ARTHROPOD PHOBIA EXPANSIONS
ArPhEx - THE ULTIMATE ARTHROPOD HORROR MOD WITH POWERFUL BOSSES + STALKERS + REALISTIC INSECTS, ARACHNIDS, CENTIPEDES, CHELICERATES, AND NON-ARTHROPOD WORMS - GECKOLIB REQUIRED. OVER 7 MILLION DOWNLOADS ON CURSEFORGE
This is a huge mod, so transferring the full description between sites is challenging. For the full mod details, see its Curseforge page here: https://www.curseforge.com/minecraft/mc-mods/arphex
ArPhEx Wiki!: https://arphex.miraheze.org
The incredible ArPhEx Discord server! https://discord.gg/sQQPZQSEpS
Feel free to use this mod in any modpacks. Highly configurable, the spider moth dweller can be disabled entirely if preferred, or adjusted in health/spawnrate - For further configuration options, I recommend the compatible "In Control" mod. (credit to srfoloso for suggestion). All mob spawns are uncommon, optimised as much as possible for a surprisingly lightweight/unobtrusive mod. Suggestions very welcome - you can contact me at v4ll4x@gmail.com , on discord (username vllaxa), or in the Curseforge comments.
Proudly sponsored by BisectHosting - Do you want to experience arthropod phobia expansions with friends? BisectHosting provides all your gaming server needs - New customers can use code PHOBIA to save 25% on the first month - 24/7 support available for a seamless gaming experience. Supports the development of this mod! https://bisecthosting.com/phobia
CLICK FOR A LIST OF ALL SPAWNING INFO/BIOMES
VIDEOS PLAYLIST
https://youtube.com/playlist?list=PL2ZZY4UiOMQgcKe1kRxDlMQzieOydDdi1&si=CKeZFga6rYNO6oZy
All Versions
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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Fixed outdated item descriptions for chitin blocks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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
• Fixed issue where Wasp Nemesis would be tiny upon spawning
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
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
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
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
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
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