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Arthropod Phobia Expansions and Dweller Bosses - Spider Moth

Changelog

3.1.2 reduces the Crab Constrictor spawning chances by 4x and limits its spawns further from the player.

3.1.1 fixes missing Spectral Shard/ingot and adjusts the Spectral Shard recipe to include an abyssal crystal.

In addition to yesterday’s massive 3.1 update:

TWO NEW MINIBOSSES, ANY-BIOME SPAWNING SYSTEM, AND MUCH MORE!

Biggest change is a brand new additional randomised spawning system that supports all biomes and dimensions where any arthropods spawn. New special spawn egg added that spawns a completely random ArPhEx mob, with the exclusion of the spider sea+centipede evictor+upcoming/non-spawning entities like the “crab constrictor”, since they use their own spawning systems. It is less likely to spawn mobs that spawn less commonly, such as the minibosses and butterfly giant. These special spawns can now occur naturally whenever an arthropod of ANY KIND spawns! So now, whenever any arthropod mob from any mod (or vanilla arthropod) spawns, there is a 1/50 chance (configurable) to spawn one of these randomisers, and you will get a random ArPhEx mob as well. However, randomisers will only spawn if there is enough space for their largest included mobs (Spider Prowler + Spider Widow, now called Snatcher), or for bosses it checks that the dimension and configuration condition (and space) is suitable as well (still dimension-limited unless spawned directly). Therefore, you can easily prevent them from clogging up mob farms by simply not allowing enough room for these large miniboss arthropods to spawn. With the configuration options, you can tweak this however you want, disabling the additional spawn system entirely if desired (choose a zero or negative value).

Another major miniboss implemented, the new strongest miniboss of all!, bridging the gap between minibosses and bosses, while providing a major element of thalassophobia. The enormous “Crab Constrictor” can appear in oceans, spawning near fish when there is enough space. Based on a giant Japanese spider crab, it possesses very long arms that it can use to reach out and grab you from a distance, then pull you down into the depths of the ocean where it can then finish you off. This monstrous creature is difficult to kill, since it has a long attack range and ranged weapons would be useless in water. The best option is to lure it onto the surface somehow if you want to kill it and take the new “Crushing Claw” item as a reward. This new item provides an ability to grab a nearby enemy and hold them in place, dealing continuous damage simultaneously: Like a short range force gauntlet that deals continuous damage and works on one mob at a time. The new Solifuge Skulker is another brand new highly formidable miniboss, but it is weaker than the other minibosses. It has multiple unique attributes, like searching for darker areas and staying in them, getting faster and faster as it gets lower on health, and attacking various enemies like Scorpion Strikers and sheep. This one has a truly realistic and creepy design, dropping void geode shards on death (9 required for a full void geode)! Renamed Spider Widow to Spider Snatcher for consistency, and finally split the Sun Scorpion into two mobs. The previous mob is now the “Scorpion Striker”, with a tweaked design that looks more like a regular scorpion, plus improved creepy eyes.

A third new armour set added, taking advantage of both the Abyssal Crystal and Void Geode. Updated the designs of both existing pairs of armour, plus changed the recipe for the Umbral Shard to include Chitin instead of a Scorch Shard

With this comes a new “Spectral Shard” and “Spectral Ingot”. The new Spectral Shard uses a new “Ectoplasm” item for crafting, dropped by Silverfish Spectres. Ectoplasm also now needed to craft the Thunder Sensor, now renamed to Weather Sensor and given a right-click ability to toggle between thunder and rain-only detection.

Umbral helmet now gives the crouch-triggered levitation immunity instead of the leggings, along with immunity to poison - the new Spectral Helmet takes the blindness and nausea immunity instead. Spectral Chestplate gives you an absorption effect every 10 seconds, providing you with two extra hearts that can regenerate even without food! Spectral Leggings provide a powerful sneak-triggered rechargeable ability to give all nearby entities strong slowness while gaining a burst of invisibility yourself. Spectral Boots give you a spectral walking ability - you can walk on liquids and non-solid objects (unless crouching). Set bonuses include lifesteal abilities (the more damage you deal to enemies, the more your health will regenerate), plus total immunity to weak attacks like the other two armour sets. Still planning one more ultimate armour set that will combine the abilities of all three existing ones, plus give a chance to take no damage from any given attack.

Added a splash text that appears when you first start a world, providing a link to the brand new ArPhEx wiki for convenience.

Ascendant Staff now fires levitation projectiles on left click. Ethereal Staff mob-hit ability changed. Now instead of knocking mobs down into the floor, it teleports mobs to a portal if you have one summoned by previously hitting a block.

Abyssal Blade and Abyss Ascendant can now do sweep attacks like other swords. 
The Abyssal Pickaxe can now only mine a second block at a time if the block is the same kind of block as the main one you mined, thus preventing situations where you mine a block of stone and the obsidian above it breaks instantly.

Spider Larvae can now place new “Small Web” entities between blocks. These webs can despawn, so they won’t clutter up the world, but otherwise act like regular webs and can trap flying mobs for larvae to eat.

Fixed issues with Voidlasher animation sequencing by allowing them to play at all times (worthy tradeoff).

Balance changes to Scorpioid and Voidlasher. Both now easier to defeat, but the Voidlasher’s black barrier is buffed.

Spider Lurkers (sea spiders) are now much slower out of water

Added another kind of spider web entities similar to the giant web. These small ones are just like the vanilla cobweb blocks, but they are temporary and can despawn. Placed occasionally by Spider Larvae mobs when they’re on a wall.

Improved Centipede Evictor hitbox, managed to make it work without being a cube.

New second black texture variant added for the Fly Festerer

New rare dancing peacock variant added to the Spider Jump (realistic)

Fixed major issue with potentially being unable to load worlds twice in one session after encountering certain mobs.

Fixed potential crash issue with the ethereal staff.

Significant stability and performance improvements

Flamethrowers can no longer be used for long periods underwater. Now if you’re underwater they can only be used for shorter bursts, but do the same non-fire damage still. The voidseeker homing projectiles now aim slightly higher to prevent hitting the floor so often.
 Many other improvements

Dependencies

Files

ArPhEx-3.1.2-neoforge-1.20.4.jar(6.1 MiB) Primary Download
ArPhEx-3.1.2-forge-1.19.2.jar(6.11 MiB) Download
ArPhEx-3.1.2-forge-1.19.4.jar(6.12 MiB) Download
ArPhEx-3.1.2-forge-1.20.1.jar(6.11 MiB) Download

Project members

vllax

Member

Details

Licensed MIT
Published 5 months ago
Updated 14 days ago