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Arthropod Phobia Expansions + Horror Bosses / Arachnophobia

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia

ArPhEx horror mod - realistic, intricate, phobia-inducing entities and supernatural bosses

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Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 47b

by vllax on Aug 25, 2025
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4.7 - A NEW OVERWORLD STRUCTURE, A NEW “SIDE-BOSS”, AND NEW CONFIG SETTINGS TO FORCIBLY MAXIMISE SPAWNING

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 47

by vllax on Aug 24, 2025
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4.7 - A NEW OVERWORLD STRUCTURE, A NEW “SIDE-BOSS”, AND NEW CONFIG SETTINGS TO FORCIBLY MAXIMISE SPAWNING.

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 463

by vllax on Aug 13, 2025
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4.6.3

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 461

by vllax on Jul 29, 2025
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4.6.1

Warp Wayfinder text issue fixed Tormentor crash issue fixed in 1.19.2 Fixed stickbug not dropping stick Various other bugfixes In addition to the major 4.6 update released a few days ago:

4.6 - MASSIVE UPDATE. Majorly enhances the mod in many aspects! All in advance of the upcoming 5.0 update. This version will come to all supported MC versions for the first time in a while, very soon - Thanks for FIVE MILLION downloads on Curseforge!

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 4.6

by vllax on Jul 24, 2025
Download

4.6 - MASSIVE UPDATE. Majorly enhances the mod in many aspects! All in advance of the upcoming 5.0 update. This version will come to all supported MC versions for the first time in a while, very soon - Thanks for FIVE MILLION downloads on Curseforge!

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 455

by vllax on Jun 27, 2025
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4.5.5

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 454b

by vllax on Jun 17, 2025
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4.5.4b

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 454

by vllax on Jun 15, 2025
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4.5.4

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 453c

by vllax on Jun 9, 2025
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4.5.3c

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 453b

by vllax on Jun 7, 2025
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4.5.3b hotfix version fixes umbral armour model

4.5.3

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 453

by vllax on Jun 7, 2025
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4.5.3

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 452f

by vllax on Jun 5, 2025
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4.5.2f

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 452e

by vllax on May 26, 2025
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4.5.2e

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 452d

by vllax on May 24, 2025
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4.5.2d

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 452c

by vllax on May 20, 2025
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4.5.2c improves burrowing mechanics further and smoothens out animations

4.5.2b hotfix improves some Obstructer mechanics based on initial feedback

Spider Obstructer now requires spawning on the surface, not in caves Obstructor is no longer rideable by right clicking it, only when it grabs you Obstructor now runs away from players when it’s not attacking them Obstructor spawns are now fully specific to grassy biomes Made crawling compass recipe much cheaper Centipede evictors no longer as fast on water

4.5.2 (significant update also released today)

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 452b

by vllax on May 20, 2025
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4.5.2b hotfix improves some Obstructer mechanics based on initial feedback

Spider Obstructer now requires spawning on the surface, not in caves Obstructor is no longer rideable by right clicking it, only when it grabs you Obstructor now runs away from players when it’s not attacking them Obstructor spawns are now fully specific to grassy biomes Made crawling compass recipe much cheaper Centipede evictors no longer as fast on water

4.5.2 (significant update also released today)

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 452

by vllax on May 20, 2025
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4.5.2

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 451d

by vllax on May 11, 2025
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4.5.1discord (special discord event included)

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

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 451c

by vllax on May 9, 2025
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4.5.1c

  • Fixed potential issues with excessive mob spawning in bright areas
  • Fixed some spider recluses being unable to deal damage in their attacks
  • Hornet Harbinger giant health reduced from 90 to 45
  • Changed vitality viewfinder recipe to require a regular golden apple instead of enchanted, but still requires a lodestone

Arthropod Phobia Expansions + Horror Bosses / Arachnophobia 451b

by vllax on May 6, 2025
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B version: Spider Recluse mobs now limited to vanilla biomes, and halved in spawnrate B version: Improved boss summonig altar reliability Fixed issue with Tormentor rendering high in the sky during the day (it should only do so at night during full moon cycles) Added additional option to the /arphex command to set tormentor rotation (good for taking images of it) Added default model for the visionary spear, but still WIP Dragonly Dreadnought is now crawling-exclusive (crawling canopy), unless you use insanity mode Fixed a despawning issue with moth moontracker mobs In addition to the major recent 4.5 update:

4.5 - MAJOR BALANCING UPDATE. Although I enjoy having arphex as a very brutal mod, many of these changes intend to maximise fairness so that a wider range of players can enjoy the mod. Updated to all supported MC versions

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

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