out caves much more than before. Their special ability is to produce “cave webs” and actually hang in the middle of them like real spiders. When they get an attack target, they’ll leave their web to attack. - Added terrifying spider hallucinations that appear when underground (variable sizes, fast speed, two model variants). - Major Spider Moth nerfs to ensure it is manageable in the early-game during thunderstorms, and easier than the Scorpioid Bloodluster. It no longer has a variable hitbox size, and can no longer squeeze through 1x1 spaces. This larger hitbox will make it much easier to attack from range. However, with teleporter minions, it can still get through walls towards you. Max health reduced to 300, and attack damage reduced to 13. Should more consistently have weakness when first encountered. - Major Tormentor defense nerf means that you can now deal up to 10 damage to it per hit (or up to 50 still with Tormented Wrath attacks). If your weapon deals 100+ damage after armour, it will deal the full 10 damage in a single hit. Additionally, weaker attacks will now deal more damage than before, too. It is now very linear, i.e. 10 damage deals 1hp, 30 damage for 3hp, 50 for 5hp, 100 for 10hp. Additionally, I have reduced its default immunity frames even further to 1 second (20 ticks). Plus, it can no longer lifesteal when below 50hp. - Drastically improved Crab Larvae mechanics. Crab Constrictor now only drops one crab larvae, and does so upon death. It no longer needs to be tamed, mirroring the mechanics of the termite tunneler queen dropping a tamed termite king. The crab will slowly grow bigger and stronger over time. It can reach a significant size, but still not as large as the original crab constrictor. It gets stronger over time as it grows and its max health increases. Crab jar retired, but left in the mod for now so that players won’t lose their pets. Crouch+right click with empty hand to toggle crab following mode, or if not crouching, it shows you the pet’s health - All ArPhEx ground mobs should now swim faster - Added spider hallucination entity, similar to the scorpioid chasers but for the overworld - Nerfed Centipede Evictor attack reach - Bosses summoned via summoning altars should no longer despawn upon killing a player - Major improvements to many material item descriptions, adding their drop/loot sources to avert confusion (EMI/JEI loot no longer needed!) - Significantly improved scorpion striker model, now with clear set of front legs - Centipede Evictor now has a 5 second wait before spawning after you kill the larvae, and sends a warning message to nearby players - Nerfed black widow bow damage, less than a power 5 bow now - Mantle of vitality recipe no longer requires a lodestone or enchanted golden apple. Now it is 4 regular golden apples, 4 necrotic fangs, and a mangled spider flesh block - Nerfed Solifuge Skulker attack damage from 16 to 10 - Spider Larvae facegrab damage speed nerfed by 3X - Massively nerfed the crawling fog’s “breathless” effect - Significantly buffed Vitality Armour damage reductions and durability - Tormented bosses now freeze in place for 2 seconds when attacked, making it easier to land combos on them - Added an additional desaturation shader during the Tormentor’s spider rain tormenting ability - Added a config option to disable tormentor’s particles for less powerful PCs - Added a config option to disable tormentor’s shader effects - Added new rosy maple moth, 1 in 20-ish texture variant of the moth moontracker - Increased global weight of the random spawn system from 80 to 100. This will scale with existing configurations for the system, so you may want to turn the system down slightly if you wish to cancel out the boost - Reduced Mantis Mutilator attack range and added a forced damage cancellation if its target is above it to prevent it from hitting through ceilings - Spider Moth Larvae attacks are now all sourced, and weakened (slower) - Spider Moth now has a chance to turn from its aggressive variant into its stalking variant if it hasn’t been attacked for a while - When a wasp nemesis kills a spider Goliath, it turns the Goliath into another wasp nemesis - now this doesn’t just spawn a full new nemesis, but it starts off as a baby instead and slowly grows to full size (weaker and doesn’t fire projectiles as baby) - Added new “despawn immunity” potion effect. If the spider moth, scorpioid bloodluster, or draconic voidlasher have it, they will not despawn as a result of killing a player. They obtain this effect when summoned from a summoning altar. - Due to popular request, ant arsonist workers now drop burning glands (but not if tamed) - When you have a full moon directly overhead, you can now see the tormentor drifting in front of it, if not already active - truly ominous - Centipede Evictor’s tiny minions will now despawn upon hitting you, less OP - Nerfed attack range of ant arsonist workers - Bloodworms are now crawling-exclusive (especially due to not being arthropods) - Torment cycle should no longer work on full attack targets - Buffed the Spider Reaper. It now has a chance to spawn cobwebs around the locations of any targets it attacks. - Moth Teleporter ghost entities now disappear if there’s no longer a spider moth nearby, and deal less damage - Modified sealed scarab descriptions to clarify how the probabilities work - Added message informing players that they shouldn’t attack the TORMENTOR unless they’re ready to face its explosive wrath, triggered upon its first natural spawn - Untamed ant arsonist workers and plates should now be able to naturally despawn - Reduced spider larvae + tiny variant attack reach - Reduced Tormented Spider Moth flight speed and damage - Crawling dimension spawners now break in one hit, rather than being a 1 in 20 chance per hit - Soldier ants now regen health automatically - Doubled moth moontracker spwanrates - these are important for finding the antennas for the arthropod antenna as early on as possible - Increased locust hitbox size - Many more bugfixes
release

Arthropod Phobia Expansions + Horror Bosses / Spider Moth 4.4.9

4.4.9
23 апр. 2025 г.12,4 тыс.Minecraft: 1.20.1forge
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4.4.9 Added two new crazy config options. One called “INSANITY MODE” that spawns far more arphex mobs than usual through the random system, including even crawling mobs and non-overworld bosses in the overworld! And another called “friendly mode” that attempts to make all arphex mobs passive (they won’t follow you to attack, and won’t be able to attack you in the usual way). Insanity mode is perfect for simulating an extreme frequency of arthropod encounters (especially spiders), like in Bizzle’s recent videos! The Tormentor doesn’t spawn easily in insanity mode, however - still requires manually summoning it, or beating the bosses before it can naturally spawn. Decreased rate of ranged attacks from spider moth larvae Increased default biome-specific spawnrates config from 1 in 8 to 1 in 5 (5 value).
release

Arthropod Phobia Expansions + Horror Bosses / Spider Moth 4.4.8

4.4.8
22 апр. 2025 г.597Minecraft: 1.20.1forge
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4.4.8 - Fixed issue of randomly getting an achievement for taming a mob when attacked (was related to a small mistake in scarab seal summoning) - Reduced default tormentor immunity frames to 1.25 seconds - Centipede stalker no longer immune to arrows - Renamed “Teleport Ghost” to “Moth Teleporter” for clarity
release

Arthropod Phobia Expansions + Horror Bosses / Spider Moth

4.4.7
21 апр. 2025 г.612Minecraft: 1.20.1forge
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4.4.7 Improved centipede stalker design (simplified) All flamethrower damage should now be sourced from the player Added “Spawnrates are configurable, rare by default” to welcome splash message In addition to yesterday's 4.4.6 update: Tormenting cycles improved and clarified, will now activate more reliably and bypass limitations if the Tormentor was spawned by a player. Now regularly warns players not to stand out in the open, or the torment will apply.  Primary tormentor target can now be affected by torment, even if the tormentor isn’t near
release

Arthropod Phobia Expansions + Horror Bosses / Spider Moth

4.4.6
20 апр. 2025 г.459Minecraft: 1.20.1forge
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4.4.6 Tormenting cycles improved and clarified, will now activate more reliably and bypass limitations if the Tormentor was spawned by a player. Now regularly warns players not to stand out in the open, or the torment will apply.  Primary tormentor target can now be affected by torment, even if the tormentor isn’t near
release

Arthropod Phobia Expansions + Horror Bosses / Spider Moth 4.4.5

4.4.5
19 апр. 2025 г.933Minecraft: 1.20.1forge
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4.4.5 Certain tools now give you additional attack or block placement/breaking reach! Firstly, the Temporospatial Transmitter now gives you +6 block placing/breaking reach when held in off-hand. Bonus +2 attack and block placement reach added for holding the crusher claw in main hand, +2 block reach when holding the abyss atomiser in main hand, and +1 or +2 attack reach added for holding spear weapons in main hand Added new WIP weapon, the “Visionary Spear”. Will be a very powerful endgame weapon. Just a placeholder currrently. Added the “Celestial Barrier”, a powerful upcoming item Added Spacetime shard and ingot items, crafted from combining the time prism and entropy matrix. Used for crafting a new Spacetime armour set that will combine space (entropy) and time powers. Spacetime armour set added, but this is a placeholder currently with only two abilities working (chestplate forcefield ability triggered holding jump and crouch keys simultaneously, and boots ability letting you fly upwards at any time) Crafting the Tesseract Transporter now gives you 2 of them! Increased Juggernaut Armour toughness to 6, matching other boss armours Significantly improved Eternal Armour design - was planning this for a while Added entropy matrix shard item Moths now have slightly thicker legs Tormentor now renders underneath the bottom of the crawling dimension when inactive. You can see it through the crawling barriers, or by looking down through a crawling altar Tweaked welcome message to add official discord link and author name Improved textures of the mangled spider, scorpion, and fly flesh blocks, and modified them to all have more similar mechanics Tormentor Summon can no longer be ridden into crawling containers Modified item descriptions of abyss atomiser to inform players that it can become powerful with a higher tormentor level Improved effects of tormentor heavy blast projectiles Fixed server kick issue from taking a prowler pack or singularity satchel from the creative mode menu Bonus enhancements to the new multi-line item descriptions Angering the spider flat now notifies you Ascended Cube forcefield now provides protection against other players’ ethereal staff usage, preventing them from entering your base with it Removed vanilla features from the crawling that could have cut through the layer barriers Arthropleura mobs are now immune to drowning Added additional safeguard to ensure the tormentor reliably drops the core and gives tormentor levels properly Ascended cube repulsion mode now does not repel creative/spectator mode players Increased scarab summon health to 1024 and defense to 100, but it despawns immediately when hit. This should prevent it from sending repetitive death messages in chat Reduced bloodworm attack damage to 1
release

Arthropod Phobia Expansions + Horror Bosses / Spider Moth 4.4.4

4.4.4
8 апр. 2025 г.5 тыс.Minecraft: 1.20.1forge
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4.4.4 - Added spheres to hitboxes of tormentor’s boss summons (clearer hitboxes), and killing them now damages the tormentor (deals a full 5hp of damage) - Abyss Ascendant projectiles no longer pierce through multiple entities. This nerf will open more space for using other weapons like the Oblivion Ray In addition to the major 4.4.3 update that just released the other day: ArPhEx 4.4.3   * Added new craftable teleporter blocks, the “Tesseract Transporter”. Waystone mods no longer needed! However, it is very expensive/late-game, requiring an entropy matrix (temporarily crafts from a void geode + gold scarab) and other items. With a tesseract transporter, you can teleport to any other tesseract by tethering it to a target using a new “Warp Connector” item (not expensive to craft). However, to use a teleporter, it needs to have at least 3 adjacent polished Blackstone blocks with 2 “scorched glass” blocks on top of each one (new material). Simply right clicking the teleporter block activates it, or alternatively it can be powered by redstone to activate. * Added Scorch Torches (purple, strong lighting range, and special ability to attract weak arthropods when right clicked) * Added new blocks: “scorched sand” and “scorched glass”! The scorched sand will be used for future planned summoning structures, while the scorched glass (smelts from the sand) provides a form of reinforced transparent material with comparable mining time and blast resistance to obsidian. The glass is needed for the teleporter’s structure. * Added WIP time prism and entropy matrix blocks, no function yet but designs complete * Drastically improved the Spider Moth’s tick performance, overhauling old code with entity variable storage * Completely overhauled the mod’s item descriptions, making them multi-line and multicolour - much easier to read! * Improved the design of regular scorch flame, making it more transparent and removing blockiness from the animation. Blends in more with crawling barrier layers * Fixes Tormentor displaying as a small spider (leftover glitch from April fools update) * Vitality viewfinder instant damage/health measurements now only work through lens mode being enabled, rather than simply from being in offhand * Staff of Vitality is now more expensive to craft (due to how strong it is) - recipe is now a fire opal, a mantle of vitality, and a copper rod. Therefore, it is now a scorpioid-related tool (makes sense given how much the scorpioid regens) * Reduced spider larvae aggro range * Centipede Stalker now drops necrotic fangs instead of venomous appendages, but scorpion strikers now drop 2 instead of 1 to compensate * Added limitation to abyss atomiser, it can’t break into crawling containers now * Fixed issue where Spider Prowlers could float when in a warning posture * Fixed issue where block updates next to scorch could make it disappear * Removed duplicate achievements for mantle of vitality and vengeful voidseeker * Abyss Ascendant now instantly breaks cobwebs (with short cooldown) * Vitality Viewfinder now looks more directly at mobs when scanning them * Added bonus convenient command to broadcast the ArPhEx wiki link (clickable) to all players (/arphex broadcast_wiki_link) * Scorch Charges can now be used as fuel (equivalent to a lava bucket) * Ascended Cube now flashes (animated texture) and has a slightly smaller block hitbox * Fixed issue where scorpioid chaser hallucinations could spawn on every crawling dimension layer. Now should be limited to layer 4 spawns (but may travel upwards to higher layers still). * Abyssal dagger no longer gives necrosis immunity * Reduced particles for eternal armour * Tweaked fire opal block texture
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Arthropod Phobia Expansions + Horror Bosses / Spider Moth 4.4.3

4.4.3
7 апр. 2025 г.285Minecraft: 1.20.1forge
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ArPhEx 4.4.3 (another huge update already!)   * Added new craftable teleporter blocks, the “Tesseract Transporter”. Waystone mods no longer needed! However, it is very expensive/late-game, requiring an entropy matrix (temporarily crafts from a void geode + gold scarab) and other items. With a tesseract transporter, you can teleport to any other tesseract by tethering it to a target using a new “Warp Connector” item (not expensive to craft). However, to use a teleporter, it needs to have at least 3 adjacent polished Blackstone blocks with 2 “scorched glass” blocks on top of each one (new material). Simply right clicking the teleporter block activates it, or alternatively it can be powered by redstone to activate. * Added Scorch Torches (purple, strong lighting range, and special ability to attract weak arthropods when right clicked) * Added new blocks: “scorched sand” and “scorched glass”! The scorched sand will be used for future planned summoning structures, while the scorched glass (smelts from the sand) provides a form of reinforced transparent material with comparable mining time and blast resistance to obsidian. The glass is needed for the teleporter’s structure. * Added WIP time prism and entropy matrix blocks, no function yet but designs complete * Drastically improved the Spider Moth’s tick performance, overhauling old code with entity variable storage * Completely overhauled the mod’s item descriptions, making them multi-line and multicolour - much easier to read! * Improved the design of regular scorch flame, making it more transparent and removing blockiness from the animation. Blends in more with crawling barrier layers * Fixes Tormentor displaying as a small spider (leftover glitch from April fools update) * Vitality viewfinder instant damage/health measurements now only work through lens mode being enabled, rather than simply from being in offhand * Staff of Vitality is now more expensive to craft (due to how strong it is) - recipe is now a fire opal, a mantle of vitality, and a copper rod. Therefore, it is now a scorpioid-related tool (makes sense given how much the scorpioid regens) * Reduced spider larvae aggro range * Centipede Stalker now drops necrotic fangs instead of venomous appendages, but scorpion strikers now drop 2 instead of 1 to compensate * Added limitation to abyss atomiser, it can’t break into crawling containers now * Fixed issue where Spider Prowlers could float when in a warning posture * Fixed issue where block updates next to scorch could make it disappear * Removed duplicate achievements for mantle of vitality and vengeful voidseeker * Abyss Ascendant now instantly breaks cobwebs (with short cooldown) * Vitality Viewfinder now looks more directly at mobs when scanning them * Added bonus convenient command to broadcast the ArPhEx wiki link (clickable) to all players (/arphex broadcast_wiki_link) * Scorch Charges can now be used as fuel (equivalent to a lava bucket) * Ascended Cube now flashes (animated texture) and has a slightly smaller block hitbox * Fixed issue where scorpioid chaser hallucinations could spawn on every crawling dimension layer. Now should be limited to layer 4 spawns (but may travel upwards to higher layers still). * Abyssal dagger no longer gives necrosis immunity * Reduced particles for eternal armour * Tweaked fire opal block texture
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Arthropod Phobia Expansions + Horror Bosses / Spider Moth 4.4.2

4.4.2
31 мар. 2025 г.1,3 тыс.Minecraft: 1.20.1forge
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ArPhEx 4.4.2af - Added two new highly useful items, finally ArPhEx has a form of backpack storage! Firstly, the “Prowler Pack” - an item that you can obtain exclusively from high level dungeons, letting you store up to 27 items inside. Comes with a bonus item-grabbing ability, toggled with shift+right click. Secondly, the “Singularity Satchel”, an upgraded version of the prowler pack letting you store up to 93 items, including specialised slots for sealed scarabs and inventory boost items like the mantle of vitality, retaining their abilities without needing to take up inventory slots! Provides the same toggleable item-grabbing ability, with longer range - The new Tormentor Laser attack is now limited to only activate under 200hp. It also now won’t target players with respite, and moves slightly slower. - Added yet another new armour set - Juggernaut Armour. This set serves as a final, ultimate upgrade to tier 3 Chitin, stretching its capacity into the range of the boss armours. Finally, the “heavy chitin” item has a direct use - smith it with tier 3 chitin pieces to create juggernaut armour set pieces, featuring all the chitin set’s abilities, plus much higher defence and some bonus abilities: Resistance 2 when crouching, total damage blocking from behind (with 5s cooldown after each block, and particles to make you aware of the attack). - Decreased the health of the dragonfly dreadnought from 150 to 100, and reduced its movement speed. Less overly OP - Removed the included Mantle of Vitality and Bane of the Darkness bonuses from the Abyss Ascendant, due to the fact that you can now store these items without taking up extra inventory space, through the new Singularity Satchel. Still provides immunity to Terror effects - Small hornet harbinger variants are now slightly bigger, with a noticeably larger hitbox, making them easier to fight against - Fixed rare issue with Spider Moth spawning, limited to cases where it spawns very far away - Improved Tormentor Summon mechanics and hitbox visibility, reduced lag when attacking - Double jump ability of chitin and juggernaut armour now overrides fall height when used - Doubled spawnrate of moth moontracker. These were too common when first added, due to being registered as animals, leading to excessive nerfing in addition to changing to hostile mob spawning. - Performance improvements - Bonus major improvements, potentially the best ever added to arphex: - New message on player joining world “Welcome to Australia simulator 2025, playername. G’day mate, you’ll need these!” *gives bug spray and pole gun - Abyssal tools renamed to Abysmal, and now have debuffs (rename them in an anvil to fix) - Tormentor high-health model replaced with Giant Enemy Spider, and new no-AI “Small Enemy Spider” mobs will spawn everywhere. - Giant enemy spider music will now play at random intervals when the Tormentor is present - Spider Moth is now friendly, hugging instead of damaging mobs/players. - Added “Pole Gun”, perfect for shooting metal poles at giant enemy spiders - Added bug spray, 100 armour piercing damage to any arthropods it is used against happy april fools
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Arthropod Phobia Expansions + Horror Bosses / Spider Moth

4.4.1
27 мар. 2025 г.1,4 тыс.Minecraft: 1.20.1forge
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ArPhEx 4.4.1 Fixed issues with the updated ascended cube forcefield functionality. A registry error was happening for some users on servers. Added fix that improves functionality overall as well as fixing the error and adding a message letting you know when attacks are cancelled by forcefields. Abyss Atomiser now gives you haste effects when held if you have a high Tormentor level. Level 100+ gives haste 1, and level 200+ gives haste 2. Added 1 in 50 blue tiger variant of the centipede stalker All in addition to the major 4.4 update released the other day: ArPhEx 4.4 Tons of major improvements to existing mod elements, many being well-overdue. Added a brand new powerful weapon, the Oblivion Ray. This is craftable from the Entropy Matrix (mineral that will be dropped by one of the two planned upcoming bosses) - The Entropy Matrix is now temporarily craftable by combining a void geode with a golden scarab. This weapon is extremely powerful, capable of destroying many enemies at once over long distances. The longer you use it for at a time, the higher its damage output becomes (but also the longer it needs to cooldown). A weapon to surpass the Judgement Blaster, approaching the level of post-Tormentor weaponry. It is effective against the Tormentor if you can avoid any attacks while using it. Added another brand new powerful item, the “Warp Staff”! This staff enables you to teleport in whatever direction you’re moving! It cannot teleport through walls, so it serves more as a powerful mobility item. Since it lets you teleport in any direction, that includes upwards and downwards. This is where its bonus ability comes in. If your teleport location is midair, it will automatically place a temporary platform beneath you that lasts until you jump off it (or right click to place that platform at any time, enabling you to place blocks midair). You can actually use this item as a substitute to the Abyss Ascendant in fighting the Tormentor, enabling use of weapons like the oblivion ray as a viable alternative.  Brand new well-overdue /arphex command added! For now, it can let you set your tormentor kills to any value up to 200, seal the Tormentor even when the entity is not spawned fully, set tormentor health to a specific value, and reset other registered boss kills/moth wards. Many more useful functions will be added to this command to make life easier with arphex, but it won’t replace configuration settings. Greatly improved the Tormented Wrath weapon/tool. Now it is affected by the amount of times you’ve killed the Tormentor, just like the Tormentor summoner item. When charging it up, it now works more like a bow, as the longer you charge it for, the bigger the explosion and the more damage it will deal. The more times you’ve killed the Tormentor, the longer you’ll be able to charge the Tormented Wrath for, enabling some truly earth-shaking explosive potential if you’ve killed the Tormentor up to 200 times! Lets you know how far you’ve charged the explosive power in hotbar while charging, with an option to cancel by switching to another item slot. The maximum damage a fully charged blast can deal on direct impact with an entity (level 200) is 1050! Plus, it can even deal up to 50 damage to the tormentor in a single hit, giving it a unique advantage if you can make it land. For some fun, try using the new command /arphex set_tormentor_level @p 200, then charging the weapon to level 100 and firing it for nuclear level destruction! Tormented Wrath blast now does not slow down as it travels, but despawns after a shorter period of time. Spiders, centipede evictor variants, and solifuges now play a walking animation when going up walls instead of just floating up! Very long overdue, as I finally figured out an effective way Added a global entity tag for all arphex entities. You could use this to do things like teleporting all arphex mobs to yourself: /tp @e[type=#arphex:arphex] @p  Tormentor now has a new gigantic beam attack when in its “splay” animation! A huge red beam shoots out of the boss, occasionally sweeping towards its nearest target in an attempt to destroy them. Deals heavy damage, but can be avoided by hiding behind walls. Ascended Cube massively upgraded. It now blocks attacks from the Tormented Wrath unless they were fired by the block’s owner. Plus, it now emits a huge red forcefield (by default, you can change the colour with light colour dyes) to signal its area of effect. Any entity outside of a forcefield cannot attack any entity inside a forcefield, and vice versa. Plus, if you right click it with an abyssal crystal (consuming the crystal), it will expel all entities from its radius that are not its owner, mobs with 200+HP, or tamed mobs. It can do this for up to 2000 seconds depending on the Tormentor level of the player who uses the crystal. Forcefield colour changes to white while using this ability. Resistance effect given to owner is nerfed however, only gives continuous resistance 1 now (when in the forcefield). Added cool glowing sphere effects to explosions caused by the Tormentor’s main blasts and projectiles from the the Tormented Wrath - variable size and they wither entities inside them Tweaked spider infester and spider ambusher mechanics/animations Added dramatic messages sent to players in hotbar upon warding off the spider moth enough times for the scorpioid and voidlasher to activate Changed how tormentor kill registration works. Now it doesn’t matter how far away you are from the Tormentor when it dies. As long as you’re in the same dimension as it, and are an active target (regardless of respite, tormentor can target unlimited amounts of players), you’ll get the level up at the moment that it dies. Plus, new golden particles show around you, along with a chat message notifying the server of who was levelled up. Increased Tormentor horizontal hitbox size to match its vertical height. Plus, instead of glowing white particles, it will now be indicated by a glowing red sphere that is more visible the more directly you are positioned in front of the Tormentor Fixed crash issue related to the sky stalker moth entity Increased teleport ghost hitbox. Added more large dramatic effects when the Tormentor dies Abyss Ascendant now gives you slow falling if you use another item while it is in your offhand. Makes it combine better with other weapons Doubled millipede spawn rates (easier chitin) and improved their model/animations/texture Many performance enhancements Improved Tormentor model Modified Tormentor fight. Tormentor boss summons now have a limited lifespan (5 minutes), instead of hanging around indefinitely and building up over time - plus, their hitboxes are now easier to find, marked with core of suffering particles. However, Tormentor larvae last twice as long now before despawning (when summoned by the Tormentor).  Tormentor’s maw now can damage and blind across its full vertical length Significantly buffed some of the Tormentor’s attacks, such as the solar sphere. Holding a Core of Eternal Suffering now shows your Tormentor level Tormentor tendrils are now massively more likely to spawn when the Tormentor takes damage Fixed issue where arphex bosses/minibosses could break iron doors and modded door types  Added three bonus config options. One to add a chat message of your own choosing for the Tormentor to say (this will only modify one of the thirty potential messages it can say in response to its name). Another to let you limit the maximum charge power of the Tormented Wrath. And another to disable natural spawning of the Tormentor initial entity, limiting the Tormentor to only be able to appear through being summoned. Improved the client-side performance of the Tormentor significantly Fixed issue where abyssal blade lifesteal projectile could steal from non-living entities like boats Improved abyss ascendant long range attack projectile effects Some weapons with left click attack abilities will now no longer be able to be used in spectator mode Bow animation should no longer charge unless you’re charging that specific type of item
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Arthropod Phobia Expansions + Horror Bosses / Spider Moth

4.4
24 мар. 2025 г.10,2 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4, 1.21.1forge, neoforge
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ArPhEx 4.4 - Tons of major improvements to existing mod elements, many being well-overdue. - Added a brand new powerful weapon, the Oblivion Ray. This is craftable from the Entropy Matrix (mineral that will be dropped by one of the two planned upcoming bosses) - The Entropy Matrix is now temporarily craftable by combining a void geode with a golden scarab. This weapon is extremely powerful, capable of destroying many enemies at once over long distances. The longer you use it for at a time, the higher its damage output becomes (but also the longer it needs to cooldown). A weapon to surpass the Judgement Blaster, approaching the level of post-Tormentor weaponry. It is effective against the Tormentor if you can avoid any attacks while using it. - Added another brand new powerful item, the “Warp Staff”! This staff enables you to teleport in whatever direction you’re moving! It cannot teleport through walls, so it serves more as a powerful mobility item. Since it lets you teleport in any direction, that includes upwards and downwards. This is where its bonus ability comes in. If your teleport location is midair, it will automatically place a temporary platform beneath you that lasts until you jump off it (or right click to place that platform at any time, enabling you to place blocks midair). You can actually use this item as a substitute to the Abyss Ascendant in fighting the Tormentor, enabling use of weapons like the oblivion ray as a viable alternative. - Brand new well-overdue /arphex command added! For now, it can let you set your tormentor kills to any value up to 200, seal the Tormentor even when the entity is not spawned fully, set tormentor health to a specific value, and reset other registered boss kills/moth wards. Many more useful functions will be added to this command to make life easier with arphex, but it won’t replace configuration settings. - Greatly improved the Tormented Wrath weapon/tool. Now it is affected by the amount of times you’ve killed the Tormentor, just like the Tormentor summoner item. When charging it up, it now works more like a bow, as the longer you charge it for, the bigger the explosion and the more damage it will deal. The more times you’ve killed the Tormentor, the longer you’ll be able to charge the Tormented Wrath for, enabling some truly earth-shaking explosive potential if you’ve killed the Tormentor up to 200 times! Lets you know how far you’ve charged the explosive power in hotbar while charging, with an option to cancel by switching to another item slot. The maximum damage a fully charged blast can deal on direct impact with an entity (level 200) is 1050! Plus, it can even deal up to 50 damage to the tormentor in a single hit, giving it a unique advantage if you can make it land. For some fun, try using the new command /arphex set_tormentor_level @p 200, then charging the weapon to level 100 and firing it for nuclear level destruction! - Tormented Wrath blast now does not slow down as it travels, but despawns after a shorter period of time. - Spiders, centipede evictor variants, and solifuges now play a walking animation when going up walls instead of just floating up! Very long overdue, as I finally figured out an effective way - Added a global entity tag for all arphex entities. You could use this to do things like teleporting all arphex mobs to yourself: /tp @e[type=#arphex:arphex] @p - Tormentor now has a new gigantic beam attack when in its “splay” animation! A huge red beam shoots out of the boss, occasionally sweeping towards its nearest target in an attempt to destroy them. Deals heavy damage, but can be avoided by hiding behind walls. - Ascended Cube massively upgraded. It now blocks attacks from the Tormented Wrath unless they were fired by the block’s owner. Plus, it now emits a huge red forcefield (by default, you can change the colour with light colour dyes) to signal its area of effect. Any entity outside of a forcefield cannot attack any entity inside a forcefield, and vice versa. Plus, if you right click it with an abyssal crystal (consuming the crystal), it will expel all entities from its radius that are not its owner, mobs with 200+HP, or tamed mobs. It can do this for up to 2000 seconds depending on the Tormentor level of the player who uses the crystal. Forcefield colour changes to white while using this ability. Resistance effect given to owner is nerfed however, only gives continuous resistance 1 now (when in the forcefield). - Added cool glowing sphere effects to explosions caused by the Tormentor’s main blasts and projectiles from the the Tormented Wrath - variable size and they wither entities inside them - Tweaked spider infester and spider ambusher mechanics/animations - Added dramatic messages sent to players in hotbar upon warding off the spider moth enough times for the scorpioid and voidlasher to activate - Changed how tormentor kill registration works. Now it doesn’t matter how far away you are from the Tormentor when it dies. As long as you’re in the same dimension as it, and are an active target (regardless of respite, tormentor can target unlimited amounts of players), you’ll get the level up at the moment that it dies. Plus, new golden particles show around you, along with a chat message notifying the server of who was levelled up. - Increased Tormentor horizontal hitbox size to match its vertical height. Plus, instead of glowing white particles, it will now be indicated by a glowing red sphere that is more visible the more directly you are positioned in front of the Tormentor - Fixed crash issue related to the sky stalker moth entity - Increased teleport ghost hitbox. - Added more large dramatic effects when the Tormentor dies - Abyss Ascendant now gives you slow falling if you use another item while it is in your offhand. Makes it combine better with other weapons - Doubled millipede spawn rates (easier chitin) and improved their model/animations/texture - Many performance enhancements - Improved Tormentor model - Modified Tormentor fight. Tormentor boss summons now have a limited lifespan (5 minutes), instead of hanging around indefinitely and building up over time - plus, their hitboxes are now easier to find, marked with core of suffering particles. However, Tormentor larvae last twice as long now before despawning (when summoned by the Tormentor). - Tormentor’s maw now can damage and blind across its full vertical length - Significantly buffed some of the Tormentor’s attacks, such as the solar sphere. - Holding a Core of Eternal Suffering now shows your Tormentor level - Tormentor tendrils are now massively more likely to spawn when the Tormentor takes damage - Fixed issue where arphex bosses/minibosses could break iron doors and modded door types - Added three bonus config options. One to add a chat message of your own choosing for the Tormentor to say (this will only modify one of the thirty potential messages it can say in response to its name). Another to let you limit the maximum charge power of the Tormented Wrath. And another to disable natural spawning of the Tormentor initial entity, limiting the Tormentor to only be able to appear through being summoned. - Improved the client-side performance of the Tormentor significantly - Fixed issue where abyssal blade lifesteal projectile could steal from non-living entities like boats - Improved abyss ascendant long range attack projectile effects - Some weapons with left click attack abilities will now no longer be able to be used in spectator mode - Bow animation should no longer charge unless you’re charging that specific type of item
release

Arthropod Phobia Expansions + Horror Bosses / Spider Moth 4.3.4

4.3.4
8 мар. 2025 г.18 тыс.Minecraft: 1.20.1forge
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ArPhEx 4.3.4 - If you mention the word “tormentor” in the chat, you may now get a random threatening message from the Tormentor. This has a 50% chance to occur upon mentioning the word, along with a random cooldown after each attempt. Not case-sensitive. - If you hold an abyss ascendant or ride a mount that can jump or fly, you’ll now receive a hotbar message letting you know if you don’t have the spacebar keyboard mapping for arphex. This could significantly reduce confusion in using these. Plus, the Tormentor summon will be forcibly overridden to not go downwards if this mapping is not selected, rather than just slowly moving downwards towards the void. - Tormentor now stops nearby players from sleeping. Plays creepy popup and sounds when they attempt to do so. Another form of torment! - Fixed hornets idle sound being too loud - Scarabs now won’t place if there’s a mantis close-by, to enable taming without accidentally placing down the beetles - Improved top of Tormentor model and tormentor fog rendering distances
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Arthropod Phobia Expansions + Horror Bosses / Spider Moth

4.3.2
1 мар. 2025 г.31,2 тыс.Minecraft: 1.20.1forge
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4.3.2 Fixed issue where the Tormentor long-range rendering system could limit render distances when close to the entity. Greatly improved overlap between long range rendering and regular rendering, especially in terms of fog distance. 4.3.1 Hotfix for an error with the Arthropleura where it could take extreme damage from a single hit. All in addition to the recent major update: ArPhEx 4.3      - New miniboss added to the Crawling dimension (cryptic complex biome, layers 2-4), the “Arthropleura Abomination” (arthropleura is an enormous ancient millipede species, the largest land arthropod of all time)! Multiple firsts in this entity. First segmented entity added to ArPhEx (a mob made up of multiple sub-entities, hence gaining procedural animation). The first mob exclusive to the Cryptic Complex biome. And the first tameable miniboss, tamed with purple scarab beetles and rideable when tamed: multiple players can ride different segments, up to 16 passengers total! The body entities share health with the main head entity, with damage transferring across (the further the segment is from the head, the less damage you deal to the overall entity by hitting it). They lock in place as it wanders around, attacking players (unless tamed) + roach riverspawn mobs on sight.      - Another new mob added based on an ogre spider, the “Spider Ambusher” - the first mob exclusive to the Webbed Wastelands biome, a mob that can hang in a stationary position on the wall holding a web, then pounce at any target player or long legs fly that comes near, dealing heavy damage and webbed effects. Drops cobwebs on death.     - Added two types of weather to the Crawling dimension, following the overworld weather cycles. Firstly, blood rain - when it rains in the overworld, it will rain blood in the crawling, oozing from of every inch of soil and dripping down (gives you necrosis when it is raining blood, suggesting some form of acid rain and making it more dangerous to travel). Secondly, and even more dangerously, when it thunders in the overworld, it will become very foggy in the crawling (may not work with shaders) - a thick grey fog becomes widespread and you get a new potion effect, “Breathless”, making you unable to walk for more than 10 seconds at a time without getting a heavy slowness effect and needing to stand still for a short period to recover. This makes mounts and flight all the more useful in the crawling due to their ability to bypass this limitation.     - New material item added for future use, “Heavy Chitin”, dropped by the new Arthropleura miniboss, and “Entropy Matrix”, the next mineral of might after Time Prism for a future boss.     - Significant improvements to crawling dimension generation, especially in adding more variety to the crawling layer barriers (patches and pillars of clay and compost around the layers for additional rich detail and breaking up the flatness)     - New plant added, the “Bane Blossom”. Appears in the Crawling Canopy and Cryptic Complex biomes, and 8 can craft with a diamond to create a bane of the darkness. These plants glow and give you night vision on contact if more 4 are stacked on top of each other (they can grow this high)     - Another new plant added, but this one is an entity instead of a block - the Venus Flytrap. Attacks nearby players and flying arthropods, but can’t move. Spawns primarily in the Crawling Canopy biome on compost blocks. Drops cutting on death that can be used to plant more flytraps on crawling compost (they take 5-10 minutes to grow into their full-size version)     - Added new enormous web structures to the Webbed Wastelands biome, found on lower layers. Fixed issues with some spider miniboss types breaking webs     - Made significant improvements to the Crawling Castle structure, enhancing how it adapts to the world terrain and making a more effective blending colour scheme. Plus, the portal now has a central “crawling compost” block instead of a crawling barrier, making it easier to identify the centre.     - Spawning the Tormentor via a spawn egg or summoning in close proximity to a player should now consistently spawn the entity as well as completing the tormentor activation process     - Enhanced decadent dust texture     - Right clicking to activate the portal now lets you know if any conditions are not met (pillars being lit etc)     - Removed amethyst geode generation in the tormented tunnels as they could enable bypassing layers     - Fixed issue with unbreakable armours breaking instantly in Neoforge 1.21.1 
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Arthropod Phobia Expansions + Horror Bosses / Spider Moth

4.3.1
28 февр. 2025 г.583Minecraft: 1.20.1forge
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Hotfix for an error with the Arthropleura where it could take extreme damage from a single hit. All in addition to the recent new major update: ArPhEx 4.3      - New miniboss added to the Crawling dimension (cryptic complex biome, layers 2-4), the “Arthropleura Abomination” (arthropleura is an enormous ancient millipede species, the largest land arthropod of all time)! Multiple firsts in this entity. First segmented entity added to ArPhEx (a mob made up of multiple sub-entities, hence gaining procedural animation). The first mob exclusive to the Cryptic Complex biome. And the first tameable miniboss, tamed with purple scarab beetles and rideable when tamed: multiple players can ride different segments, up to 16 passengers total! The body entities share health with the main head entity, with damage transferring across (the further the segment is from the head, the less damage you deal to the overall entity by hitting it). They lock in place as it wanders around, attacking players (unless tamed) + roach riverspawn mobs on sight.      - Another new mob added based on an ogre spider, the “Spider Ambusher” - the first mob exclusive to the Webbed Wastelands biome, a mob that can hang in a stationary position on the wall holding a web, then pounce at any target player or long legs fly that comes near, dealing heavy damage and webbed effects. Drops cobwebs on death.     - Added two types of weather to the Crawling dimension, following the overworld weather cycles. Firstly, blood rain - when it rains in the overworld, it will rain blood in the crawling, oozing from of every inch of soil and dripping down (gives you necrosis when it is raining blood, suggesting some form of acid rain and making it more dangerous to travel). Secondly, and even more dangerously, when it thunders in the overworld, it will become very foggy in the crawling (may not work with shaders) - a thick grey fog becomes widespread and you get a new potion effect, “Breathless”, making you unable to walk for more than 10 seconds at a time without getting a heavy slowness effect and needing to stand still for a short period to recover. This makes mounts and flight all the more useful in the crawling due to their ability to bypass this limitation.     - New material item added for future use, “Heavy Chitin”, dropped by the new Arthropleura miniboss, and “Entropy Matrix”, the next mineral of might after Time Prism for a future boss.     - Significant improvements to crawling dimension generation, especially in adding more variety to the crawling layer barriers (patches and pillars of clay and compost around the layers for additional rich detail and breaking up the flatness)     - New plant added, the “Bane Blossom”. Appears in the Crawling Canopy and Cryptic Complex biomes, and 8 can craft with a diamond to create a bane of the darkness. These plants glow and give you night vision on contact if more 4 are stacked on top of each other (they can grow this high)     - Another new plant added, but this one is an entity instead of a block - the Venus Flytrap. Attacks nearby players and flying arthropods, but can’t move. Spawns primarily in the Crawling Canopy biome on compost blocks. Drops cutting on death that can be used to plant more flytraps on crawling compost (they take 5-10 minutes to grow into their full-size version)     - Added new enormous web structures to the Webbed Wastelands biome, found on lower layers. Fixed issues with some spider miniboss types breaking webs     - Made significant improvements to the Crawling Castle structure, enhancing how it adapts to the world terrain and making a more effective blending colour scheme. Plus, the portal now has a central “crawling compost” block instead of a crawling barrier, making it easier to identify the centre.     - Spawning the Tormentor via a spawn egg or summoning in close proximity to a player should now consistently spawn the entity as well as completing the tormentor activation process     - Enhanced decadent dust texture     - Right clicking to activate the portal now lets you know if any conditions are not met (pillars being lit etc)     - Removed amethyst geode generation in the tormented tunnels as they could enable bypassing layers     - Fixed issue with unbreakable armours breaking instantly in Neoforge 1.21.1 
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Arthropod Phobia Expansions + Horror Bosses / Spider Moth

4.3
25 февр. 2025 г.2,6 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4, 1.21.1forge, neoforge
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ArPhEx 4.3 - New miniboss added to the Crawling dimension (cryptic complex biome, layers 2-4), the “Arthropleura Abomination” (arthropleura is an enormous ancient millipede species, the largest land arthropod of all time)! Multiple firsts in this entity. First segmented entity added to ArPhEx (a mob made up of multiple sub-entities, hence gaining procedural animation). The first mob exclusive to the Cryptic Complex biome. And the first tameable miniboss, tamed with purple scarab beetles and rideable when tamed: multiple players can ride different segments, up to 16 passengers total! The body entities share health with the main head entity, with damage transferring across (the further the segment is from the head, the less damage you deal to the overall entity by hitting it). They lock in place as it wanders around, attacking players (unless tamed) + roach riverspawn mobs on sight. - Another new mob added based on an ogre spider, the “Spider Ambusher” - the first mob exclusive to the Webbed Wastelands biome, a mob that can hang in a stationary position on the wall holding a web, then pounce at any target player or long legs fly that comes near, dealing heavy damage and webbed effects. Drops cobwebs on death. - Added two types of weather to the Crawling dimension, following the overworld weather cycles. Firstly, blood rain - when it rains in the overworld, it will rain blood in the crawling, oozing from of every inch of soil and dripping down (gives you necrosis when it is raining blood, suggesting some form of acid rain and making it more dangerous to travel). Secondly, and even more dangerously, when it thunders in the overworld, it will become very foggy in the crawling (may not work with shaders) - a thick grey fog becomes widespread and you get a new potion effect, “Breathless”, making you unable to walk for more than 10 seconds at a time without getting a heavy slowness effect and needing to stand still for a short period to recover. This makes mounts and flight all the more useful in the crawling due to their ability to bypass this limitation. - New material item added for future use, “Heavy Chitin”, dropped by the new Arthropleura miniboss, and “Entropy Matrix”, the next mineral of might after Time Prism for a future boss. - Significant improvements to crawling dimension generation, especially in adding more variety to the crawling layer barriers (patches and pillars of clay and compost around the layers for additional rich detail and breaking up the flatness) - New plant added, the “Bane Blossom”. Appears in the Crawling Canopy and Cryptic Complex biomes, and 8 can craft with a diamond to create a bane of the darkness. These plants glow and give you night vision on contact if more 4 are stacked on top of each other (they can grow this high) - Another new plant added, but this one is an entity instead of a block - the Venus Flytrap. Attacks nearby players and flying arthropods, but can’t move. Spawns primarily in the Crawling Canopy biome on compost blocks. Drops cutting on death that can be used to plant more flytraps on crawling compost (they take 5-10 minutes to grow into their full-size version) - Added new enormous web structures to the Webbed Wastelands biome, found on lower layers. Fixed issues with some spider miniboss types breaking webs - Made significant improvements to the Crawling Castle structure, enhancing how it adapts to the world terrain and making a more effective blending colour scheme. Plus, the portal now has a central “crawling compost” block instead of a crawling barrier, making it easier to identify the centre. - Spawning the Tormentor via a spawn egg or summoning in close proximity to a player should now consistently spawn the entity as well as completing the tormentor activation process - Enhanced decadent dust texture - Right clicking to activate the portal now lets you know if any conditions are not met (pillars being lit etc) - Removed amethyst geode generation in the tormented tunnels as they could enable bypassing layers - Fixed issue with unbreakable armours breaking instantly in Neoforge 1.21.1
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Arthropod Phobia Expansions + Horror Bosses / Spider Moth 4.2

4.2
10 февр. 2025 г.11,3 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4, 1.21.1forge, neoforge
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ArPhEx 4.2 (includes all recent 1.20.1 additions for all versions) - Truly major improvements to the Tormentor’s rendering. It now has UNLIMITED render distance capability and now renders the entity even when it is not loaded! Plus it turns the sky fog dark red for nearby players, producing a hostile ambience (also applies now whenever in the bottom crawling layer! Plus, the “Tormentor Initial” stalking version also benefits from this long range rendering (uses it exclusively), making it easier to avoid looking at. Also planning more attack phases, but these are not yet implemented. If these new tormentor rendering features cause any issues for you, they can be disabled fully with a new bonus config option. - New Tarantula Hawk miniboss, the “Wasp Nemesis”! Finally a flying miniboss. This deadly creature spawns in the crawling canopy biome, preying on tarantulas and players. Beware, as its aerial assaults can deal heavy armour piercing and paralysing damage due to its powerful venom. However, its attacks can be dodged. Additionally, it occasionally spits projectiles down upon the player, providing another significant risk. This miniboss is now the second strongest after the Crab Constrictor, dropping an “Oversized Stinger” on death used for crafting a new item. - Tormentor’s “torment cycles” are now reduced in intensity for weaker players who have not received boss kill advancements, and is mostly harmless for players wearing little or no armour. Spider rain will only occur for players who have killed the spider moth, lightning strikes will only happen for players who have killed the scorpioid bloodluster, and spawning strength-boosted aggressive arthropods nearby will only occur for players who have killed the draconic voidlasher. Perfect solution for preventing the tormentor from hindering weaker players too much, given that it can change target if its main stronger target leaves the game. - New item added, the “Tormented Wrath”! One of the most powerful weapons in the game, boasting enormous explosive capability like the Tormentor’s blasts, plus total immunity to explosive damage when held. However, it is extremely expensive, requiring three cores of suffering, two vortex devastators, and four abyssal annihilators to craft. - Another new item added, craftable from three “Oversized Stingers” dropped by the new miniboss - The “Spear of Paralysis”. A weapon comparable to the Abyssal Blade, with similar paralysing and subsequent armour piercing effects to the Wasp’s attacks, along with a held right click ability to deal paralysis to all close-proximity mobs. - Nerfed Tormentor immunity frame time further from 2.5s to 2.0s. - Added a strong additional attack to the Tormentor Summon, requiring it to be level 20+ (owner participated in 20+ Tormentor kills). Shoots a giant burning fireball sphere just like the real Tormentor, dealing devastating AoE damage to any entities it touches. Used by left clicking the summoner item while riding it. - Added an additional attack to the Spider Moth Summon, also triggered by left clicking the summoner item while riding it. Activates a withering effect that deals AoE wither damage to nearby enemies. - Fixed an issue where a message would send notifying that an attack was too weak to harm the Tormentor, even if it wasn’t and it was double. - Fixed issue where it was possible to have two Tormentor summons at once. - Fixed issue where the tormentor summon scale was not visible to other players, and sometimes they wouldn’t see if you were riding it - Improved hornet model significantly - Certain flying mobs should no longer spawn underground, including hornet harbingers, fly festerers, long legs flies, dragonfly dreadnoughts - Reduced chance of teleporting to a lower layer in the Crawling when going through the portal
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Arthropod Phobia Expansions + Horror Bosses / Spider Moth

4.1.8
3 февр. 2025 г.1,1 тыс.Minecraft: 1.20.1forge
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Various changes across updates 4.1.3-4.1.8. Some of the main ones in 4.1.7 include: - New extremely useful tool, the “Temporal Transmitter” added - enables you to place up to 64 blocks at a time from your offhand, in four different cube/cuboid sizes. First useful item craftable from the Time Prism (future boss will drop this, currently obtainable from shards dropped by the Spider Infestor). - Added tormentor-tier multi-tool, the “ABYSS ATOMISER”! Capable of mining six blocks at a time in addition to functioning as combined pickaxe, axe, shovel, hoe, shears, and sword (only the mining and slashing abilities of these tools). Plus includes the full mechanics of the Abyssal Pickaxe in how it can switch between fortune and silk touch. When not crouching, you have the fortune enchantment or can mine 2x3 blocks in the direction you’re looking when using the right click ability. Crouch to use silk touch or mine 6x1 blocks when right click ability is active - more useful for chopping down trees or digging out taller spaces. - Added some more WIP items (placeholders only) that will be extremely powerful. - Fixed issue where centipede evictor could not spawn from killing 1/5 larvae variant - Made the crawling portal able to be activated without any abyssal crystal or scorch charges (just right click the middle block) if you have the “crawling-only” arphex mobs limitatation enabled in config settings. - Significantly reduced the proximity at which the Spider Moth switches from stalking to attacking (if you get too close it attacks). Before it was around 50 blocks, now it is around 30. So you’re significantly more likely to see it stalking you, rather than just attacking immediately. Added a similar change for the Scorpioid Initial stalking mechanism as well. - Boosted spawn rate of Spider Moth “pure stalking” and “sky stalker” versions by 4X - Changing the Abyssal Pickaxe mechanics affected the Abyssal Axe. Reverted changes to the Abyssal Axe, now breaks the block above instead of below. - Changes to the Tormentor Summon - Added individual texture for it, and gave it damage timing and amount immunities. Sends a hotbar message letting you know why you can’t ride it if you try when it’s less than level 10. Removed melee attack immunity, and made damage deal in a custom format. Additionally, it will now try to avoid staying inside a solid wall when not being ridden. - Boosted movement speed of centipede stalker
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Arthropod Phobia Expansions + Horror Bosses / Spider Moth

4.1.2
19 янв. 2025 г.6,2 тыс.Minecraft: 1.20.1forge
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ArPhEx 4.1.2 (1.20.1 only, other versions will get these features in the next update) - Nerfed Tormentor invincibility frames by 50%. Previously had 5 seconds of invincibility after each time it takes damage, now only has 2.5 seconds (50 ticks) of immunity. - Fixed issue where Tormentor could get stuck at 5% health unless hit with a vengeful voidseeker hit. - Tormentor summons can now stay around if spawned by players - Tormentor target tag now removes from entities when the tormentor is not active, and no tormentor summons are nearby - Abyss ascendant now will no longer use the flight ability if you’re in creative or spectator mode, preventing interference with their flight modes - Fixed issue with Tormentor scorpioid being immune to all damage
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Arthropod Phobia Expansions + Horror Bosses Spider Moth

4.1.1
18 янв. 2025 г.1,4 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4, 1.21.1forge, neoforge
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- Improved Spider Infestor self-burying mechanics and animation, along with fixing some bugs In its ambush sequence. - The TORMENTOR can now rarely summon Tormented Steve mobs when tormenting players, if ZoNiEx is installed. - Ant arsonist workers no longer take suffocation damage, so when they’re building and mining things it will be more seamless. - Fixed crash issue with Draconic Shadow Clone
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Arthropod Phobia Expansions + Horror Bosses Spider Moth

4.1
15 янв. 2025 г.669Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4, 1.21.1forge, neoforge
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ArPhEx 4.1 - New miniboss added! The “Spider Infestor”, a monstrous entity based on the real life six eyed sand spider. This miniboss spawns in the Crawling dimension’s Decadent Desert biome, burrowing under the sand in wait of prey to walk too close. Then it springs out and deals brutal damage, with strength beyond that of any other spider in the mod. Drops “Time Prism Shards”, items that will be used in future with one of the upcoming v5.0 post-voidlasher bosses. Additionally comes with an extra slam attack that it uses when low on health. With this attack, it glows purple and jumps into the air on hit, slamming down onto the ground and creating an explosion if mob griefing is enabled. - Crawling design revamped - now consists primarily of a new block, “crawling compost” (drops edible poisonous chunks, chance to spawn mobs when block broken), and biomes now have their own specific colours! ArPhEx mobs can no longer spawn on crawling barrier blocks, so won’t pile up on those instead of spawning on the real terrain. Webbed wasteland has more airborne webs and decadent deserts have flatter terrain. Bosses now spawn correctly on the lowest layer, making it extremely dangerous (especially given that mobs are amped in the lower crawling layers). - Added four additional config settings - one to limit the tormentor’s max health to any specific lower value, one to control the tormentor’s damage immunity time, one to allow the random spawn system to work in any dimension, and even one to toggle whether arphex structures generate! - Added new Armour of Vitality (Vitality Armour). Serves as a “glass cannon” set with low defense/durability and high regenerative abilities, similar to the spectral set but with a different balancing. Helmet provides blindness and nausea immunity, chestplate provides absorption, leggings provide necrosis immunity and regeneration, and boots provide a significant speed boost. Pieces created through smithing gold armour with mantle of vitality items. - Fixed an issue with the Spider Moth Summon that could lock players out of a server when riding it. This came at the cost of removing the ability triggered with CMD/CTRL. Instead, it now emits particles whenever it has an attack target and gives wither effects on hit instead of when using a special ability. - Decreased decadent desert generation range, as it was more prevalent than other biomes - Bosses and their stalking/hallucination variants should now correctly spawn frequently in the bottom crawling layer when a player is down there. Plus added a chance to occasionally show a Tormentor flash popup whenever you’re down there. Extra tension! - Increased amount of ore generation massively in the crawling - Added advancements for getting the mantle of vitality and vitality viewfinder - Improved mantis design by making the wings transparent for all texture variants - Tormentor pet will no longer be so overly fast, and will not attack entities just for attacking its owner, only attacking entities that the owner attacks (since its so powerful, it might have instantly eviscerated mobs that you want to keep alive despite attacking you). The pet now fully works as intended, staying nearby at a comfortable range. - If you use the ethereal staff’s teleportation ability to go back to a previous location and you changed dimension since marking that location, you’ll now go back to the previous dimension! - Scorpioid Bloodluster will now attack blood eagles from my other mod ZoNiEx if installed - wants their blood! - Fixed issue where the Draconic Voidlasher would sometimes randomly despawn
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Arthropod Phobia Expansions + Horror Bosses Spider Moth

4.0.3
28 дек. 2024 г.560Minecraft: 1.20.4, 1.21.1neoforge
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Fixed issue with unbreakable armour sets breaking instantly on Neoforge versions. Made items glow when dropped from bosses in 1.20.4 and fixed zoom effect in 1.21.1. Various other small improvements
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Arthropod Phobia Expansions + Horror Bosses Spider Moth

4.0.2
22 дек. 2024 г.901Minecraft: 1.21.1neoforge
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__ArPhEx is now available for Minecraft 1.21.1 Neoforge! Five simultaneous versions!__**** 4.0.2 changes: Fixed issue where Tormentor would take damage in a wall and ethereal staff would not work. Non-sourced damage immunities readded 4.0.1 changes: Fixed issue where abyssal blade blocking made you invincible from all angles Improved tormentor summon movement Nerfed tormented scorpioid attack damage Summoner items now show health more slowly so it doesn’t cover “let it heal more first before you can spawn” messages At long last, the ultimate update arrives! All feedback appreciated on the countless new mechanics. I will get to work on updating the wiki and project page, but this may take some time given the update scale. Enormous changelog: ArPhEx 4.0 Warning: This update will break existing Crawling Container pockets, because I raised the world height of The Crawling and had to make the pocket dimensions higher along with this. I recommend using structure blocks if you want to preserve a previous pocket room! One more note is that this update does not add any sounds yet. A major sound update is planned for ArPhEx at some point, which will flesh out new sounds for the Tormentor and many other things. - THE TORMENTOR BOSS. A true eldritch monstrosity, making arphex possibly the first Minecraft horror mod to add a convincing eldritch monster. Potentially the largest, most intimidating entity ever added to any Minecraft mod. Plus an insanely challenging and long boss fight, more akin to an infection mod. This boss is the size of an entire biome, and can follow you across unlimited distances and between dimensions. It has many advanced mechanics, including: force chunkloading around itself, massive particle clouds around it visible for long distances (even if entity is not loaded), hitbox indicator particles, respawning ability if lost, map-wide limit of one spawning at a time unless player-spawned, forced damage cap of up to a billion damage. Ability to torment nearby non-targeted players with plagues and enter full attack mode towards any entities that hit it recently and have not died within the last minute. When in attack mode, it has immensely dangerous and destructive powers. It can fire highly explosive blasts, meteor showers, summon stronger versions of other bosses, throw enormous sun-like spheres at you, deal 10,000 attack damage in close proximity, fire blasts that float midair, then lunge towards you, summon caterpillar-like entities that spiral around it and attack in proximity, summon tormentor larvae, and much more, increasing in intensity as its health lowers and cycling between attack phases. Summoned on the bottom layer of The Crawling by throwing an Abyssal Crystal into a well leading straight down into the void (10 minute intense countdown to spawn, the well becomes inactive afterwards, limiting to only one Tormentor summon per well). Moreover, it has mechanics specifically designed to ensure that the boss will remain challenging, even if you have extremely powerful weapons to use against it. It should remain a skill-based challenge, requiring the strongest gear to survive. If you can’t kill the Tormentor, you can seal it by finding an overworld Crawling portal and throwing a Bane of the Darkness into it. The tormentor’s main follow target must be present for this to work (can switch if they die or leave the game). Finally, note that the Tormentor can spawn naturally in an inert state after killing the three original bosses. If you look straight at one, it will trigger and summon the full tormentor version! - THE CRAWLING DIMENSION. Nature at its most brutal and apathetic. A dimension of pure survival of the fittest, where arthropods are locked in an eternal war of evolution and lands are ravaged. Despite this, the design has a mixture of beauty and horror, with fully custom world generation, features, structures, mobs, and biomes. The dimension is separated into five layers. Layer 1: 230-256 (36), Layer 2: 120-230 (110), Layer 3: 60-120 (60), and Layer 4: 0-60 (60). All arthropod-type mobs get increasing strength effects in the crawling, especially at lower layers, plus stronger mob types become more prevalent with lower layers. Generated features also vary between layers, adding variety to the terrain, with darker lower levels. - Access the Crawling by finding a giant underground castle structure in the overworld, spawning in any biomes. Inside this structure there is a hollow sphere. Inside the hollow sphere, there are four pillars. Lighting each on fire with scorch charges and right clicking the central “crawling barrier” block with an Abyssal Crystal activates the portal without consuming the item. Leaving the Crawling is different. You can find portals scattered on the top layer. Some point to the overworld, some point to the nether, and some point to the end (indicated by stone/netherrack/endstone blocks. Therefore, entering the Crawling is dangerous in this way too, even leaving can be a challenge. You can locate the overworld castle structure with the new "Crawling Compass" craftable item, and this item also enables you to find dungeons that bypass crawling layer barriers! - Added FIVE biomes for the Crawling! Crawling Canopy (a beautiful biome with lush foliage hanging from the ceiling, along with decorations like brambles and large bushes - All manner of arthropods spawn there). Decadent Desert (biome focuses on scorpions and solifuges, with flatter grounds and small floating islands scattered about). Tormented Tunnels (a tighter, darker biome with many additional dangers to watch for, yet valuable rewards to be found in the form of precious ores (including the new “Exquisite Ore”). Webbed Wasteland (a biome filled to the brim with cobwebs and spiders, very difficult to traverse without flight). And finally, Cryptic Complex (the most mysterious biome, appearing to have constructed monuments and buildings or generators for unknown purposes. Three major dungeons also exist for bypassing layers of the crawling, featuring tons of brutal enemies and mechanics to prevent easily bypassing layers. - The new dungeons have special loot tables of various tiers containing arphex items, including some special new items only obtainable through dungeon chests, like the "Prowler Parachute" (item giving slow falling when held and upwards boosts on right click). - Added brand new blocks for The Crawling: Crawling Clay (decoration block), Decadent Dust (dark sand block for the Decadent Desert biome), Exquisite Ore (rainbow ore found rarely in the Tormented Tunnels, drops Abyssal, Fire Opal, or Void Geode shards), and finally, improved Crawling Barrier blocks that segment off the layers from each other and deal heavy armour-piercing damage on contact (to non-arthropods). - Mantis Mutilator mobs! A new regular mob, and the first Crawling-Exclusive mob! These large, strong mantises can stalk their prey (small flying mobs and players), always preferring to attack from behind. They will happily attack you too if you look away, dealing devastating damage with their surprise attacks (attacks are stronger if their target is looking away). 1 in 5 will be a special Orchid variant (idea credit to Neery), or stick mantis variant (idea credit to Electro) for even more stealthiness. Tameable with iridescent scarabs and rideable! Drops a "mantis machete" on death, a melee weapon dealing heavy armour-piercing damage if the attack lands on an enemy from behind. - Three new entities based on existing bosses, but stronger and specifically designed to complement the Tormentor as its summoning minions (occasionally summons them upon taking damage). Tormented Spider Moth lunges at you repeatedly, charging in a straight line and changing direction only once every few seconds (devastating damage if it grabs you). Tormented Scorpioid Bloodluster attempts to attack you and steal health in doing so, then runs over to the Tormentor to give it health (also sometimes activating a forcefield during combat). And finally, the Tormented Draconic Voidlasher alternates between two attack phases, one where it fires continuous supercharged void spears at you, and the other where it spawns orbs that start following you rapidly after a few moments. Without an Abyss Ascendant, Vortex Devastator, or other powerful tool, you won’t be able to escape these attacks. These bosses can also fly straight through walls like the Tormentor, and their attacks have no limit to their damage depending on the target’s health. - Added various new Tormentor-exclusive particles for smoke variants and the core of eternal suffering. - The most powerful material items now have flashing animations. - Added configuration spawning setting to be able to limit all mob spawns to the Crawling if desired. Accessing the Crawling will be very difficult this way, however. - The Abyss Ascendant is finally now obtainable in the way I wanted. Crafted from an umbral ingot surrounded by two abyssal blades, two ascendant staffs, and four scorch charges. Thereby, you can craft it purely from materials dropped by the first three bosses and regular early-game mobs. It is the strongest pre-crawling item, but now has a new system where it will not activate fully until you defeat a Tormentor, except for when a Tormentor is in close proximity. When it is not fully active, its name changes and it will not have full flight abilities or ability to freeze nearby mobs in place. However, it is still extremely strong with 30 attack damage, very long-range attacks, damage blocking, and hovering/rapid movement powers. It is the best weapon for fighting the Tormentor, though more comparable pre-tormentor weapons are planned. - Added “Ascended Cube” ultimate item crafted from four cores of eternal suffering. This block provides the player who placed it with resistance 2 in a wide range. It also completely repels the tormentor and its summons/projectiles in a wide area, and resists being broken by players who are not its “owner”, giving them mining fatigue 2 to slow them down. Deals heavy damage on contact. - Tormentor is available in a small summon (pet) version that gets bigger and stronger the more times you kill the main Tormentor. Scales all the way to 200 Tormentor kills. At this point, it would be able to 2-shot regular bosses. Item crafts from Tormentor drops: A core of eternal suffering and eight hedonic gems (crafted from another single core of suffering). Summon is also rideable if you have 10+ Tormentor kills and can fly straight through walls (suffocation immunity while riding). You can change your registered amount of tormentor kills with cheats by crouching and right clicking a tormentor summon while you have a “debug effect” potion (/effect give @p arphex:debug_effect) - while you have that effect, extra information is displayed about the Tormentor mechanism while active, for error debugging purposes. - Crawling Container now only cools down momentarily if you’re using it in creative or spectator mode. - The effect given by Vortex Devastator and Voidlasher homing projectiles now gives more vortex-like particles. Plus increased the length of effect given by the Vortex Devastator. Also buffed Vortex Devastator damage massively - approximately double! - Brand new “Chitin armour” has three tiers of power, serving as an alternative to the other sets that can be accessed in the earlier game. Its special abilities include: Showing particle lines that only you can see, directing to all nearby mobs and indicating whether they are friendly or hostile (when crouching) with higher radius based on tier. Resistance and strength effects given to all nearby tamed mobs (higher for higher tier sets). Immunity to webbed effects. A double jump ability improving with tier. And set bonus of flat 10. 20. or 40% damage reduction from behind depending on tier. - Added an early/mid-game bow item: Black Widow Bow - alternative to the regular bow, but not needing enchantments to reach a high level of power. Unlimited ammunition and durability, plus deals necrosis, fire, and webbed effects on arrow hit. - Spider larvae size+hitbox increased, and face grab damage slowed to account for modpacks that may remove the damage speed limit. - Tiny spider larvae no longer spawn with regular ones, so now only come from Spider Broods. - Significantly improved the designs of all armour types. - The Core of Eternal Suffering dropped by the Tormentor boss can now craft into eight “Hedonic Gem” items, used for crafting eternal armour. After killing a tormentor, the core item emits particles and lets you know it is nearby. - Buffed arthropod antenna range - Force gauntlet left click ability now deals strong damage. - All spider mobs are now fully immune to cobwebs. - Buffed Vitality Viewfinder to add a “lens mode” where it works without being held directly. Toggled on left click. - Spider larvae, long legs, and tiny variants now have less forward movement when midair - Nerfed Spider Flat attack damage by more than half - Increased random spawn system rates significantly. - Vengeful Voidseeker zoom now works any time you sneak, not just when cooling down, and fixed an issue where it had to be used in lock on mode before being able to be used in manual-control mode. Also increased its range and speed/damage. - Termite Tunneler queen now drops a new item on death, the "Tectonic Tunneler". This pickaxe can break two blocks at a time like the Abyssal Pickaxe, enabling fast tunnelling. It is also now required in crafting the Abyssal Pickaxe, instead of a netherite pickaxe. - Ethereal staff now gives true suffocation damage immunity when in a wall. - Decreased issue where Scorpioids and Reapers sometimes spawn with their second-stage textures. - Upgraded void protection effect to work if death wasn’t caused by an entity - Buffed umbral armour to have the same protection as infernal - Improved butterfly flight animation cutoff, improved flaws in model, and made it so that sneaking up to them doesn’t make them fly off immediately. - Buffed arthropod antenna range - Fixed many server/client animation sync issues, including a very long-standing one where the Spider Moth would look the wrong way when flying sometimes - Umbral armour set bonus (shared by Eternal) no longer shows the circling purple orb unless you are actively being targeted for attack. It already only damaged mobs that were attacking. - Crab Constrictor can no longer hit downwards, should prevent it from destroying you through the ground - ArPhEx armours are now truly unbreakable, rather than just resetting durability to 0. - Fixed issue where crab larvae could float in the air while grabbing - Renamed Chaos Targeted to Chao Lock to differentiate. - Made centipede evictor larvae bigger - Fixed potential crash on spider moth kill if no player is nearby - Major performance improvements, tons of redundant or slow older code removed - Many bugfixes and some potential crash fixes - New improved logo based on the Tormentor - Many new advancements added - Much more that I never got round to adding to the changelog
release

Arthropod Phobia Expansions + Horror Bosses Spider Moth

4.0
20 дек. 2024 г.3,4 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4forge, neoforge
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At long last, the ultimate update arrives! All feedback appreciated on the countless new mechanics. I will get to work on updating the wiki and project page, but this may take some time given the update scale. Enormous changelog: ArPhEx 4.0 Warning: This update will break existing Crawling Container pockets, because I raised the world height of The Crawling and had to make the pocket dimensions higher along with this. I recommend using structure blocks if you want to preserve a previous pocket room! One more note is that this update does not add any sounds yet. A major sound update is planned for ArPhEx at some point, which will flesh out new sounds for the Tormentor and many other things. - THE TORMENTOR BOSS. A true eldritch monstrosity, making arphex possibly the first Minecraft horror mod to add a convincing eldritch monster. Potentially the largest, most intimidating entity ever added to any Minecraft mod. Plus an insanely challenging and long boss fight, more akin to an infection mod. This boss is the size of an entire biome, and can follow you across unlimited distances and between dimensions. It has many advanced mechanics, including: force chunkloading around itself, massive particle clouds around it visible for long distances (even if entity is not loaded), hitbox indicator particles, respawning ability if lost, map-wide limit of one spawning at a time unless player-spawned, forced damage cap of up to a billion damage. Ability to torment nearby non-targeted players with plagues and enter full attack mode towards any entities that hit it recently and have not died within the last minute. When in attack mode, it has immensely dangerous and destructive powers. It can fire highly explosive blasts, meteor showers, summon stronger versions of other bosses, throw enormous sun-like spheres at you, deal 10,000 attack damage in close proximity, fire blasts that float midair, then lunge towards you, summon caterpillar-like entities that spiral around it and attack in proximity, summon tormentor larvae, and much more, increasing in intensity as its health lowers and cycling between attack phases. Summoned on the bottom layer of The Crawling by throwing an Abyssal Crystal into a well leading straight down into the void (10 minute intense countdown to spawn, the well becomes inactive afterwards, limiting to only one Tormentor summon per well). Moreover, it has mechanics specifically designed to ensure that the boss will remain challenging, even if you have extremely powerful weapons to use against it. It should remain a skill-based challenge, requiring the strongest gear to survive. If you can’t kill the Tormentor, you can seal it by finding an overworld Crawling portal and throwing a Bane of the Darkness into it. The tormentor’s main follow target must be present for this to work (can switch if they die or leave the game). Finally, note that the Tormentor can spawn naturally in an inert state after killing the three original bosses. If you look straight at one, it will trigger and summon the full tormentor version! - THE CRAWLING DIMENSION. Nature at its most brutal and apathetic. A dimension of pure survival of the fittest, where arthropods are locked in an eternal war of evolution and lands are ravaged. Despite this, the design has a mixture of beauty and horror, with fully custom world generation, features, structures, mobs, and biomes. The dimension is separated into five layers. Layer 1: 230-256 (36), Layer 2: 120-230 (110), Layer 3: 60-120 (60), and Layer 4: 0-60 (60). All arthropod-type mobs get increasing strength effects in the crawling, especially at lower layers, plus stronger mob types become more prevalent with lower layers. Generated features also vary between layers, adding variety to the terrain, with darker lower levels. - Access the Crawling by finding a giant underground castle structure in the overworld, spawning in any biomes. Inside this structure there is a hollow sphere. Inside the hollow sphere, there are four pillars. Lighting each on fire with scorch charges and right clicking the central “crawling barrier” block with an Abyssal Crystal activates the portal without consuming the item. Leaving the Crawling is different. You can find portals scattered on the top layer. Some point to the overworld, some point to the nether, and some point to the end (indicated by stone/netherrack/endstone blocks. Therefore, entering the Crawling is dangerous in this way too, even leaving can be a challenge. You can locate the overworld castle structure with the new "Crawling Compass" craftable item, and this item also enables you to find dungeons that bypass crawling layer barriers! - Added FIVE biomes for the Crawling! Crawling Canopy (a beautiful biome with lush foliage hanging from the ceiling, along with decorations like brambles and large bushes - All manner of arthropods spawn there). Decadent Desert (biome focuses on scorpions and solifuges, with flatter grounds and small floating islands scattered about). Tormented Tunnels (a tighter, darker biome with many additional dangers to watch for, yet valuable rewards to be found in the form of precious ores (including the new “Exquisite Ore”). Webbed Wasteland (a biome filled to the brim with cobwebs and spiders, very difficult to traverse without flight). And finally, Cryptic Complex (the most mysterious biome, appearing to have constructed monuments and buildings or generators for unknown purposes. Three major dungeons also exist for bypassing layers of the crawling, featuring tons of brutal enemies and mechanics to prevent easily bypassing layers. - The new dungeons have special loot tables of various tiers containing arphex items, including some special new items only obtainable through dungeon chests, like the "Prowler Parachute" (item giving slow falling when held and upwards boosts on right click). - Added brand new blocks for The Crawling: Crawling Clay (decoration block), Decadent Dust (dark sand block for the Decadent Desert biome), Exquisite Ore (rainbow ore found rarely in the Tormented Tunnels, drops Abyssal, Fire Opal, or Void Geode shards), and finally, improved Crawling Barrier blocks that segment off the layers from each other and deal heavy armour-piercing damage on contact (to non-arthropods). - Mantis Mutilator mobs! A new regular mob, and the first Crawling-Exclusive mob! These large, strong mantises can stalk their prey (small flying mobs and players), always preferring to attack from behind. They will happily attack you too if you look away, dealing devastating damage with their surprise attacks (attacks are stronger if their target is looking away). 1 in 5 will be a special Orchid variant (idea credit to Neery), or stick mantis variant (idea credit to Electro) for even more stealthiness. Tameable with iridescent scarabs and rideable! Drops a "mantis machete" on death, a melee weapon dealing heavy armour-piercing damage if the attack lands on an enemy from behind. - Three new entities based on existing bosses, but stronger and specifically designed to complement the Tormentor as its summoning minions (occasionally summons them upon taking damage). Tormented Spider Moth lunges at you repeatedly, charging in a straight line and changing direction only once every few seconds (devastating damage if it grabs you). Tormented Scorpioid Bloodluster attempts to attack you and steal health in doing so, then runs over to the Tormentor to give it health (also sometimes activating a forcefield during combat). And finally, the Tormented Draconic Voidlasher alternates between two attack phases, one where it fires continuous supercharged void spears at you, and the other where it spawns orbs that start following you rapidly after a few moments. Without an Abyss Ascendant, Vortex Devastator, or other powerful tool, you won’t be able to escape these attacks. These bosses can also fly straight through walls like the Tormentor, and their attacks have no limit to their damage depending on the target’s health. - Added various new Tormentor-exclusive particles for smoke variants and the core of eternal suffering. - The most powerful material items now have flashing animations. - Added configuration spawning setting to be able to limit all mob spawns to the Crawling if desired. Accessing the Crawling will be very difficult this way, however. - The Abyss Ascendant is finally now obtainable in the way I wanted. Crafted from an umbral ingot surrounded by two abyssal blades, two ascendant staffs, and four scorch charges. Thereby, you can craft it purely from materials dropped by the first three bosses and regular early-game mobs. It is the strongest pre-crawling item, but now has a new system where it will not activate fully until you defeat a Tormentor, except for when a Tormentor is in close proximity. When it is not fully active, its name changes and it will not have full flight abilities or ability to freeze nearby mobs in place. However, it is still extremely strong with 30 attack damage, very long-range attacks, damage blocking, and hovering/rapid movement powers. It is the best weapon for fighting the Tormentor, though more comparable pre-tormentor weapons are planned. - Added “Ascended Cube” ultimate item crafted from four cores of eternal suffering. This block provides the player who placed it with resistance 2 in a wide range. It also completely repels the tormentor and its summons/projectiles in a wide area, and resists being broken by players who are not its “owner”, giving them mining fatigue 2 to slow them down. Deals heavy damage on contact. - Tormentor is available in a small summon (pet) version that gets bigger and stronger the more times you kill the main Tormentor. Scales all the way to 200 Tormentor kills. At this point, it would be able to 2-shot regular bosses. Item crafts from Tormentor drops: A core of eternal suffering and eight hedonic gems (crafted from another single core of suffering). Summon is also rideable if you have 10+ Tormentor kills and can fly straight through walls (suffocation immunity while riding). You can change your registered amount of tormentor kills with cheats by crouching and right clicking a tormentor summon while you have a “debug effect” potion (/effect give @p arphex:debug_effect) - while you have that effect, extra information is displayed about the Tormentor mechanism while active, for error debugging purposes. - Crawling Container now only cools down momentarily if you’re using it in creative or spectator mode. - The effect given by Vortex Devastator and Voidlasher homing projectiles now gives more vortex-like particles. Plus increased the length of effect given by the Vortex Devastator. Also buffed Vortex Devastator damage massively - approximately double! - Brand new “Chitin armour” has three tiers of power, serving as an alternative to the other sets that can be accessed in the earlier game. Its special abilities include: Showing particle lines that only you can see, directing to all nearby mobs and indicating whether they are friendly or hostile (when crouching) with higher radius based on tier. Resistance and strength effects given to all nearby tamed mobs (higher for higher tier sets). Immunity to webbed effects. A double jump ability improving with tier. And set bonus of flat 10. 20. or 40% damage reduction from behind depending on tier. - Added an early/mid-game bow item: Black Widow Bow - alternative to the regular bow, but not needing enchantments to reach a high level of power. Unlimited ammunition and durability, plus deals necrosis, fire, and webbed effects on arrow hit. - Spider larvae size+hitbox increased, and face grab damage slowed to account for modpacks that may remove the damage speed limit. - Tiny spider larvae no longer spawn with regular ones, so now only come from Spider Broods. - Significantly improved the designs of all armour types. - The Core of Eternal Suffering dropped by the Tormentor boss can now craft into eight “Hedonic Gem” items, used for crafting eternal armour. After killing a tormentor, the core item emits particles and lets you know it is nearby. - Buffed arthropod antenna range - Force gauntlet left click ability now deals strong damage. - All spider mobs are now fully immune to cobwebs. - Buffed Vitality Viewfinder to add a “lens mode” where it works without being held directly. Toggled on left click. - Spider larvae, long legs, and tiny variants now have less forward movement when midair - Nerfed Spider Flat attack damage by more than half - Increased random spawn system rates significantly. - Vengeful Voidseeker zoom now works any time you sneak, not just when cooling down, and fixed an issue where it had to be used in lock on mode before being able to be used in manual-control mode. Also increased its range and speed/damage. - Termite Tunneler queen now drops a new item on death, the "Tectonic Tunneler". This pickaxe can break two blocks at a time like the Abyssal Pickaxe, enabling fast tunnelling. It is also now required in crafting the Abyssal Pickaxe, instead of a netherite pickaxe. - Ethereal staff now gives true suffocation damage immunity when in a wall. - Decreased issue where Scorpioids and Reapers sometimes spawn with their second-stage textures. - Upgraded void protection effect to work if death wasn’t caused by an entity - Buffed umbral armour to have the same protection as infernal - Improved butterfly flight animation cutoff, improved flaws in model, and made it so that sneaking up to them doesn’t make them fly off immediately. - Buffed arthropod antenna range - Fixed many server/client animation sync issues, including a very long-standing one where the Spider Moth would look the wrong way when flying sometimes - Umbral armour set bonus (shared by Eternal) no longer shows the circling purple orb unless you are actively being targeted for attack. It already only damaged mobs that were attacking. - Crab Constrictor can no longer hit downwards, should prevent it from destroying you through the ground - ArPhEx armours are now truly unbreakable, rather than just resetting durability to 0. - Fixed issue where crab larvae could float in the air while grabbing - Renamed Chaos Targeted to Chao Lock to differentiate. - Made centipede evictor larvae bigger - Fixed potential crash on spider moth kill if no player is nearby - Major performance improvements, tons of redundant or slow older code removed - Many bugfixes and some potential crash fixes - New improved logo based on the Tormentor - Many new advancements added - Much more that I never got round to adding to the changelog
release

Arthropod Phobia Expansions + Horror Bosses Spider Moth

3.2.4
24 окт. 2024 г.16,3 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4forge, neoforge
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ArPhEx 3.2.4 - Added brand new WIP endgame item that gives you your own pocket dimension! (A room above the crawling ceiling). Fully working and includes invite functions to bring mobs or players to your pocket dimension. See item description for more details. Another crazy item that will be accessible after warding or killing the Tormentor. - Major upgrade to the Abyssal Dagger. New custom model and special right click ability where each time you hit an enemy while it is cooling down, you get more and more speed boost and strength. Cools down for shorter periods each time you level up in speed, making it harder to maintain and creating a combo effect! - Hornets and dragonflies nerfed (shorter wither effect for hornets, less damage for dragonflies). Also reduced dragonfly spawn biomes to just jungles and rivers. - Added epic value to fire opal shard. - Fixed Silk Slinger name from old one, “Sling Web”. New mod coming very soon (happy halloween): Progressive Mob Wave Activations!
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Arthropod Phobia Expansions + Horror Bosses Spider Moth

3.2.3
16 окт. 2024 г.774Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4forge, neoforge
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b version fixes another potential crash with ant soldiers. ArPhEx 3.2.3 - Added another ability for ant workers. In addition to planting seeds on farmland, they can now toggle to other kinds of plants for placing on farmland, including tree saplings. Thereby, you can now get closer to fully automatic tree farms where they break trees and place saplings. To make them switch from seeds to saplings, simply right click the queen with any kind of vanilla sapling or seed you want the worker ants to use on farmland. Or right click the queen with a stick to disable farmland planting mode. - Added lifesteal as an extra bonus ability of the Abyssal Axe critical hit power - Added ProjectE mod support - all non-vanilla arphex materials now automatically add EMC values (requires reloading world to fully apply). - Added an expensive recipe using only vanilla items for the crawling compass item. It will serve in future as a new way to find the crawling dimension portal, even if you don’t have ArPhEx mobs enabled anywhere else - new upcoming option for people who want ArPhEx to be limited to the Crawling only. No point in crafting it yet, it only points to the nearest jungle temple. It will be cheaper to craft from ArPhEx mob drops. - Fixed major particle issue where using the Abyssal Blade, Abyss Ascendant, Umbral Armour, or Eternal Armour would cause every player on the server to get the circling particle effects. No one has ever mentioned it, surprisingly - Added uncrafting recipes to abyssal crystal, fire opal, and void geode blocks - Added placeholder EXTREMELY expensive recipe for the Core of Eternal Suffering, requiring three blocks of Abyssal Crystal, three blocks of Fire Opal, and three blocks of Void Geode. Technically, this means the Spider Moth Summon and Abyss Ascendant are now obtainable legitimately. I will retain this recipe for people who don’t want to enable bosses in config, so they will have a way to get post-tormentor items. - Ants with resistance effects will now spawn tiny white particles, like glints to let you know they’re upgraded - Spider Moth hasn’t been performing the “grow attack” for many updates. Fixed in this update, now it has the ability again to grow massive and become more powerful and immune to damage. Also made it more likely to disable the hovering mode if attacked during it. - Added messages notifying players if their ant queen has been killed, or if they just killed another player’s ant queen (destroying the colony). - Fixed rare Spider Moth Larvae crash issue. - Reduced speed of Bloodluster forcefield particle generation for enhanced performance - Ant workers and soldiers can now eat melons as well as regular apples - Increased effect range of Abyssal Crystal Block from 20 blocks to 30. - Removed hornet spawns in the nether (too dangerous with lava) - Fixed centipede stalker and millipede marauder sometimes wandering without walking animations, now slightly faster so it triggers - Added safeguards against random Scorpioid Bloodluster despawning - Fixed issue where the Spider Prowler and Reaper mobs would swing back and forwards while hanging on a 1 block thick ceiling. Also improved the hitbox of the Reaper when on the ceiling. - Increased Beetle Bulwark spawn weight from 6 to 8 - Halved hornet, butterfly bewitcher, and tiny ant arsonist spawn rates - Added further safeguards against the voidlasher knocking items away (including its drop) - Further bugfixes
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Arthropod Phobia Expansions + Horror Bosses Spider Moth

3.2.3
16 окт. 2024 г.257Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4forge, neoforge
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ArPhEx 3.2.3 - Added another ability for ant workers. In addition to planting seeds on farmland, they can now toggle to other kinds of plants for placing on farmland, including tree saplings. Thereby, you can now get closer to fully automatic tree farms where they break trees and place saplings. To make them switch from seeds to saplings, simply right click the queen with any kind of vanilla sapling or seed you want the worker ants to use on farmland. Or right click the queen with a stick to disable farmland planting mode. - Added lifesteal as an extra bonus ability of the Abyssal Axe critical hit power - Added ProjectE mod support - all non-vanilla arphex materials now automatically add EMC values (requires reloading world to fully apply). - Added an expensive recipe using only vanilla items for the crawling compass item. It will serve in future as a new way to find the crawling dimension portal, even if you don’t have ArPhEx mobs enabled anywhere else - new upcoming option for people who want ArPhEx to be limited to the Crawling only. No point in crafting it yet, it only points to the nearest jungle temple. It will be cheaper to craft from ArPhEx mob drops. - Fixed major particle issue where using the Abyssal Blade, Abyss Ascendant, Umbral Armour, or Eternal Armour would cause every player on the server to get the circling particle effects. No one has ever mentioned it, surprisingly - Added uncrafting recipes to abyssal crystal, fire opal, and void geode blocks - Added placeholder EXTREMELY expensive recipe for the Core of Eternal Suffering, requiring three blocks of Abyssal Crystal, three blocks of Fire Opal, and three blocks of Void Geode. Technically, this means the Spider Moth Summon and Abyss Ascendant are now obtainable legitimately. I will retain this recipe for people who don’t want to enable bosses in config, so they will have a way to get post-tormentor items. - Ants with resistance effects will now spawn tiny white particles, like glints to let you know they’re upgraded - Spider Moth hasn’t been performing the “grow attack” for many updates. Fixed in this update, now it has the ability again to grow massive and become more powerful and immune to damage. Also made it more likely to disable the hovering mode if attacked during it. - Added messages notifying players if their ant queen has been killed, or if they just killed another player’s ant queen (destroying the colony). - Fixed rare Spider Moth Larvae crash issue. - Reduced speed of Bloodluster forcefield particle generation for enhanced performance - Ant workers and soldiers can now eat melons as well as regular apples - Increased effect range of Abyssal Crystal Block from 20 blocks to 30. - Removed hornet spawns in the nether (too dangerous with lava) - Fixed centipede stalker and millipede marauder sometimes wandering without walking animations, now slightly faster so it triggers - Added safeguards against random Scorpioid Bloodluster despawning - Fixed issue where the Spider Prowler and Reaper mobs would swing back and forwards while hanging on a 1 block thick ceiling. Also improved the hitbox of the Reaper when on the ceiling. - Increased Beetle Bulwark spawn weight from 6 to 8 - Halved hornet, butterfly bewitcher, and tiny ant arsonist spawn rates - Added further safeguards against the voidlasher knocking items away (including its drop) - Further bugfixes
release

Arthropod Phobia Expansions + Horror Bosses Spider Moth Dweller

3.2.1
10 окт. 2024 г.3,1 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4forge
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Version 3.2.1 fixes Fixed issues with tamed Termite King where it would be unable to switch following mode, and where it could rarely cause crashes when attacking entities. Also gave it passive regeneration. Fixed potential division by zero error with termite workers. Fixed potential tick crash with Ant Soldiers Decreased millipede rarity. Added climbing animation for termite workers. In addition to the major 3.2 update released the other day: ArPhEx version 3.2 The colony update! - Tameable ant colonies and antagonistic termite colonies added! Extremely intricate, intuitive, and fun mechanics - ants can mine, build, and defend for you. FOUR new variants: Worker ants, soldier ants, drone ants, and alate ants that turn into queens - all included. - Huge Termite Tunneler mounds now generate naturally in taigas, old growth pine taigas, and savannas. They contain FIVE new termite mob variants: Worker termites, soldier termites, alate termites, king termites, and a queen termite. Killing the queen spawns an egg that will tame to the nearest player and turns into a king termite a minute later. Strongest pet so far, miniboss tier with 250HP. Moreover, it can toggle between following or not, and is rideable. - Upgraded crusher claw to be able to execute strong sweep attacks dealing AoE damage, like swords. - Massively improved anthill generation. - Holding powerful mineral items in either hand will consistently give the strength effect now. - Anthills now generate instantly and avoid creating large blocks of dirt for the tunnels underneath. The tunnels will go through whatever kind of blocks are beneath. - Fixed an issue where picking up pets could remove stacks of spider jars. It will only remove one now. - Improvements to WIP items: Abyss Ascendant now no longer gives swirling particles every time you get the slow falling effect while it is in your inventory. Now only if provided by the tool directly. Eternal Armour (WIP) now has a custom model (subject to change) and additional powers to block all attacks that deal 2.5 hearts or less in damage. New “Eternal Evasion” effect added as a set bonus for eternal armour. While you have eternal evasion, you will be able to dodge attacks, like Ultra Instinct, by crouching briefly before the attack hits (rechargeable). - Fixed an issue that could cause the Voidlasher to rarely destroy items. - Fixed an issue where tamed tarantulas would look repeatedly to the side if they had an attack target while you hold the jump key. - Improved performance for nearly all arphex mobs. - Modified Ethereal Staff to be unable to teleport mobs and players into blocks (unless the hitbox of the teleported entity is bigger than 1x2x1). - Small butterfly bewitchers now fly away if a player gets close.Additionally, the wall-walking is much better now, actually disabling physics for a short period.. - Added a one-time warning upon attacking a stronger centipede larvae. Hints that killing it may spawn the miniboss. - Teleport ghosts and Scorpioid bloodlusters should no longer make damage hit sounds when passing through walls.inside walls.lRemoved - Modified infernal armour (boots) to now give slow falling when you crouch, instead of when you sprint. - Found a fix for a long-standing issue where the spider moth would sometimes look the wrong way while flying. - Fixed another long-standing issue with teleporter ghosts getting hurt repeatedly while going through walls. - Improved creative tab ordering. Full guide to ant and termite colonies!: Ants should be seen as replaceable, not as accumulating pets. If you have more than 20 ants in your colony, the furthest loaded one will despawn until you have 20. This number is fully configurable, including to zero as a means of disabling tamed colony mechanics if desired. Naturally generated anthills (generating in non-snowy taiga biomes) can now spawn worker ants (1 in ~2 chance), drone ants (1 in 10), regular tiny ants (1 in ~3), and alate ants (1 in 20). Since the blocks that spawn the ants turn to regular dirt after doing so, there are only finite chances to get an alate from each nest. Ant alates spawn rarely from anthills (1 in 20 ). They are tameable with golden apples, turning into a queen 5 minutes after being tamed, following you until this change happens. 1 in 5 chance to tame per golden apple, or guaranteed to tame from an enchanted golden apple. Ant queens take continuous damage if they can see the sky. They need to be under cover once they’re queens. You need to make a nest/den for them of any sort. Only requirements are space for them to grow (visual and hitbox sizes increase with tiers!), and a roof. Once they’ve turned into a queen, their wings disappear and they get a gold emblem on their back. Queens grow naturally over time, but you can accelerate the process with golden apples. Otherwise, they take 30 ingame days to reach full size. A regular golden apple gives 1200XP, equivalent to a day of waiting. An enchanted golden apple gives 9600XP, equivalent to 8 days of waiting. Golden apples also heal the queen. To heal regular ants, you can feed them regular apples. When an ant spawns naturally away from a tamed queen, it will get a tag that prevents it from taming. If a queen is tamed, then it will repeatedly attempt to tame untamed nearby ants that don’t have this tag to its own owner. 
The queen will only spawn ants if the owner is nearby within 100-ish blocks. When tamed ants are present, the mod checks how many are currently loaded for each given owner. If more than 20 are loaded that are all tamed by one player, then the furthest one from the owner will despawn. This prevents colonies from getting out of control. Soldier ants count as 3 ants! Any queen will follow you if you hold a golden apple. When tamed and in alate form, it follows without this requirement. Right click the queen with anything other than a golden apple for information about its health and levelling XP. <1200 = Tier 1 1200XP = Tier 2 (queen gets strength) 12000XP = Tier 3 (queen gets strength + resistance) 36000XP = Tier 4 (queen gets strength 2 + resistance 2) Initial queen can spawn one ant per day. Cannot spawn soldiers at this tier, only workers. Tier 2 queen can spawn an ant every ten minutes. Tier 3 queen can spawn an ant every six minutes, giving resistance to soldiers Tier 4 queen can spawn an ant every two minutes, and gives resistance, regeneration, and strength effects to both workers and soldiers The max ant limit is the same regardless of the queen tier, it just affects replacement speed. Soldier ants with the resistance effect gain the additional ability to spawn drones (male flying ants that can’t turn into queens) as temporary minions that assist them in combat. Any drone will despawn after a minute. They fly and attack enemies in a similar way to hornets and mosquitos. Drones do not count towards the maximum total ant count, given how temporary they are and that they don’t tame to the player. Tamed ants generally patrol near to the queen by default (within 50 blocks), but you can right click any soldier ant to ride it into battle, or right click any worker ant to activate a mode where they will follow you and serve like a wolf (that can build quick temporary structures for you). Right click them again to deactivate the mode, and they will return to the patrolling mode if the queen is near enough for them to detect, else they’ll wander around until despawning. Occasionally, ants will travel back to their queen to check on them, if they can do so without it being obstructed. This is a mechanism that keeps them from wandering too far away, as they will travel back to the queen if it is not near enough. “Ant Commander” staff has one ability that interacts with any nearby worker ants, and three other functions that interact with the queen from a distance, giving it commands to send out to your worker ants. The item is craftable with a golden apple, copper rod, antenna, and two burning glands. Right click with the staff and nearby worker ants will build a temporary defensive structure at your position (can use anywhere). Queen proximity functions: Left click a block type to mark it for breaking (stone or logs+leaves, hitting any other block disables breaking). Crouch+Right click to prioritize your current area (needs to be near the queen) for patrolling, planting, or block breaking (for ants not following you). Crouch+Left click ground to remove area designation and reset proximity tasks. Ants within a prioritised area will give off golden particles, indicating that they are able to break blocks within that area and patrol it. Having multiple tamed queens in one area will further increase the rate at which you can accumulate ants, but does not increase the cap on how many you can have tamed at a time. They will despawn faster as well as spawning faster. However, if they are spread far apart, then the despawning will not happen much as it is localised within 200 blocks. You could spread queens apart for a wider area of being able to use special queen functions for worker ants, or as backups in case one queen is eliminated. Huge Termite Tunneler mounds now generate naturally in taigas, old growth pine taigas, and savannas. The two shared biomes can lead to wars between ant colonies and nearby termite mounds. Approaching these mounds is extremely dangerous. Late-game weapons/armour recommended to deal with them. As you approach, the queen will give you mining fatigue, discouraging players from just digging to the final room at the bottom - entrance is at the top. Termites are aggressive, attacking any players and ants they come across. They pose a threat to your colony anywhere, not just near termite mounds, especially if they can reach the queen (via workers tunnelling!). Worker termites can tunnel through blocks. This doesn’t break or change the blocks in the process, so it shouldn’t become too annoying. They especially do this to attack nearby ant queens and players. They slowly move through the blocks, similar to the existing scorpioid bloodluster mechanics, but requiring being in the ground and limited in that they avoid passing through blocks with 5+ hardness (iron bars, obsidian, etc - a defensive option for the ant queen). Arthropod antenna item is useful to see them coming. Soldier termites are stronger and can track over longer ranges. Alate termites alternate between attacking on the ground and attacking from the air. A fully hybrid ground/air mob. King termites are particularly strong, posing a final threat when approaching the queen. Termite queen gives mining fatigue with a pop up animation to nearby players, encouraging exploration through the mound rather than trying to dig straight to the queen. However, the mound is extremely dangerous. If you kill the termite tunneller queen, it will spawn a large egg at its location. The egg should show a nametag letting you know it is tamed to you. After a minute, it will turn into a termite tunneler king, remaining tamed. These large termite kings are the most powerful tameable entities yet, rideable and able to toggle between following and staying put on right click (while crouching). Feed it any kind of logs to restore its health. Their only flaws are their hitbox size and lack of extra jumping/climbing mobility. King termites are particularly strong, approaching miniboss territory for the first time in a potential pet.
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Arthropod Phobia Expansions + Horror Bosses Spider Moth Dweller

3.1.7c
7 сент. 2024 г.2,4 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4forge, neoforge
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C version improves the Voidlasher wing texture, modifies a few mechanics with Beetle Bulwarks, and fixes an issue where the highest scarab you have in your inventory would always spawn whenever a probability occurs to make any scarab spawn from the ones you have sealed. E.g. If you had 10 brown sealed scarabs and 1 gold sealed scarab, a gold one would spawn every time if it is not cooling down. Now it will spawn the brown ones and the gold one will correctly have a truly separate 1 in 10 chance. Beetle Bulwarks will also be less likely to fly immediately after spawning near a player. B version is a hotfix for the Arthropod Antenna recipe, plus adds some variation to the Beetle Bulwark strengths depending on variant. Beetle Rhino renamed to Beetle Bulwark - Now has many variants, of which the rhino beetle is just one. It can now be a ladybird, a rhino beetle, a stag beetle, or a scarab. There are six different colours of scarab, varying in rarity. Here’s all the beetle probabilities: Beetle Probability 1 in x Chance scarab brown 50% 1 in 2 ladybird 25% 1 in 4 rhino beetle 12.5% 1 in 8 stag beetle 8.33% 1 in 12 scarab green 5.56% 1 in 18 scarab green/gold 2.78% 1 in 36 scarab iridescent 1.39% 1 in 72 scarab purple gem 0.93% 1 in 108 scarab gold gem 0.46% 1 in 216 You can pick up any scarab beetles by killing them, storing them in your inventory to be able to place down again at any time. Size and colour is preserved. However, the real functional element is a new ability to “Seal” scarabs using a new “Scarab Seal” item crafted from a Chitin and four ectoplasm. Craft a Scarab Seal with any picked up scarab to create a sealed version. When the sealed version is in your inventory, it has a 1 in 10 chance to appear every time you take a hit from any mob. Each time it appears, it stays for a while before disappearing, following you around and attacking mobs that target you (the scarab is stronger if it is a rarer type, with the gold version also slowing enemies that it attacks). Scarabs also “absorb” damage for you while they are present, but disappear in the process - A bit like the beetle armour from Terraria. Again, the rarer the scarab type, the higher level of damage resistance they will give you while present. They cooldown after use, and you can have one at a time of each colour. The 1 in 10 chance to spawn per hit can amplify if you have more of the same type of sealed scarab, from 1 in 10 to a 10 in 10 chance (if you have 10) so that they will spawn every time, unless on cooldown. The gold scarab gives you resistance level 4 until you’ve taken a hit, making it a powerful ally. Rarer scarab summons fly faster and have more attack damage too. If somehow you can obtain 10 of each sealed beetle type, then six will spawn around you each time you get hit, unless cooling down. Neutral wall-climbing mobs like ants and Spider Flats can now randomly decide to stop climbing the wall, rather than staying there indefinitely unless they despawn. This includes ant arsonists, spider flats, spider jumps, long legs variants, silverfish spectres, and roach riverspawns. For hostile mobs, the mechanic works wall already because they lurk there until a player comes nearby, then jump off to attack. The new probability of dropping down equates to a 1 in 5000 chance per tick, so approximately once every 4 minutes. All items ordered more logically in creative slots. 
Increased silverfish spectre biome-specific spawn rate. Locust sounds are now more localised, rather than spreading out over wide distances. 
Fixed potential localisation issues for all other sounds. Voidlasher can no longer destroy items with its black spiralling shield. Added config option to disable the initial welcome message upon first creating a world. Added new temporary method for accessing the upcoming Crawling dimension. Requires sacrificing an abyssal crystal, a fire opal, and a Void Geode. Simply right click a block of bedrock with at least one of each of these items in your inventory, and they will be consumed to place a “Crawling barrier” block there. Right clicking this crawling barrier teleports you to the dimension. To leave the dimension, right click the same block while there (widespread at Y=50) Added additional checks to hopefully ensure that Crab Constrictors don’t spawn anywhere near each other, while also removing a mechanism that could potentially cause server issues. Fixed some remaining issues with the Goliath and Prowler animations Many improvements to the upcoming Crawling dimension. Still a major work in progress, and will be for the next few months. Various other improvements and fixes.
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Arthropod Phobia Expansions + Horror Bosses Spider Moth Dweller

3.1.6b
25 авг. 2024 г.3,1 тыс.Minecraft: 1.20.1forge, neoforge
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V3.1.6b changelog New superweapon added - The Vortex Devastator. Like the recent “Judgement Blaster”, this superweapon makes for a combination of multiple weaker weapons. Two force gauntlets combine with a Spectral ingot to produce the Vortex Devastator. A weapon enabling you to make huge leaps in any direction (forwards, sideways, backwards), or fire vortex blasts that deal devastating damage. Moreover, with the weapon you can crouch to activate a vortex shield that recharges for a few seconds each time it blocks an attack. All Spider Moth boss stalking variants can now spawn through the randomised spawning system, meaning you can be stalked absolutely anywhere in the overworld. However, other bosses will only naturally spawn in vanilla nether and end dimensions. New Draconic Voidlasher stalking variant added that flies after you, teleporting around randomly, and comes with a new unique animation. Changed umbral shard recipe to include a Chitin instead of a Scorch Charge like the infernal shard. Added abilities of all sets to upcoming Eternal Armour set that will be necessary to fight an ultimate boss. Fixed Scorch Charge name. Added new dimension "The Crawling". Currently in very early beta stages. In the 1.19.2 version, you can access it by holding a scorch charge in each hand and right clicking a block of ancient debris. These blocks also spawn in The Crawling for now, enabling you to get back. Or in any other Minecraft version of the mod, there’s a specific portal block you can get with /give or /fill. This will be transitioned to the same method as the 1.19.2 version in the next update. Various other improvements - b version fixes an issue with Voidlasher spawning and adds an extra alternative recipe for the Judgement Blaster (instead of needing two hypnotic hellblasters, you can alternatively use a one hypnotic hellblaster and one vengeful voidseeker in the recipe
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Arthropod Phobia Expansions and Dweller Bosses - Spider Moth

3.1.2
11 авг. 2024 г.505Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4neoforge
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3.1.2 reduces the Crab Constrictor spawning chances by 4x and limits its spawns further from the player. 3.1.1 fixes missing Spectral Shard/ingot and adjusts the Spectral Shard recipe to include an abyssal crystal. In addition to yesterday’s massive 3.1 update: TWO NEW MINIBOSSES, ANY-BIOME SPAWNING SYSTEM, AND MUCH MORE! Biggest change is a brand new additional randomised spawning system that supports all biomes and dimensions where any arthropods spawn. New special spawn egg added that spawns a completely random ArPhEx mob, with the exclusion of the spider sea+centipede evictor+upcoming/non-spawning entities like the “crab constrictor”, since they use their own spawning systems. It is less likely to spawn mobs that spawn less commonly, such as the minibosses and butterfly giant. These special spawns can now occur naturally whenever an arthropod of ANY KIND spawns! So now, whenever any arthropod mob from any mod (or vanilla arthropod) spawns, there is a 1/50 chance (configurable) to spawn one of these randomisers, and you will get a random ArPhEx mob as well. However, randomisers will only spawn if there is enough space for their largest included mobs (Spider Prowler + Spider Widow, now called Snatcher), or for bosses it checks that the dimension and configuration condition (and space) is suitable as well (still dimension-limited unless spawned directly). Therefore, you can easily prevent them from clogging up mob farms by simply not allowing enough room for these large miniboss arthropods to spawn. With the configuration options, you can tweak this however you want, disabling the additional spawn system entirely if desired (choose a zero or negative value). Another major miniboss implemented, the new strongest miniboss of all!, bridging the gap between minibosses and bosses, while providing a major element of thalassophobia. The enormous “Crab Constrictor” can appear in oceans, spawning near fish when there is enough space. Based on a giant Japanese spider crab, it possesses very long arms that it can use to reach out and grab you from a distance, then pull you down into the depths of the ocean where it can then finish you off. This monstrous creature is difficult to kill, since it has a long attack range and ranged weapons would be useless in water. The best option is to lure it onto the surface somehow if you want to kill it and take the new “Crushing Claw” item as a reward. This new item provides an ability to grab a nearby enemy and hold them in place, dealing continuous damage simultaneously: Like a short range force gauntlet that deals continuous damage and works on one mob at a time. The new Solifuge Skulker is another brand new highly formidable miniboss, but it is weaker than the other minibosses. It has multiple unique attributes, like searching for darker areas and staying in them, getting faster and faster as it gets lower on health, and attacking various enemies like Scorpion Strikers and sheep. This one has a truly realistic and creepy design, dropping void geode shards on death (9 required for a full void geode)! Renamed Spider Widow to Spider Snatcher for consistency, and finally split the Sun Scorpion into two mobs. The previous mob is now the “Scorpion Striker”, with a tweaked design that looks more like a regular scorpion, plus improved creepy eyes. A third new armour set added, taking advantage of both the Abyssal Crystal and Void Geode. Updated the designs of both existing pairs of armour, plus changed the recipe for the Umbral Shard to include Chitin instead of a Scorch Shard With this comes a new “Spectral Shard” and “Spectral Ingot”. The new Spectral Shard uses a new “Ectoplasm” item for crafting, dropped by Silverfish Spectres. Ectoplasm also now needed to craft the Thunder Sensor, now renamed to Weather Sensor and given a right-click ability to toggle between thunder and rain-only detection. Umbral helmet now gives the crouch-triggered levitation immunity instead of the leggings, along with immunity to poison - the new Spectral Helmet takes the blindness and nausea immunity instead. Spectral Chestplate gives you an absorption effect every 10 seconds, providing you with two extra hearts that can regenerate even without food! Spectral Leggings provide a powerful sneak-triggered rechargeable ability to give all nearby entities strong slowness while gaining a burst of invisibility yourself. Spectral Boots give you a spectral walking ability - you can walk on liquids and non-solid objects (unless crouching). Set bonuses include lifesteal abilities (the more damage you deal to enemies, the more your health will regenerate), plus total immunity to weak attacks like the other two armour sets. Still planning one more ultimate armour set that will combine the abilities of all three existing ones, plus give a chance to take no damage from any given attack. Added a splash text that appears when you first start a world, providing a link to the brand new ArPhEx wiki for convenience. Ascendant Staff now fires levitation projectiles on left click. Ethereal Staff mob-hit ability changed. Now instead of knocking mobs down into the floor, it teleports mobs to a portal if you have one summoned by previously hitting a block. Abyssal Blade and Abyss Ascendant can now do sweep attacks like other swords. 
The Abyssal Pickaxe can now only mine a second block at a time if the block is the same kind of block as the main one you mined, thus preventing situations where you mine a block of stone and the obsidian above it breaks instantly. Spider Larvae can now place new “Small Web” entities between blocks. These webs can despawn, so they won’t clutter up the world, but otherwise act like regular webs and can trap flying mobs for larvae to eat. Fixed issues with Voidlasher animation sequencing by allowing them to play at all times (worthy tradeoff). Balance changes to Scorpioid and Voidlasher. Both now easier to defeat, but the Voidlasher’s black barrier is buffed. Spider Lurkers (sea spiders) are now much slower out of water Added another kind of spider web entities similar to the giant web. These small ones are just like the vanilla cobweb blocks, but they are temporary and can despawn. Placed occasionally by Spider Larvae mobs when they’re on a wall. Improved Centipede Evictor hitbox, managed to make it work without being a cube. New second black texture variant added for the Fly Festerer New rare dancing peacock variant added to the Spider Jump (realistic) Fixed major issue with potentially being unable to load worlds twice in one session after encountering certain mobs. Fixed potential crash issue with the ethereal staff. Significant stability and performance improvements Flamethrowers can no longer be used for long periods underwater. Now if you’re underwater they can only be used for shorter bursts, but do the same non-fire damage still. The voidseeker homing projectiles now aim slightly higher to prevent hitting the floor so often.
 Many other improvements
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Arthropod Phobia Expansions and Dweller Bosses - Spider Moth

3.0.1
25 июл. 2024 г.5,8 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1, 1.20.4forge, neoforge
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Added missing Chaos Gauntlet and Block of Void Geode recipes. Fixed Fly Flesh block name and added descriptions to scorpion flesh + fly flesh blocks. In addition to today’s earlier major update: ArPhEx 3.0 update - Now available for 1.20.4 NeoForge! NO DIMENSION IS SAFE - This major new update includes the next full dweller boss, plus five crazy tools that could each be full mods in themselves! A new armour set, plus existing items received further refinements. And one dangerous new regular mob, the Dragonfly Dreadnought. DRACONIC VOIDLASHER The final standard dweller boss has arrived to torment the end dimension (one more wither-storm-like boss coming next). A monstrous hybrid between a whip scorpion and a dragonfly, it stalks you across the end dimension with teleportation abilities making it even harder to escape. Summonable with a new “block of fly flesh”, using materials now dropped by Long Legs Fly, Dragonfly Dreadnought, and Moth Moonchaser mobs. It won’t spawn near the ender-dragon, so it shouldn’t be a problem until you have beaten that boss fight, in addition to warding off the Spider Moth a few times. It may sound similar to the existing Scorpioid, but they are very different. The Voidlasher has an intricate system for teleporting in different situations. The lower its health is during the fight, the more frequently it teleports to nearby locations that enable it to be on the ground and do not obstruct its hotbox. When it is stalking you, it will teleport closer, somewhere around the midpoint between you and it. Therefore, if you stayed in the same place, it would teleport closer each time until it is close enough to trigger the full attack sequence, where it teleports around you. It can also teleport idly when not being attacked, mimicking enderman mobs. It has a multi-stage boss fight where it can alternate between five modes, along with using multiple continuous powers. Mode 1: Firing homing projectiles that make you vulnerable to its telekinesis. They follow you slowly, and if you let them hit you, then you are vulnerable for 9 seconds, and it will either throw you high into the air or thrash you around randomly, dealing kinetic damage. Mode 2: Cloning itself into five copies, switching place with them randomly every few seconds so you don’t know which one is the real one (fakes disappear when hit) - plus, all of them can siphon life from a distance and give it to the real one. Mode 3: Chaos control mode where it randomly adds temporary chaos control and chaos target effects to nearby entities, causing them to fight each other. If multiple are attacking the voidlasher, it causes them to temporarily turn on each other instead. Mode 4: Force pull mode sucks in all nearby entities, lifting them into the air towards the voidlasher, while it also levitates itself. If you don’t escape, it can give wither effects to entities that get close. Mode 5: Throws deadly “void spears” at enemies that deal heavy damage, cutting through armour and even projectile immunity. Continuous powers: Dangerous swirling black energy repels/damages, slows, and blinds attackers. Plus, even if you get past its telekinetic powers to attack it, it can still use its deadly whips to attack you directly, or repulse you back. Total immunity to ranged attacks, freezing projectiles midair and slowing all nearby mobs significantly except for the one it is targeting for attack. It teleports around occasionally, similar to an enderman. When it gets low in health, its movement speed increases, along with its rate of teleportation. Like the Spider Moth, this boss and its stalking mechanism all comes in a single entity version. Like both other stalker bosses, it also has some creepy giant variants that can stalk you across the end dimension. Drops “Void Geode” item on death, used to craft extremely powerful and useful items. Brand new dangerous Dragonfly Dreadnought mob added, approximately serving as an airborne equivalent of the Spider Goliath - dropping Fly Flesh blocks. In upcoming updates, I am planning to add giant scorpion and giant spider crab minibosses. Fly Appendages now dropped by Long Legs Fly and Moth Moonchaser mobs, craftable into blocks of mangled fly flesh (used for the Voidlasher’s summoning structure). Now, the five new major items all available to craft ingame!: - Force Gauntlet (a new primary item from the draconic voidlasher’s Void Geode, providing numerous powerful telekinesis/force abilities. These abilities work more effectively on weaker mobs, requiring less frequent cooldowns. - Chaos Gauntlet (the second new primary Void Geode item, providing (temporary) abilities to force mobs to fight each other instead of attacking you. - Vengeful Voidseeker (a new void-upgraded version of the formic fireblaster that fires homing void projectiles, or manually controllable if crouching) - Vitality Viewfinder (enables you to scan nearby mobs or players to get their current health percentage and maximum health points, plus if you hit an entity with it in either hand slot, it will tell you the damage of your weapon. - Block of Void Geode (acts like a totem of undying for nearby players, teleporting you away from any attack that would have killed you, with cooldown) Plus an armour-set!: Brand new Umbral Armour implemented as an alternative to the Infernal set!: Armour capable of repelling the endless void. Boots provide Immunity from falling into the void, instead levitating out to any safe location. Leggings provide jump boost, especially when sneaking, plus levitation immunity when sneaking. Chestplate provides a 50% chance to teleport away from attacks that would have otherwise killed you (with cooldown). Helmet provides immunity to blindness and nausea (infernal helmet now instead provides immunity to weakness and slowness). Set bonuses: Void shield - an automatic form of protection that harms and repels attacking mobs. Plus complete immunity to weak attacks like the infernal set, unbreakable and enchantable. Spider Brood abdomen model significantly improved, with more realistic baby spiders. Millipede animations and textures improved. Fixed issue where Moth Moonchaser and Butterfly Bewitchers were spawning excessively and unaffected by config settings. Fixed issue where Spider Moth could rarely spawn in the nether, and reduced the amount of my mobs that can spawn in the nether in general for enhanced performance. Renamed Sling Web to Silk Slinger for consistency. New advancements added for the new items/objectives. Tons of other improvements.
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Arthropod Phobia Expansions and Dweller Bosses (Spider Moth)

2.4.5
8 июл. 2024 г.1,2 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1forge
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ArPhEx 2.4.5 Maggots renamed to Maggot Larvae for consistency. Water Roaches renamed to Roach Riverspawn for consistency. Improved running animation and textures. In future I plan to split Sun Scorpions into scorpions and sun spiders, rather than having a hybrid, so I’ll keep the name for now. Bloodworms will have a unique name format to represent them not actually being arthropods. Millipede Marauder now targets various other creatures (as its name suggests), but not the player unless attacked. Giant butterflies can now regenerate health slowly. Fixed Abyssal Crystal Block name Along with previous recent updates: Fixes to butterfly animations. Hotfix, placeholder entity for upcoming Draconic Voidlasher was spawning in the end - now won’t happen. Butterfly Bewitcher regular version now has just 15 health, instead of 50 like the giant version. Advancement fixes Arphex 2.4 Brand new “Moth Moonchaser” entities added! They follow light (moving to higher light level areas or following players holding torches/lanterns). They eat carpets, both as a taming ingredient and randomly if they touch a carpet block. Tameable with carpets, plus capable of reproducing on their own to increase their population. Finally non-spider moths! Brand new “Butterfly Bewitcher” entities added! These come in two size variants and 10 texture variants, some rarer than others. The uncommon giant butterflies are tameable and rideable! Additionally, these butterflies “bewitch” nearby entities, giving slowness. Tamed giant butterflies only give the effect when being ridden, and not to their owner. Brand new “Millipede Marauder” added! They are neutral mobs with a special realistic ability to gain a strong resistance effect when not moving (curled into a ball). On death they drop Chitin, now a requirement in the Formic Fireblaster recipe. Plus, Rhino Beetles now drop Chitin instead of redstone. Spider Moth Larvae now despawns upon killing a player. It was already supposed to do so. Scorpioid now has a shadow clone form like the Spider Moth, haunting the nether. Unlike the Spider Moth, these do not stand still. They move towards you slowly. Fire Ant glands are now edible for 10 seconds of fire resistance, like they’re supposed to be. Ethereal Staff can now pull you downwards if you crouch while using it. Ascendant Staff now has a new model, while the Ethereal Staff still uses the previous one, differentiating them further. Various major improvements to both upcoming gauntlets. Upcoming Chaos Gauntlet item now also has its own unique model/texture. Removed Dweller from Spider Moth name, just Spider Moth now for consistency. Improved Spider Goliath and Spider Funnel attack animations and made the aggressive poses activate separately, borrowing mechanics from the new Spider Prowler. Attack animations added for Beetle Rhino, Spider Goliath, Spider Funnel, Ant Arsonist, Centipede Stalker, and Bloodworm, with some also getting improved walking animations. Improved some locust mechanics. Various item names and descriptions fixed.
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Arthropod Phobia Expansions and Dweller Bosses (Spider Moth)

2.3.3
2 июл. 2024 г.663Minecraft: 1.19.2, 1.19.4, 1.20.1forge
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ArPhEx update 2.3.3 Spider Brood now acts more like the Widow, avoiding you while it attacks from a distance. Slightly buffed health too. Significantly improved the upcoming Chaos Gauntlet, but it is still not ready and lacks its own design. Previous major updates from the last few days: Bucket of locusts added. You can feed buckets of locusts to spider Goliaths, and spiderflat/spiderjump pets will now also eat individual locusts you feed them. Buckets of locusts could be used for biological warfare, destroying your enemies’ farms. Spawn biomes refined. Silverfish spectres and sky stalking moth variant now biome-limited like all other mobs. Sun scorpions and centipede stalkers can no longer appear in dungeon spawners (too powerful). Added upcoming Chaos Gauntlet item - You can try it out now! Gives you the power to force one mob to target another mob for a set period of time. Affects stronger mobs less. Various other small improvements on top of yesterday’s enormous update: Another major update, adding tons of improvements that I’ve been wanting to implement for a while: At long last, I have implemented a spawnrate config control for all non-boss mobs, including minibosses! (stalker bosses already have one) Now you can set them all to spawn up to sixteen times more frequently than before, or go in the other direction to make them as rare as you want. Additionally, they are all twice as common now by default! AND New difficulty config option added that affects ALL living mobs from this mod, including the bosses, minibosses, and regular arthropods. Default option 0 stays as it is now, -1 gives them all a permanent weakness effect, or +1 gives them all a permanent strength effect. Ranged attacks will be affected too. Higher positive or negative values increase the level of strength or weakness. No more complaints about difficulty needed! Tameable “Spider Jump” jumping spiders added! Intelligent friendly spiders, tameable and storable in the same way as the Spider Flat. As expected, they jump while attacking opponents, disorienting them. They can jump off the ground, or jump off walls. New “Fly Fester” mobs added - regular flies (bluebottles) that simply fly around chaotically, occasionally landing. They can spawn naturally or maggots can turn into them randomly. Like maggots, they give poison on contact. 50% chance to completely dodge any attack. Major improvements to the Spider Moth fight - Added additional flying mode to the Spider Moth, where it hovers in the air above, waiting to strike at any moment. This actually gives you a period of respite to regenerate health, but the larvae and ghosts will still pose a problem. Fixed small animation issues with the main fly/run animations. Also improved the Scorpioid Bloodluster fight, giving it a new ability to keep away at a close distance to use ranged attacks for short periods of time. Additionally, it should now crawl through walls more reliably. Spider Prowler can now spawn in lush caves in addition to jungles. If it can’t see the sky on spawn, it will jump up and cling onto the ceiling! Jumps down if you come near. Spider Prowler will now trigger if you get too close when it’s in a defensive posture. You can now fly unlimited distances by holding the Ascendant Staff in one hand and the Ethereal Staff in the other. Spider Widow can now attack villagers, and leaves cocoons around as another variation of the giant webs. Killing a giant web/cocoon now spawns a bunch of larvae. Significantly improved the web mechanics, e.g. spiders no longer affected. Started work on the third (end) dweller boss (whip scorpion dragonfly hybrid), producing a “Force Gauntlet” item that will be obtainable, crafted with a “Void Geode”. You can try it out now! It gives you telekinetic powers, inspired by Star Wars and demon/poltergeist characters with similar abilities. Simply look at any living entity or item and hold right click with it to pick them up and control them. If you crouch while holding them, it pulls them towards you. Hit a block to create a repulsion shockwave, pushing all nearby entities back - again, the more max health the entity has, the less it pushes them. The ultimate tool for transporting mobs… or throwing them into orbit! The other void-geode-based item may give you the ability to literally force mobs to fight for you, turning them on each other. Enemies become friends. With the Force Gauntlet, the more max health the entity has, the less time you will be able to control them in one go before having to cooldown (unless you’re in creative mode). With the other item, the more max health the entity has, the less time it will be forced to fight for you. Fixed issue with Spider Prowler animation flickering while posturing aggressively. Improved animations/texture further. Ethereal Staff melee ability nerfed. Now only knocks mobs down into the ground if they have less than 100 max health. Locusts now give you the hunger effect if you’re nearby, and should now be significantly less likely to cause lag thanks to other improvements. Fixed issue with Spider Brood leg texture Fixed rare issue where flamethrowers could activate spontaneously. Fixed outdated item descriptions. Many more improvements.
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Arthropod Phobia Expansions 2.0.7

2.0.7
12 июн. 2024 г.1,3 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1forge
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Changed the flamethrower functions, switching out the animations for more server compatibility. New addition: Block of Abyssal Crystal. Gives you Strength 2 when standing nearby. Buffed the mining speed of the Abyssal Pickaxe Added attack animation for LongLegsFly If widow spider projectile attack deals no damage, it will no longer give the webbed effect. This prevents the widow from continuously targeting with projectiles if you are immune to projectiles (blocking or otherwise). Fixed small issue with the missing legs low health texture. Opal block tag updated
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Arthropod Phobia Expansions and Dweller Bosses 2.0.2

2.0.2
24 мая 2024 г.1,3 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1forge
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A major 2.0 version update for the mod, finally introducing another main stalker boss! MAJOR UPDATE INTRODUCES A WHOLE NEW “DWELLER” BOSS - SCORPIOID BLOODLUSTER - A NETHER-EXCLUSIVE SCORPION-MOSQUITO HYBRID (Spider Moth is now overworld-exclusive, and the final upcoming boss will be end-exclusive)\ …It is extremely formidable - comparable to the Spider Moth! Countless other changes and improvements. Like the Spider Moth, this new demonic entity aims for maximum creepiness, using a wide range of mechanics to terrorise you until you run away back to the overworld. It can traverse through walls like the Spider Moth, but doesn’t even need minions to do so. It slowly crawls through the wall. It flies by default, unlike the Spider Moth, but can also crawl on the ground. When stalking you, it can suddenly teleport nearer. Since overworld weather timing is preserved while in the nether, I used them to control the spawning of this new entity. It can spawn in any vanilla nether biome during rain and thunderstorm cycles. The Spider Moth screen flash is no longer global for the server, so it will only show to nearby players. Scorpioid has its own too, working the same way. New “Fire Opal” item drops from the scorpioid on death, used to craft three new items: “Ascendant Staff”, “Ethereal Staff”, and “Block of Fire Opal”. Ascendant Staff provides levitation abilities and attacks, Ethereal Staff enables walking through walls and suffocating enemies in the ground, and Block of Fire Opal gives you saturation when near to it, meaning you won’t need to eat. Sun Scorpions can rarely drop an Fire Opal Shard on death. Four of these craft into a full Fire Opal. Significant balance changes Sun Scorpion has revamped walking animation and major texture improvements. Larvae versions now match with the variant of the nearest full size Sun Scorpion. Centipede Stalker has faster walking animations. Centipede Stalkers and Sun Scorpions buffed substantially (plus both are now larger in size), and both drop a new “Venomous Appendage” item required for crafting the “Dagger of Dissolution”. Sun Scorpions are rarer now, and give the necrosis effect on hit. Fixed an issue where the “pure_stalking” and “rush_scare” entities can spawn in any dimensions/biomes, now limited to overworld. Both the Venomous Appendage and Necrotic Fang items can now be used to brew potions of necrosis. All forms of the potion are possible now, along with arrows of necrosis. Hornet Harbinger Giant significantly buffed. Spider Goliath has a slightly longer attack range now. Block of Mangled Scorpion Flesh added, crafted with four venomous appendages. Summoning structure added for Scorpioid. The same as the Spider Moth one, but use the mangled scorpion flesh block instead of spider flesh. Many more improvements.
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Arthropod Phobia Expansions and Spider Moth Dweller Boss 1.8.17

1.8.17
6 мая 2024 г.1,1 тыс.Minecraft: 1.19.2, 1.19.4, 1.20.1forge
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Many new changes implemented, including improvements/bugfixes to existing mobs, a new mosquito mob, plus incomplete upcoming items and mob versions now available through cheats.
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Arthropod Phobia Expansions

1.8.10
23 апр. 2024 г.861Minecraft: 1.19.2, 1.19.4, 1.20.1forge
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Now available on Modrinth!