ArPhEx 4.4.2af
- Added two new highly useful items, finally ArPhEx has a form of backpack storage! Firstly, the “Prowler Pack” - an item that you can obtain exclusively from high level dungeons, letting you store up to 27 items inside. Comes with a bonus item-grabbing ability, toggled with shift+right click. Secondly, the “Singularity Satchel”, an upgraded version of the prowler pack letting you store up to 93 items, including specialised slots for sealed scarabs and inventory boost items like the mantle of vitality, retaining their abilities without needing to take up inventory slots! Provides the same toggleable item-grabbing ability, with longer range
- The new Tormentor Laser attack is now limited to only activate under 200hp. It also now won’t target players with respite, and moves slightly slower.
- Added yet another new armour set - Juggernaut Armour. This set serves as a final, ultimate upgrade to tier 3 Chitin, stretching its capacity into the range of the boss armours. Finally, the “heavy chitin” item has a direct use - smith it with tier 3 chitin pieces to create juggernaut armour set pieces, featuring all the chitin set’s abilities, plus much higher defence and some bonus abilities: Resistance 2 when crouching, total damage blocking from behind (with 5s cooldown after each block, and particles to make you aware of the attack).
- Decreased the health of the dragonfly dreadnought from 150 to 100, and reduced its movement speed. Less overly OP
- Removed the included Mantle of Vitality and Bane of the Darkness bonuses from the Abyss Ascendant, due to the fact that you can now store these items without taking up extra inventory space, through the new Singularity Satchel. Still provides immunity to Terror effects
- Small hornet harbinger variants are now slightly bigger, with a noticeably larger hitbox, making them easier to fight against
- Fixed rare issue with Spider Moth spawning, limited to cases where it spawns very far away
- Improved Tormentor Summon mechanics and hitbox visibility, reduced lag when attacking
- Double jump ability of chitin and juggernaut armour now overrides fall height when used
- Doubled spawnrate of moth moontracker. These were too common when first added, due to being registered as animals, leading to excessive nerfing in addition to changing to hostile mob spawning.
- Performance improvements
- Bonus major improvements, potentially the best ever added to arphex:
- New message on player joining world “Welcome to Australia simulator 2025, playername. G’day mate, you’ll need these!” *gives bug spray and pole gun
- Abyssal tools renamed to Abysmal, and now have debuffs (rename them in an anvil to fix)
- Tormentor high-health model replaced with Giant Enemy Spider, and new no-AI “Small Enemy Spider” mobs will spawn everywhere.
- Giant enemy spider music will now play at random intervals when the Tormentor is present
- Spider Moth is now friendly, hugging instead of damaging mobs/players.
- Added “Pole Gun”, perfect for shooting metal poles at giant enemy spiders
- Added bug spray, 100 armour piercing damage to any arthropods it is used against happy april fools
ArPhEx 4.4.1
Fixed issues with the updated ascended cube forcefield functionality. A registry error was happening for some users on servers. Added fix that improves functionality overall as well as fixing the error and adding a message letting you know when attacks are cancelled by forcefields. Abyss Atomiser now gives you haste effects when held if you have a high Tormentor level. Level 100+ gives haste 1, and level 200+ gives haste 2. Added 1 in 50 blue tiger variant of the centipede stalker
All in addition to the major 4.4 update released the other day:
ArPhEx 4.4
Tons of major improvements to existing mod elements, many being well-overdue. Added a brand new powerful weapon, the Oblivion Ray. This is craftable from the Entropy Matrix (mineral that will be dropped by one of the two planned upcoming bosses) - The Entropy Matrix is now temporarily craftable by combining a void geode with a golden scarab. This weapon is extremely powerful, capable of destroying many enemies at once over long distances. The longer you use it for at a time, the higher its damage output becomes (but also the longer it needs to cooldown). A weapon to surpass the Judgement Blaster, approaching the level of post-Tormentor weaponry. It is effective against the Tormentor if you can avoid any attacks while using it. Added another brand new powerful item, the “Warp Staff”! This staff enables you to teleport in whatever direction you’re moving! It cannot teleport through walls, so it serves more as a powerful mobility item. Since it lets you teleport in any direction, that includes upwards and downwards. This is where its bonus ability comes in. If your teleport location is midair, it will automatically place a temporary platform beneath you that lasts until you jump off it (or right click to place that platform at any time, enabling you to place blocks midair). You can actually use this item as a substitute to the Abyss Ascendant in fighting the Tormentor, enabling use of weapons like the oblivion ray as a viable alternative. Brand new well-overdue /arphex command added! For now, it can let you set your tormentor kills to any value up to 200, seal the Tormentor even when the entity is not spawned fully, set tormentor health to a specific value, and reset other registered boss kills/moth wards. Many more useful functions will be added to this command to make life easier with arphex, but it won’t replace configuration settings. Greatly improved the Tormented Wrath weapon/tool. Now it is affected by the amount of times you’ve killed the Tormentor, just like the Tormentor summoner item. When charging it up, it now works more like a bow, as the longer you charge it for, the bigger the explosion and the more damage it will deal. The more times you’ve killed the Tormentor, the longer you’ll be able to charge the Tormented Wrath for, enabling some truly earth-shaking explosive potential if you’ve killed the Tormentor up to 200 times! Lets you know how far you’ve charged the explosive power in hotbar while charging, with an option to cancel by switching to another item slot. The maximum damage a fully charged blast can deal on direct impact with an entity (level 200) is 1050! Plus, it can even deal up to 50 damage to the tormentor in a single hit, giving it a unique advantage if you can make it land. For some fun, try using the new command /arphex set_tormentor_level @p 200, then charging the weapon to level 100 and firing it for nuclear level destruction! Tormented Wrath blast now does not slow down as it travels, but despawns after a shorter period of time. Spiders, centipede evictor variants, and solifuges now play a walking animation when going up walls instead of just floating up! Very long overdue, as I finally figured out an effective way Added a global entity tag for all arphex entities. You could use this to do things like teleporting all arphex mobs to yourself: /tp @e[type=#arphex:arphex] @p Tormentor now has a new gigantic beam attack when in its “splay” animation! A huge red beam shoots out of the boss, occasionally sweeping towards its nearest target in an attempt to destroy them. Deals heavy damage, but can be avoided by hiding behind walls. Ascended Cube massively upgraded. It now blocks attacks from the Tormented Wrath unless they were fired by the block’s owner. Plus, it now emits a huge red forcefield (by default, you can change the colour with light colour dyes) to signal its area of effect. Any entity outside of a forcefield cannot attack any entity inside a forcefield, and vice versa. Plus, if you right click it with an abyssal crystal (consuming the crystal), it will expel all entities from its radius that are not its owner, mobs with 200+HP, or tamed mobs. It can do this for up to 2000 seconds depending on the Tormentor level of the player who uses the crystal. Forcefield colour changes to white while using this ability. Resistance effect given to owner is nerfed however, only gives continuous resistance 1 now (when in the forcefield). Added cool glowing sphere effects to explosions caused by the Tormentor’s main blasts and projectiles from the the Tormented Wrath - variable size and they wither entities inside them Tweaked spider infester and spider ambusher mechanics/animations Added dramatic messages sent to players in hotbar upon warding off the spider moth enough times for the scorpioid and voidlasher to activate Changed how tormentor kill registration works. Now it doesn’t matter how far away you are from the Tormentor when it dies. As long as you’re in the same dimension as it, and are an active target (regardless of respite, tormentor can target unlimited amounts of players), you’ll get the level up at the moment that it dies. Plus, new golden particles show around you, along with a chat message notifying the server of who was levelled up. Increased Tormentor horizontal hitbox size to match its vertical height. Plus, instead of glowing white particles, it will now be indicated by a glowing red sphere that is more visible the more directly you are positioned in front of the Tormentor Fixed crash issue related to the sky stalker moth entity Increased teleport ghost hitbox. Added more large dramatic effects when the Tormentor dies Abyss Ascendant now gives you slow falling if you use another item while it is in your offhand. Makes it combine better with other weapons Doubled millipede spawn rates (easier chitin) and improved their model/animations/texture Many performance enhancements Improved Tormentor model Modified Tormentor fight. Tormentor boss summons now have a limited lifespan (5 minutes), instead of hanging around indefinitely and building up over time - plus, their hitboxes are now easier to find, marked with core of suffering particles. However, Tormentor larvae last twice as long now before despawning (when summoned by the Tormentor). Tormentor’s maw now can damage and blind across its full vertical length Significantly buffed some of the Tormentor’s attacks, such as the solar sphere. Holding a Core of Eternal Suffering now shows your Tormentor level Tormentor tendrils are now massively more likely to spawn when the Tormentor takes damage Fixed issue where arphex bosses/minibosses could break iron doors and modded door types Added three bonus config options. One to add a chat message of your own choosing for the Tormentor to say (this will only modify one of the thirty potential messages it can say in response to its name). Another to let you limit the maximum charge power of the Tormented Wrath. And another to disable natural spawning of the Tormentor initial entity, limiting the Tormentor to only be able to appear through being summoned. Improved the client-side performance of the Tormentor significantly Fixed issue where abyssal blade lifesteal projectile could steal from non-living entities like boats Improved abyss ascendant long range attack projectile effects Some weapons with left click attack abilities will now no longer be able to be used in spectator mode Bow animation should no longer charge unless you’re charging that specific type of item
ArPhEx 4.4
- Tons of major improvements to existing mod elements, many being well-overdue.
- Added a brand new powerful weapon, the Oblivion Ray. This is craftable from the Entropy Matrix (mineral that will be dropped by one of the two planned upcoming bosses) - The Entropy Matrix is now temporarily craftable by combining a void geode with a golden scarab. This weapon is extremely powerful, capable of destroying many enemies at once over long distances. The longer you use it for at a time, the higher its damage output becomes (but also the longer it needs to cooldown). A weapon to surpass the Judgement Blaster, approaching the level of post-Tormentor weaponry. It is effective against the Tormentor if you can avoid any attacks while using it.
- Added another brand new powerful item, the “Warp Staff”! This staff enables you to teleport in whatever direction you’re moving! It cannot teleport through walls, so it serves more as a powerful mobility item. Since it lets you teleport in any direction, that includes upwards and downwards. This is where its bonus ability comes in. If your teleport location is midair, it will automatically place a temporary platform beneath you that lasts until you jump off it (or right click to place that platform at any time, enabling you to place blocks midair). You can actually use this item as a substitute to the Abyss Ascendant in fighting the Tormentor, enabling use of weapons like the oblivion ray as a viable alternative.
- Brand new well-overdue /arphex command added! For now, it can let you set your tormentor kills to any value up to 200, seal the Tormentor even when the entity is not spawned fully, set tormentor health to a specific value, and reset other registered boss kills/moth wards. Many more useful functions will be added to this command to make life easier with arphex, but it won’t replace configuration settings.
- Greatly improved the Tormented Wrath weapon/tool. Now it is affected by the amount of times you’ve killed the Tormentor, just like the Tormentor summoner item. When charging it up, it now works more like a bow, as the longer you charge it for, the bigger the explosion and the more damage it will deal. The more times you’ve killed the Tormentor, the longer you’ll be able to charge the Tormented Wrath for, enabling some truly earth-shaking explosive potential if you’ve killed the Tormentor up to 200 times! Lets you know how far you’ve charged the explosive power in hotbar while charging, with an option to cancel by switching to another item slot. The maximum damage a fully charged blast can deal on direct impact with an entity (level 200) is 1050! Plus, it can even deal up to 50 damage to the tormentor in a single hit, giving it a unique advantage if you can make it land. For some fun, try using the new command /arphex set_tormentor_level @p 200, then charging the weapon to level 100 and firing it for nuclear level destruction!
- Tormented Wrath blast now does not slow down as it travels, but despawns after a shorter period of time.
- Spiders, centipede evictor variants, and solifuges now play a walking animation when going up walls instead of just floating up! Very long overdue, as I finally figured out an effective way
- Added a global entity tag for all arphex entities. You could use this to do things like teleporting all arphex mobs to yourself: /tp @e[type=#arphex:arphex] @p
- Tormentor now has a new gigantic beam attack when in its “splay” animation! A huge red beam shoots out of the boss, occasionally sweeping towards its nearest target in an attempt to destroy them. Deals heavy damage, but can be avoided by hiding behind walls.
- Ascended Cube massively upgraded. It now blocks attacks from the Tormented Wrath unless they were fired by the block’s owner. Plus, it now emits a huge red forcefield (by default, you can change the colour with light colour dyes) to signal its area of effect. Any entity outside of a forcefield cannot attack any entity inside a forcefield, and vice versa. Plus, if you right click it with an abyssal crystal (consuming the crystal), it will expel all entities from its radius that are not its owner, mobs with 200+HP, or tamed mobs. It can do this for up to 2000 seconds depending on the Tormentor level of the player who uses the crystal. Forcefield colour changes to white while using this ability. Resistance effect given to owner is nerfed however, only gives continuous resistance 1 now (when in the forcefield).
- Added cool glowing sphere effects to explosions caused by the Tormentor’s main blasts and projectiles from the the Tormented Wrath - variable size and they wither entities inside them
- Tweaked spider infester and spider ambusher mechanics/animations
- Added dramatic messages sent to players in hotbar upon warding off the spider moth enough times for the scorpioid and voidlasher to activate
- Changed how tormentor kill registration works. Now it doesn’t matter how far away you are from the Tormentor when it dies. As long as you’re in the same dimension as it, and are an active target (regardless of respite, tormentor can target unlimited amounts of players), you’ll get the level up at the moment that it dies. Plus, new golden particles show around you, along with a chat message notifying the server of who was levelled up.
- Increased Tormentor horizontal hitbox size to match its vertical height. Plus, instead of glowing white particles, it will now be indicated by a glowing red sphere that is more visible the more directly you are positioned in front of the Tormentor
- Fixed crash issue related to the sky stalker moth entity
- Increased teleport ghost hitbox.
- Added more large dramatic effects when the Tormentor dies
- Abyss Ascendant now gives you slow falling if you use another item while it is in your offhand. Makes it combine better with other weapons
- Doubled millipede spawn rates (easier chitin) and improved their model/animations/texture
- Many performance enhancements
- Improved Tormentor model
- Modified Tormentor fight. Tormentor boss summons now have a limited lifespan (5 minutes), instead of hanging around indefinitely and building up over time - plus, their hitboxes are now easier to find, marked with core of suffering particles. However, Tormentor larvae last twice as long now before despawning (when summoned by the Tormentor).
- Tormentor’s maw now can damage and blind across its full vertical length
- Significantly buffed some of the Tormentor’s attacks, such as the solar sphere.
- Holding a Core of Eternal Suffering now shows your Tormentor level
- Tormentor tendrils are now massively more likely to spawn when the Tormentor takes damage
- Fixed issue where arphex bosses/minibosses could break iron doors and modded door types
- Added three bonus config options. One to add a chat message of your own choosing for the Tormentor to say (this will only modify one of the thirty potential messages it can say in response to its name). Another to let you limit the maximum charge power of the Tormented Wrath. And another to disable natural spawning of the Tormentor initial entity, limiting the Tormentor to only be able to appear through being summoned.
- Improved the client-side performance of the Tormentor significantly
- Fixed issue where abyssal blade lifesteal projectile could steal from non-living entities like boats
- Improved abyss ascendant long range attack projectile effects
- Some weapons with left click attack abilities will now no longer be able to be used in spectator mode
- Bow animation should no longer charge unless you’re charging that specific type of item
ArPhEx 4.3.4
- If you mention the word “tormentor” in the chat, you may now get a random threatening message from the Tormentor. This has a 50% chance to occur upon mentioning the word, along with a random cooldown after each attempt. Not case-sensitive.
- If you hold an abyss ascendant or ride a mount that can jump or fly, you’ll now receive a hotbar message letting you know if you don’t have the spacebar keyboard mapping for arphex. This could significantly reduce confusion in using these. Plus, the Tormentor summon will be forcibly overridden to not go downwards if this mapping is not selected, rather than just slowly moving downwards towards the void.
- Tormentor now stops nearby players from sleeping. Plays creepy popup and sounds when they attempt to do so. Another form of torment!
- Fixed hornets idle sound being too loud
- Scarabs now won’t place if there’s a mantis close-by, to enable taming without accidentally placing down the beetles
- Improved top of Tormentor model and tormentor fog rendering distances
4.3.2
Fixed issue where the Tormentor long-range rendering system could limit render distances when close to the entity. Greatly improved overlap between long range rendering and regular rendering, especially in terms of fog distance.
4.3.1
Hotfix for an error with the Arthropleura where it could take extreme damage from a single hit.
All in addition to the recent major update:
ArPhEx 4.3
- New miniboss added to the Crawling dimension (cryptic complex biome, layers 2-4), the “Arthropleura Abomination” (arthropleura is an enormous ancient millipede species, the largest land arthropod of all time)! Multiple firsts in this entity. First segmented entity added to ArPhEx (a mob made up of multiple sub-entities, hence gaining procedural animation). The first mob exclusive to the Cryptic Complex biome. And the first tameable miniboss, tamed with purple scarab beetles and rideable when tamed: multiple players can ride different segments, up to 16 passengers total! The body entities share health with the main head entity, with damage transferring across (the further the segment is from the head, the less damage you deal to the overall entity by hitting it). They lock in place as it wanders around, attacking players (unless tamed) + roach riverspawn mobs on sight. - Another new mob added based on an ogre spider, the “Spider Ambusher” - the first mob exclusive to the Webbed Wastelands biome, a mob that can hang in a stationary position on the wall holding a web, then pounce at any target player or long legs fly that comes near, dealing heavy damage and webbed effects. Drops cobwebs on death. - Added two types of weather to the Crawling dimension, following the overworld weather cycles. Firstly, blood rain - when it rains in the overworld, it will rain blood in the crawling, oozing from of every inch of soil and dripping down (gives you necrosis when it is raining blood, suggesting some form of acid rain and making it more dangerous to travel). Secondly, and even more dangerously, when it thunders in the overworld, it will become very foggy in the crawling (may not work with shaders) - a thick grey fog becomes widespread and you get a new potion effect, “Breathless”, making you unable to walk for more than 10 seconds at a time without getting a heavy slowness effect and needing to stand still for a short period to recover. This makes mounts and flight all the more useful in the crawling due to their ability to bypass this limitation. - New material item added for future use, “Heavy Chitin”, dropped by the new Arthropleura miniboss, and “Entropy Matrix”, the next mineral of might after Time Prism for a future boss. - Significant improvements to crawling dimension generation, especially in adding more variety to the crawling layer barriers (patches and pillars of clay and compost around the layers for additional rich detail and breaking up the flatness) - New plant added, the “Bane Blossom”. Appears in the Crawling Canopy and Cryptic Complex biomes, and 8 can craft with a diamond to create a bane of the darkness. These plants glow and give you night vision on contact if more 4 are stacked on top of each other (they can grow this high) - Another new plant added, but this one is an entity instead of a block - the Venus Flytrap. Attacks nearby players and flying arthropods, but can’t move. Spawns primarily in the Crawling Canopy biome on compost blocks. Drops cutting on death that can be used to plant more flytraps on crawling compost (they take 5-10 minutes to grow into their full-size version) - Added new enormous web structures to the Webbed Wastelands biome, found on lower layers. Fixed issues with some spider miniboss types breaking webs - Made significant improvements to the Crawling Castle structure, enhancing how it adapts to the world terrain and making a more effective blending colour scheme. Plus, the portal now has a central “crawling compost” block instead of a crawling barrier, making it easier to identify the centre. - Spawning the Tormentor via a spawn egg or summoning in close proximity to a player should now consistently spawn the entity as well as completing the tormentor activation process - Enhanced decadent dust texture - Right clicking to activate the portal now lets you know if any conditions are not met (pillars being lit etc) - Removed amethyst geode generation in the tormented tunnels as they could enable bypassing layers - Fixed issue with unbreakable armours breaking instantly in Neoforge 1.21.1
Hotfix for an error with the Arthropleura where it could take extreme damage from a single hit.
All in addition to the recent new major update:
ArPhEx 4.3
- New miniboss added to the Crawling dimension (cryptic complex biome, layers 2-4), the “Arthropleura Abomination” (arthropleura is an enormous ancient millipede species, the largest land arthropod of all time)! Multiple firsts in this entity. First segmented entity added to ArPhEx (a mob made up of multiple sub-entities, hence gaining procedural animation). The first mob exclusive to the Cryptic Complex biome. And the first tameable miniboss, tamed with purple scarab beetles and rideable when tamed: multiple players can ride different segments, up to 16 passengers total! The body entities share health with the main head entity, with damage transferring across (the further the segment is from the head, the less damage you deal to the overall entity by hitting it). They lock in place as it wanders around, attacking players (unless tamed) + roach riverspawn mobs on sight. - Another new mob added based on an ogre spider, the “Spider Ambusher” - the first mob exclusive to the Webbed Wastelands biome, a mob that can hang in a stationary position on the wall holding a web, then pounce at any target player or long legs fly that comes near, dealing heavy damage and webbed effects. Drops cobwebs on death. - Added two types of weather to the Crawling dimension, following the overworld weather cycles. Firstly, blood rain - when it rains in the overworld, it will rain blood in the crawling, oozing from of every inch of soil and dripping down (gives you necrosis when it is raining blood, suggesting some form of acid rain and making it more dangerous to travel). Secondly, and even more dangerously, when it thunders in the overworld, it will become very foggy in the crawling (may not work with shaders) - a thick grey fog becomes widespread and you get a new potion effect, “Breathless”, making you unable to walk for more than 10 seconds at a time without getting a heavy slowness effect and needing to stand still for a short period to recover. This makes mounts and flight all the more useful in the crawling due to their ability to bypass this limitation. - New material item added for future use, “Heavy Chitin”, dropped by the new Arthropleura miniboss, and “Entropy Matrix”, the next mineral of might after Time Prism for a future boss. - Significant improvements to crawling dimension generation, especially in adding more variety to the crawling layer barriers (patches and pillars of clay and compost around the layers for additional rich detail and breaking up the flatness) - New plant added, the “Bane Blossom”. Appears in the Crawling Canopy and Cryptic Complex biomes, and 8 can craft with a diamond to create a bane of the darkness. These plants glow and give you night vision on contact if more 4 are stacked on top of each other (they can grow this high) - Another new plant added, but this one is an entity instead of a block - the Venus Flytrap. Attacks nearby players and flying arthropods, but can’t move. Spawns primarily in the Crawling Canopy biome on compost blocks. Drops cutting on death that can be used to plant more flytraps on crawling compost (they take 5-10 minutes to grow into their full-size version) - Added new enormous web structures to the Webbed Wastelands biome, found on lower layers. Fixed issues with some spider miniboss types breaking webs - Made significant improvements to the Crawling Castle structure, enhancing how it adapts to the world terrain and making a more effective blending colour scheme. Plus, the portal now has a central “crawling compost” block instead of a crawling barrier, making it easier to identify the centre. - Spawning the Tormentor via a spawn egg or summoning in close proximity to a player should now consistently spawn the entity as well as completing the tormentor activation process - Enhanced decadent dust texture - Right clicking to activate the portal now lets you know if any conditions are not met (pillars being lit etc) - Removed amethyst geode generation in the tormented tunnels as they could enable bypassing layers - Fixed issue with unbreakable armours breaking instantly in Neoforge 1.21.1
ArPhEx 4.3
- New miniboss added to the Crawling dimension (cryptic complex biome, layers 2-4), the “Arthropleura Abomination” (arthropleura is an enormous ancient millipede species, the largest land arthropod of all time)! Multiple firsts in this entity. First segmented entity added to ArPhEx (a mob made up of multiple sub-entities, hence gaining procedural animation). The first mob exclusive to the Cryptic Complex biome. And the first tameable miniboss, tamed with purple scarab beetles and rideable when tamed: multiple players can ride different segments, up to 16 passengers total! The body entities share health with the main head entity, with damage transferring across (the further the segment is from the head, the less damage you deal to the overall entity by hitting it). They lock in place as it wanders around, attacking players (unless tamed) + roach riverspawn mobs on sight.
- Another new mob added based on an ogre spider, the “Spider Ambusher” - the first mob exclusive to the Webbed Wastelands biome, a mob that can hang in a stationary position on the wall holding a web, then pounce at any target player or long legs fly that comes near, dealing heavy damage and webbed effects. Drops cobwebs on death.
- Added two types of weather to the Crawling dimension, following the overworld weather cycles. Firstly, blood rain - when it rains in the overworld, it will rain blood in the crawling, oozing from of every inch of soil and dripping down (gives you necrosis when it is raining blood, suggesting some form of acid rain and making it more dangerous to travel). Secondly, and even more dangerously, when it thunders in the overworld, it will become very foggy in the crawling (may not work with shaders) - a thick grey fog becomes widespread and you get a new potion effect, “Breathless”, making you unable to walk for more than 10 seconds at a time without getting a heavy slowness effect and needing to stand still for a short period to recover. This makes mounts and flight all the more useful in the crawling due to their ability to bypass this limitation.
- New material item added for future use, “Heavy Chitin”, dropped by the new Arthropleura miniboss, and “Entropy Matrix”, the next mineral of might after Time Prism for a future boss.
- Significant improvements to crawling dimension generation, especially in adding more variety to the crawling layer barriers (patches and pillars of clay and compost around the layers for additional rich detail and breaking up the flatness)
- New plant added, the “Bane Blossom”. Appears in the Crawling Canopy and Cryptic Complex biomes, and 8 can craft with a diamond to create a bane of the darkness. These plants glow and give you night vision on contact if more 4 are stacked on top of each other (they can grow this high)
- Another new plant added, but this one is an entity instead of a block - the Venus Flytrap. Attacks nearby players and flying arthropods, but can’t move. Spawns primarily in the Crawling Canopy biome on compost blocks. Drops cutting on death that can be used to plant more flytraps on crawling compost (they take 5-10 minutes to grow into their full-size version)
- Added new enormous web structures to the Webbed Wastelands biome, found on lower layers. Fixed issues with some spider miniboss types breaking webs
- Made significant improvements to the Crawling Castle structure, enhancing how it adapts to the world terrain and making a more effective blending colour scheme. Plus, the portal now has a central “crawling compost” block instead of a crawling barrier, making it easier to identify the centre.
- Spawning the Tormentor via a spawn egg or summoning in close proximity to a player should now consistently spawn the entity as well as completing the tormentor activation process
- Enhanced decadent dust texture
- Right clicking to activate the portal now lets you know if any conditions are not met (pillars being lit etc)
- Removed amethyst geode generation in the tormented tunnels as they could enable bypassing layers
- Fixed issue with unbreakable armours breaking instantly in Neoforge 1.21.1
ArPhEx 4.2 (includes all recent 1.20.1 additions for all versions)
- Truly major improvements to the Tormentor’s rendering. It now has UNLIMITED render distance capability and now renders the entity even when it is not loaded! Plus it turns the sky fog dark red for nearby players, producing a hostile ambience (also applies now whenever in the bottom crawling layer! Plus, the “Tormentor Initial” stalking version also benefits from this long range rendering (uses it exclusively), making it easier to avoid looking at. Also planning more attack phases, but these are not yet implemented. If these new tormentor rendering features cause any issues for you, they can be disabled fully with a new bonus config option.
- New Tarantula Hawk miniboss, the “Wasp Nemesis”! Finally a flying miniboss. This deadly creature spawns in the crawling canopy biome, preying on tarantulas and players. Beware, as its aerial assaults can deal heavy armour piercing and paralysing damage due to its powerful venom. However, its attacks can be dodged. Additionally, it occasionally spits projectiles down upon the player, providing another significant risk. This miniboss is now the second strongest after the Crab Constrictor, dropping an “Oversized Stinger” on death used for crafting a new item.
- Tormentor’s “torment cycles” are now reduced in intensity for weaker players who have not received boss kill advancements, and is mostly harmless for players wearing little or no armour. Spider rain will only occur for players who have killed the spider moth, lightning strikes will only happen for players who have killed the scorpioid bloodluster, and spawning strength-boosted aggressive arthropods nearby will only occur for players who have killed the draconic voidlasher. Perfect solution for preventing the tormentor from hindering weaker players too much, given that it can change target if its main stronger target leaves the game.
- New item added, the “Tormented Wrath”! One of the most powerful weapons in the game, boasting enormous explosive capability like the Tormentor’s blasts, plus total immunity to explosive damage when held. However, it is extremely expensive, requiring three cores of suffering, two vortex devastators, and four abyssal annihilators to craft.
- Another new item added, craftable from three “Oversized Stingers” dropped by the new miniboss - The “Spear of Paralysis”. A weapon comparable to the Abyssal Blade, with similar paralysing and subsequent armour piercing effects to the Wasp’s attacks, along with a held right click ability to deal paralysis to all close-proximity mobs.
- Nerfed Tormentor immunity frame time further from 2.5s to 2.0s.
- Added a strong additional attack to the Tormentor Summon, requiring it to be level 20+ (owner participated in 20+ Tormentor kills). Shoots a giant burning fireball sphere just like the real Tormentor, dealing devastating AoE damage to any entities it touches. Used by left clicking the summoner item while riding it.
- Added an additional attack to the Spider Moth Summon, also triggered by left clicking the summoner item while riding it. Activates a withering effect that deals AoE wither damage to nearby enemies.
- Fixed an issue where a message would send notifying that an attack was too weak to harm the Tormentor, even if it wasn’t and it was double.
- Fixed issue where it was possible to have two Tormentor summons at once.
- Fixed issue where the tormentor summon scale was not visible to other players, and sometimes they wouldn’t see if you were riding it
- Improved hornet model significantly
- Certain flying mobs should no longer spawn underground, including hornet harbingers, fly festerers, long legs flies, dragonfly dreadnoughts
- Reduced chance of teleporting to a lower layer in the Crawling when going through the portal
Various changes across updates 4.1.3-4.1.8. Some of the main ones in 4.1.7 include:
- New extremely useful tool, the “Temporal Transmitter” added - enables you to place up to 64 blocks at a time from your offhand, in four different cube/cuboid sizes. First useful item craftable from the Time Prism (future boss will drop this, currently obtainable from shards dropped by the Spider Infestor).
- Added tormentor-tier multi-tool, the “ABYSS ATOMISER”! Capable of mining six blocks at a time in addition to functioning as combined pickaxe, axe, shovel, hoe, shears, and sword (only the mining and slashing abilities of these tools). Plus includes the full mechanics of the Abyssal Pickaxe in how it can switch between fortune and silk touch. When not crouching, you have the fortune enchantment or can mine 2x3 blocks in the direction you’re looking when using the right click ability. Crouch to use silk touch or mine 6x1 blocks when right click ability is active - more useful for chopping down trees or digging out taller spaces.
- Added some more WIP items (placeholders only) that will be extremely powerful.
- Fixed issue where centipede evictor could not spawn from killing 1/5 larvae variant
- Made the crawling portal able to be activated without any abyssal crystal or scorch charges (just right click the middle block) if you have the “crawling-only” arphex mobs limitatation enabled in config settings.
- Significantly reduced the proximity at which the Spider Moth switches from stalking to attacking (if you get too close it attacks). Before it was around 50 blocks, now it is around 30. So you’re significantly more likely to see it stalking you, rather than just attacking immediately. Added a similar change for the Scorpioid Initial stalking mechanism as well.
- Boosted spawn rate of Spider Moth “pure stalking” and “sky stalker” versions by 4X
- Changing the Abyssal Pickaxe mechanics affected the Abyssal Axe. Reverted changes to the Abyssal Axe, now breaks the block above instead of below.
- Changes to the Tormentor Summon - Added individual texture for it, and gave it damage timing and amount immunities. Sends a hotbar message letting you know why you can’t ride it if you try when it’s less than level 10. Removed melee attack immunity, and made damage deal in a custom format. Additionally, it will now try to avoid staying inside a solid wall when not being ridden.
- Boosted movement speed of centipede stalker
ArPhEx 4.1.2 (1.20.1 only, other versions will get these features in the next update)
- Nerfed Tormentor invincibility frames by 50%. Previously had 5 seconds of invincibility after each time it takes damage, now only has 2.5 seconds (50 ticks) of immunity.
- Fixed issue where Tormentor could get stuck at 5% health unless hit with a vengeful voidseeker hit.
- Tormentor summons can now stay around if spawned by players
- Tormentor target tag now removes from entities when the tormentor is not active, and no tormentor summons are nearby
- Abyss ascendant now will no longer use the flight ability if you’re in creative or spectator mode, preventing interference with their flight modes
- Fixed issue with Tormentor scorpioid being immune to all damage
- Improved Spider Infestor self-burying mechanics and animation, along with fixing some bugs In its ambush sequence.
- The TORMENTOR can now rarely summon Tormented Steve mobs when tormenting players, if ZoNiEx is installed.
- Ant arsonist workers no longer take suffocation damage, so when they’re building and mining things it will be more seamless.
- Fixed crash issue with Draconic Shadow Clone
ArPhEx 4.1
- New miniboss added! The “Spider Infestor”, a monstrous entity based on the real life six eyed sand spider. This miniboss spawns in the Crawling dimension’s Decadent Desert biome, burrowing under the sand in wait of prey to walk too close. Then it springs out and deals brutal damage, with strength beyond that of any other spider in the mod. Drops “Time Prism Shards”, items that will be used in future with one of the upcoming v5.0 post-voidlasher bosses. Additionally comes with an extra slam attack that it uses when low on health. With this attack, it glows purple and jumps into the air on hit, slamming down onto the ground and creating an explosion if mob griefing is enabled.
- Crawling design revamped - now consists primarily of a new block, “crawling compost” (drops edible poisonous chunks, chance to spawn mobs when block broken), and biomes now have their own specific colours! ArPhEx mobs can no longer spawn on crawling barrier blocks, so won’t pile up on those instead of spawning on the real terrain. Webbed wasteland has more airborne webs and decadent deserts have flatter terrain. Bosses now spawn correctly on the lowest layer, making it extremely dangerous (especially given that mobs are amped in the lower crawling layers).
- Added four additional config settings - one to limit the tormentor’s max health to any specific lower value, one to control the tormentor’s damage immunity time, one to allow the random spawn system to work in any dimension, and even one to toggle whether arphex structures generate!
- Added new Armour of Vitality (Vitality Armour). Serves as a “glass cannon” set with low defense/durability and high regenerative abilities, similar to the spectral set but with a different balancing. Helmet provides blindness and nausea immunity, chestplate provides absorption, leggings provide necrosis immunity and regeneration, and boots provide a significant speed boost. Pieces created through smithing gold armour with mantle of vitality items.
- Fixed an issue with the Spider Moth Summon that could lock players out of a server when riding it. This came at the cost of removing the ability triggered with CMD/CTRL. Instead, it now emits particles whenever it has an attack target and gives wither effects on hit instead of when using a special ability.
- Decreased decadent desert generation range, as it was more prevalent than other biomes
- Bosses and their stalking/hallucination variants should now correctly spawn frequently in the bottom crawling layer when a player is down there. Plus added a chance to occasionally show a Tormentor flash popup whenever you’re down there. Extra tension!
- Increased amount of ore generation massively in the crawling
- Added advancements for getting the mantle of vitality and vitality viewfinder
- Improved mantis design by making the wings transparent for all texture variants
- Tormentor pet will no longer be so overly fast, and will not attack entities just for attacking its owner, only attacking entities that the owner attacks (since its so powerful, it might have instantly eviscerated mobs that you want to keep alive despite attacking you). The pet now fully works as intended, staying nearby at a comfortable range.
- If you use the ethereal staff’s teleportation ability to go back to a previous location and you changed dimension since marking that location, you’ll now go back to the previous dimension!
- Scorpioid Bloodluster will now attack blood eagles from my other mod ZoNiEx if installed - wants their blood!
- Fixed issue where the Draconic Voidlasher would sometimes randomly despawn
ArPhEx is now available for Minecraft 1.21.1 Neoforge! Five simultaneous versions!****
4.0.2 changes: Fixed issue where Tormentor would take damage in a wall and ethereal staff would not work. Non-sourced damage immunities readded
4.0.1 changes: Fixed issue where abyssal blade blocking made you invincible from all angles Improved tormentor summon movement Nerfed tormented scorpioid attack damage Summoner items now show health more slowly so it doesn’t cover “let it heal more first before you can spawn” messages
At long last, the ultimate update arrives! All feedback appreciated on the countless new mechanics. I will get to work on updating the wiki and project page, but this may take some time given the update scale.
Enormous changelog:
ArPhEx 4.0
Warning: This update will break existing Crawling Container pockets, because I raised the world height of The Crawling and had to make the pocket dimensions higher along with this. I recommend using structure blocks if you want to preserve a previous pocket room! One more note is that this update does not add any sounds yet. A major sound update is planned for ArPhEx at some point, which will flesh out new sounds for the Tormentor and many other things.
- THE TORMENTOR BOSS. A true eldritch monstrosity, making arphex possibly the first Minecraft horror mod to add a convincing eldritch monster. Potentially the largest, most intimidating entity ever added to any Minecraft mod. Plus an insanely challenging and long boss fight, more akin to an infection mod. This boss is the size of an entire biome, and can follow you across unlimited distances and between dimensions. It has many advanced mechanics, including: force chunkloading around itself, massive particle clouds around it visible for long distances (even if entity is not loaded), hitbox indicator particles, respawning ability if lost, map-wide limit of one spawning at a time unless player-spawned, forced damage cap of up to a billion damage. Ability to torment nearby non-targeted players with plagues and enter full attack mode towards any entities that hit it recently and have not died within the last minute. When in attack mode, it has immensely dangerous and destructive powers. It can fire highly explosive blasts, meteor showers, summon stronger versions of other bosses, throw enormous sun-like spheres at you, deal 10,000 attack damage in close proximity, fire blasts that float midair, then lunge towards you, summon caterpillar-like entities that spiral around it and attack in proximity, summon tormentor larvae, and much more, increasing in intensity as its health lowers and cycling between attack phases. Summoned on the bottom layer of The Crawling by throwing an Abyssal Crystal into a well leading straight down into the void (10 minute intense countdown to spawn, the well becomes inactive afterwards, limiting to only one Tormentor summon per well). Moreover, it has mechanics specifically designed to ensure that the boss will remain challenging, even if you have extremely powerful weapons to use against it. It should remain a skill-based challenge, requiring the strongest gear to survive. If you can’t kill the Tormentor, you can seal it by finding an overworld Crawling portal and throwing a Bane of the Darkness into it. The tormentor’s main follow target must be present for this to work (can switch if they die or leave the game). Finally, note that the Tormentor can spawn naturally in an inert state after killing the three original bosses. If you look straight at one, it will trigger and summon the full tormentor version!
- THE CRAWLING DIMENSION. Nature at its most brutal and apathetic. A dimension of pure survival of the fittest, where arthropods are locked in an eternal war of evolution and lands are ravaged. Despite this, the design has a mixture of beauty and horror, with fully custom world generation, features, structures, mobs, and biomes. The dimension is separated into five layers. Layer 1: 230-256 (36), Layer 2: 120-230 (110), Layer 3: 60-120 (60), and Layer 4: 0-60 (60). All arthropod-type mobs get increasing strength effects in the crawling, especially at lower layers, plus stronger mob types become more prevalent with lower layers. Generated features also vary between layers, adding variety to the terrain, with darker lower levels.
- Access the Crawling by finding a giant underground castle structure in the overworld, spawning in any biomes. Inside this structure there is a hollow sphere. Inside the hollow sphere, there are four pillars. Lighting each on fire with scorch charges and right clicking the central “crawling barrier” block with an Abyssal Crystal activates the portal without consuming the item. Leaving the Crawling is different. You can find portals scattered on the top layer. Some point to the overworld, some point to the nether, and some point to the end (indicated by stone/netherrack/endstone blocks. Therefore, entering the Crawling is dangerous in this way too, even leaving can be a challenge. You can locate the overworld castle structure with the new "Crawling Compass" craftable item, and this item also enables you to find dungeons that bypass crawling layer barriers!
- Added FIVE biomes for the Crawling! Crawling Canopy (a beautiful biome with lush foliage hanging from the ceiling, along with decorations like brambles and large bushes - All manner of arthropods spawn there). Decadent Desert (biome focuses on scorpions and solifuges, with flatter grounds and small floating islands scattered about). Tormented Tunnels (a tighter, darker biome with many additional dangers to watch for, yet valuable rewards to be found in the form of precious ores (including the new “Exquisite Ore”). Webbed Wasteland (a biome filled to the brim with cobwebs and spiders, very difficult to traverse without flight). And finally, Cryptic Complex (the most mysterious biome, appearing to have constructed monuments and buildings or generators for unknown purposes. Three major dungeons also exist for bypassing layers of the crawling, featuring tons of brutal enemies and mechanics to prevent easily bypassing layers.
- The new dungeons have special loot tables of various tiers containing arphex items, including some special new items only obtainable through dungeon chests, like the "Prowler Parachute" (item giving slow falling when held and upwards boosts on right click).
- Added brand new blocks for The Crawling: Crawling Clay (decoration block), Decadent Dust (dark sand block for the Decadent Desert biome), Exquisite Ore (rainbow ore found rarely in the Tormented Tunnels, drops Abyssal, Fire Opal, or Void Geode shards), and finally, improved Crawling Barrier blocks that segment off the layers from each other and deal heavy armour-piercing damage on contact (to non-arthropods).
- Mantis Mutilator mobs! A new regular mob, and the first Crawling-Exclusive mob! These large, strong mantises can stalk their prey (small flying mobs and players), always preferring to attack from behind. They will happily attack you too if you look away, dealing devastating damage with their surprise attacks (attacks are stronger if their target is looking away). 1 in 5 will be a special Orchid variant (idea credit to Neery), or stick mantis variant (idea credit to Electro) for even more stealthiness. Tameable with iridescent scarabs and rideable! Drops a "mantis machete" on death, a melee weapon dealing heavy armour-piercing damage if the attack lands on an enemy from behind.
- Three new entities based on existing bosses, but stronger and specifically designed to complement the Tormentor as its summoning minions (occasionally summons them upon taking damage). Tormented Spider Moth lunges at you repeatedly, charging in a straight line and changing direction only once every few seconds (devastating damage if it grabs you). Tormented Scorpioid Bloodluster attempts to attack you and steal health in doing so, then runs over to the Tormentor to give it health (also sometimes activating a forcefield during combat). And finally, the Tormented Draconic Voidlasher alternates between two attack phases, one where it fires continuous supercharged void spears at you, and the other where it spawns orbs that start following you rapidly after a few moments. Without an Abyss Ascendant, Vortex Devastator, or other powerful tool, you won’t be able to escape these attacks. These bosses can also fly straight through walls like the Tormentor, and their attacks have no limit to their damage depending on the target’s health.
- Added various new Tormentor-exclusive particles for smoke variants and the core of eternal suffering.
- The most powerful material items now have flashing animations.
- Added configuration spawning setting to be able to limit all mob spawns to the Crawling if desired. Accessing the Crawling will be very difficult this way, however.
- The Abyss Ascendant is finally now obtainable in the way I wanted. Crafted from an umbral ingot surrounded by two abyssal blades, two ascendant staffs, and four scorch charges. Thereby, you can craft it purely from materials dropped by the first three bosses and regular early-game mobs. It is the strongest pre-crawling item, but now has a new system where it will not activate fully until you defeat a Tormentor, except for when a Tormentor is in close proximity. When it is not fully active, its name changes and it will not have full flight abilities or ability to freeze nearby mobs in place. However, it is still extremely strong with 30 attack damage, very long-range attacks, damage blocking, and hovering/rapid movement powers. It is the best weapon for fighting the Tormentor, though more comparable pre-tormentor weapons are planned.
- Added “Ascended Cube” ultimate item crafted from four cores of eternal suffering. This block provides the player who placed it with resistance 2 in a wide range. It also completely repels the tormentor and its summons/projectiles in a wide area, and resists being broken by players who are not its “owner”, giving them mining fatigue 2 to slow them down. Deals heavy damage on contact.
- Tormentor is available in a small summon (pet) version that gets bigger and stronger the more times you kill the main Tormentor. Scales all the way to 200 Tormentor kills. At this point, it would be able to 2-shot regular bosses. Item crafts from Tormentor drops: A core of eternal suffering and eight hedonic gems (crafted from another single core of suffering). Summon is also rideable if you have 10+ Tormentor kills and can fly straight through walls (suffocation immunity while riding). You can change your registered amount of tormentor kills with cheats by crouching and right clicking a tormentor summon while you have a “debug effect” potion (/effect give @p arphex:debug_effect) - while you have that effect, extra information is displayed about the Tormentor mechanism while active, for error debugging purposes.
- Crawling Container now only cools down momentarily if you’re using it in creative or spectator mode.
- The effect given by Vortex Devastator and Voidlasher homing projectiles now gives more vortex-like particles. Plus increased the length of effect given by the Vortex Devastator. Also buffed Vortex Devastator damage massively - approximately double!
- Brand new “Chitin armour” has three tiers of power, serving as an alternative to the other sets that can be accessed in the earlier game. Its special abilities include: Showing particle lines that only you can see, directing to all nearby mobs and indicating whether they are friendly or hostile (when crouching) with higher radius based on tier. Resistance and strength effects given to all nearby tamed mobs (higher for higher tier sets). Immunity to webbed effects. A double jump ability improving with tier. And set bonus of flat 10. 20. or 40% damage reduction from behind depending on tier.
- Added an early/mid-game bow item: Black Widow Bow - alternative to the regular bow, but not needing enchantments to reach a high level of power. Unlimited ammunition and durability, plus deals necrosis, fire, and webbed effects on arrow hit.
- Spider larvae size+hitbox increased, and face grab damage slowed to account for modpacks that may remove the damage speed limit.
- Tiny spider larvae no longer spawn with regular ones, so now only come from Spider Broods.
- Significantly improved the designs of all armour types.
- The Core of Eternal Suffering dropped by the Tormentor boss can now craft into eight “Hedonic Gem” items, used for crafting eternal armour. After killing a tormentor, the core item emits particles and lets you know it is nearby.
- Buffed arthropod antenna range
- Force gauntlet left click ability now deals strong damage.
- All spider mobs are now fully immune to cobwebs.
- Buffed Vitality Viewfinder to add a “lens mode” where it works without being held directly. Toggled on left click.
- Spider larvae, long legs, and tiny variants now have less forward movement when midair
- Nerfed Spider Flat attack damage by more than half
- Increased random spawn system rates significantly.
- Vengeful Voidseeker zoom now works any time you sneak, not just when cooling down, and fixed an issue where it had to be used in lock on mode before being able to be used in manual-control mode. Also increased its range and speed/damage.
- Termite Tunneler queen now drops a new item on death, the "Tectonic Tunneler". This pickaxe can break two blocks at a time like the Abyssal Pickaxe, enabling fast tunnelling. It is also now required in crafting the Abyssal Pickaxe, instead of a netherite pickaxe.
- Ethereal staff now gives true suffocation damage immunity when in a wall.
- Decreased issue where Scorpioids and Reapers sometimes spawn with their second-stage textures.
- Upgraded void protection effect to work if death wasn’t caused by an entity
- Buffed umbral armour to have the same protection as infernal
- Improved butterfly flight animation cutoff, improved flaws in model, and made it so that sneaking up to them doesn’t make them fly off immediately.
- Buffed arthropod antenna range
- Fixed many server/client animation sync issues, including a very long-standing one where the Spider Moth would look the wrong way when flying sometimes
- Umbral armour set bonus (shared by Eternal) no longer shows the circling purple orb unless you are actively being targeted for attack. It already only damaged mobs that were attacking.
- Crab Constrictor can no longer hit downwards, should prevent it from destroying you through the ground
- ArPhEx armours are now truly unbreakable, rather than just resetting durability to 0.
- Fixed issue where crab larvae could float in the air while grabbing
- Renamed Chaos Targeted to Chao Lock to differentiate.
- Made centipede evictor larvae bigger
- Fixed potential crash on spider moth kill if no player is nearby
- Major performance improvements, tons of redundant or slow older code removed
- Many bugfixes and some potential crash fixes
- New improved logo based on the Tormentor
- Many new advancements added
- Much more that I never got round to adding to the changelog
At long last, the ultimate update arrives! All feedback appreciated on the countless new mechanics. I will get to work on updating the wiki and project page, but this may take some time given the update scale.
Enormous changelog:
ArPhEx 4.0
Warning: This update will break existing Crawling Container pockets, because I raised the world height of The Crawling and had to make the pocket dimensions higher along with this. I recommend using structure blocks if you want to preserve a previous pocket room! One more note is that this update does not add any sounds yet. A major sound update is planned for ArPhEx at some point, which will flesh out new sounds for the Tormentor and many other things.
- THE TORMENTOR BOSS. A true eldritch monstrosity, making arphex possibly the first Minecraft horror mod to add a convincing eldritch monster. Potentially the largest, most intimidating entity ever added to any Minecraft mod. Plus an insanely challenging and long boss fight, more akin to an infection mod. This boss is the size of an entire biome, and can follow you across unlimited distances and between dimensions. It has many advanced mechanics, including: force chunkloading around itself, massive particle clouds around it visible for long distances (even if entity is not loaded), hitbox indicator particles, respawning ability if lost, map-wide limit of one spawning at a time unless player-spawned, forced damage cap of up to a billion damage. Ability to torment nearby non-targeted players with plagues and enter full attack mode towards any entities that hit it recently and have not died within the last minute. When in attack mode, it has immensely dangerous and destructive powers. It can fire highly explosive blasts, meteor showers, summon stronger versions of other bosses, throw enormous sun-like spheres at you, deal 10,000 attack damage in close proximity, fire blasts that float midair, then lunge towards you, summon caterpillar-like entities that spiral around it and attack in proximity, summon tormentor larvae, and much more, increasing in intensity as its health lowers and cycling between attack phases. Summoned on the bottom layer of The Crawling by throwing an Abyssal Crystal into a well leading straight down into the void (10 minute intense countdown to spawn, the well becomes inactive afterwards, limiting to only one Tormentor summon per well). Moreover, it has mechanics specifically designed to ensure that the boss will remain challenging, even if you have extremely powerful weapons to use against it. It should remain a skill-based challenge, requiring the strongest gear to survive. If you can’t kill the Tormentor, you can seal it by finding an overworld Crawling portal and throwing a Bane of the Darkness into it. The tormentor’s main follow target must be present for this to work (can switch if they die or leave the game). Finally, note that the Tormentor can spawn naturally in an inert state after killing the three original bosses. If you look straight at one, it will trigger and summon the full tormentor version!
- THE CRAWLING DIMENSION. Nature at its most brutal and apathetic. A dimension of pure survival of the fittest, where arthropods are locked in an eternal war of evolution and lands are ravaged. Despite this, the design has a mixture of beauty and horror, with fully custom world generation, features, structures, mobs, and biomes. The dimension is separated into five layers. Layer 1: 230-256 (36), Layer 2: 120-230 (110), Layer 3: 60-120 (60), and Layer 4: 0-60 (60). All arthropod-type mobs get increasing strength effects in the crawling, especially at lower layers, plus stronger mob types become more prevalent with lower layers. Generated features also vary between layers, adding variety to the terrain, with darker lower levels.
- Access the Crawling by finding a giant underground castle structure in the overworld, spawning in any biomes. Inside this structure there is a hollow sphere. Inside the hollow sphere, there are four pillars. Lighting each on fire with scorch charges and right clicking the central “crawling barrier” block with an Abyssal Crystal activates the portal without consuming the item. Leaving the Crawling is different. You can find portals scattered on the top layer. Some point to the overworld, some point to the nether, and some point to the end (indicated by stone/netherrack/endstone blocks. Therefore, entering the Crawling is dangerous in this way too, even leaving can be a challenge. You can locate the overworld castle structure with the new "Crawling Compass" craftable item, and this item also enables you to find dungeons that bypass crawling layer barriers!
- Added FIVE biomes for the Crawling! Crawling Canopy (a beautiful biome with lush foliage hanging from the ceiling, along with decorations like brambles and large bushes - All manner of arthropods spawn there). Decadent Desert (biome focuses on scorpions and solifuges, with flatter grounds and small floating islands scattered about). Tormented Tunnels (a tighter, darker biome with many additional dangers to watch for, yet valuable rewards to be found in the form of precious ores (including the new “Exquisite Ore”). Webbed Wasteland (a biome filled to the brim with cobwebs and spiders, very difficult to traverse without flight). And finally, Cryptic Complex (the most mysterious biome, appearing to have constructed monuments and buildings or generators for unknown purposes. Three major dungeons also exist for bypassing layers of the crawling, featuring tons of brutal enemies and mechanics to prevent easily bypassing layers.
- The new dungeons have special loot tables of various tiers containing arphex items, including some special new items only obtainable through dungeon chests, like the "Prowler Parachute" (item giving slow falling when held and upwards boosts on right click).
- Added brand new blocks for The Crawling: Crawling Clay (decoration block), Decadent Dust (dark sand block for the Decadent Desert biome), Exquisite Ore (rainbow ore found rarely in the Tormented Tunnels, drops Abyssal, Fire Opal, or Void Geode shards), and finally, improved Crawling Barrier blocks that segment off the layers from each other and deal heavy armour-piercing damage on contact (to non-arthropods).
- Mantis Mutilator mobs! A new regular mob, and the first Crawling-Exclusive mob! These large, strong mantises can stalk their prey (small flying mobs and players), always preferring to attack from behind. They will happily attack you too if you look away, dealing devastating damage with their surprise attacks (attacks are stronger if their target is looking away). 1 in 5 will be a special Orchid variant (idea credit to Neery), or stick mantis variant (idea credit to Electro) for even more stealthiness. Tameable with iridescent scarabs and rideable! Drops a "mantis machete" on death, a melee weapon dealing heavy armour-piercing damage if the attack lands on an enemy from behind.
- Three new entities based on existing bosses, but stronger and specifically designed to complement the Tormentor as its summoning minions (occasionally summons them upon taking damage). Tormented Spider Moth lunges at you repeatedly, charging in a straight line and changing direction only once every few seconds (devastating damage if it grabs you). Tormented Scorpioid Bloodluster attempts to attack you and steal health in doing so, then runs over to the Tormentor to give it health (also sometimes activating a forcefield during combat). And finally, the Tormented Draconic Voidlasher alternates between two attack phases, one where it fires continuous supercharged void spears at you, and the other where it spawns orbs that start following you rapidly after a few moments. Without an Abyss Ascendant, Vortex Devastator, or other powerful tool, you won’t be able to escape these attacks. These bosses can also fly straight through walls like the Tormentor, and their attacks have no limit to their damage depending on the target’s health.
- Added various new Tormentor-exclusive particles for smoke variants and the core of eternal suffering.
- The most powerful material items now have flashing animations.
- Added configuration spawning setting to be able to limit all mob spawns to the Crawling if desired. Accessing the Crawling will be very difficult this way, however.
- The Abyss Ascendant is finally now obtainable in the way I wanted. Crafted from an umbral ingot surrounded by two abyssal blades, two ascendant staffs, and four scorch charges. Thereby, you can craft it purely from materials dropped by the first three bosses and regular early-game mobs. It is the strongest pre-crawling item, but now has a new system where it will not activate fully until you defeat a Tormentor, except for when a Tormentor is in close proximity. When it is not fully active, its name changes and it will not have full flight abilities or ability to freeze nearby mobs in place. However, it is still extremely strong with 30 attack damage, very long-range attacks, damage blocking, and hovering/rapid movement powers. It is the best weapon for fighting the Tormentor, though more comparable pre-tormentor weapons are planned.
- Added “Ascended Cube” ultimate item crafted from four cores of eternal suffering. This block provides the player who placed it with resistance 2 in a wide range. It also completely repels the tormentor and its summons/projectiles in a wide area, and resists being broken by players who are not its “owner”, giving them mining fatigue 2 to slow them down. Deals heavy damage on contact.
- Tormentor is available in a small summon (pet) version that gets bigger and stronger the more times you kill the main Tormentor. Scales all the way to 200 Tormentor kills. At this point, it would be able to 2-shot regular bosses. Item crafts from Tormentor drops: A core of eternal suffering and eight hedonic gems (crafted from another single core of suffering). Summon is also rideable if you have 10+ Tormentor kills and can fly straight through walls (suffocation immunity while riding). You can change your registered amount of tormentor kills with cheats by crouching and right clicking a tormentor summon while you have a “debug effect” potion (/effect give @p arphex:debug_effect) - while you have that effect, extra information is displayed about the Tormentor mechanism while active, for error debugging purposes.
- Crawling Container now only cools down momentarily if you’re using it in creative or spectator mode.
- The effect given by Vortex Devastator and Voidlasher homing projectiles now gives more vortex-like particles. Plus increased the length of effect given by the Vortex Devastator. Also buffed Vortex Devastator damage massively - approximately double!
- Brand new “Chitin armour” has three tiers of power, serving as an alternative to the other sets that can be accessed in the earlier game. Its special abilities include: Showing particle lines that only you can see, directing to all nearby mobs and indicating whether they are friendly or hostile (when crouching) with higher radius based on tier. Resistance and strength effects given to all nearby tamed mobs (higher for higher tier sets). Immunity to webbed effects. A double jump ability improving with tier. And set bonus of flat 10. 20. or 40% damage reduction from behind depending on tier.
- Added an early/mid-game bow item: Black Widow Bow - alternative to the regular bow, but not needing enchantments to reach a high level of power. Unlimited ammunition and durability, plus deals necrosis, fire, and webbed effects on arrow hit.
- Spider larvae size+hitbox increased, and face grab damage slowed to account for modpacks that may remove the damage speed limit.
- Tiny spider larvae no longer spawn with regular ones, so now only come from Spider Broods.
- Significantly improved the designs of all armour types.
- The Core of Eternal Suffering dropped by the Tormentor boss can now craft into eight “Hedonic Gem” items, used for crafting eternal armour. After killing a tormentor, the core item emits particles and lets you know it is nearby.
- Buffed arthropod antenna range
- Force gauntlet left click ability now deals strong damage.
- All spider mobs are now fully immune to cobwebs.
- Buffed Vitality Viewfinder to add a “lens mode” where it works without being held directly. Toggled on left click.
- Spider larvae, long legs, and tiny variants now have less forward movement when midair
- Nerfed Spider Flat attack damage by more than half
- Increased random spawn system rates significantly.
- Vengeful Voidseeker zoom now works any time you sneak, not just when cooling down, and fixed an issue where it had to be used in lock on mode before being able to be used in manual-control mode. Also increased its range and speed/damage.
- Termite Tunneler queen now drops a new item on death, the "Tectonic Tunneler". This pickaxe can break two blocks at a time like the Abyssal Pickaxe, enabling fast tunnelling. It is also now required in crafting the Abyssal Pickaxe, instead of a netherite pickaxe.
- Ethereal staff now gives true suffocation damage immunity when in a wall.
- Decreased issue where Scorpioids and Reapers sometimes spawn with their second-stage textures.
- Upgraded void protection effect to work if death wasn’t caused by an entity
- Buffed umbral armour to have the same protection as infernal
- Improved butterfly flight animation cutoff, improved flaws in model, and made it so that sneaking up to them doesn’t make them fly off immediately.
- Buffed arthropod antenna range
- Fixed many server/client animation sync issues, including a very long-standing one where the Spider Moth would look the wrong way when flying sometimes
- Umbral armour set bonus (shared by Eternal) no longer shows the circling purple orb unless you are actively being targeted for attack. It already only damaged mobs that were attacking.
- Crab Constrictor can no longer hit downwards, should prevent it from destroying you through the ground
- ArPhEx armours are now truly unbreakable, rather than just resetting durability to 0.
- Fixed issue where crab larvae could float in the air while grabbing
- Renamed Chaos Targeted to Chao Lock to differentiate.
- Made centipede evictor larvae bigger
- Fixed potential crash on spider moth kill if no player is nearby
- Major performance improvements, tons of redundant or slow older code removed
- Many bugfixes and some potential crash fixes
- New improved logo based on the Tormentor
- Many new advancements added
- Much more that I never got round to adding to the changelog
ArPhEx 3.2.4
- Added brand new WIP endgame item that gives you your own pocket dimension! (A room above the crawling ceiling). Fully working and includes invite functions to bring mobs or players to your pocket dimension. See item description for more details. Another crazy item that will be accessible after warding or killing the Tormentor.
- Major upgrade to the Abyssal Dagger. New custom model and special right click ability where each time you hit an enemy while it is cooling down, you get more and more speed boost and strength. Cools down for shorter periods each time you level up in speed, making it harder to maintain and creating a combo effect!
- Hornets and dragonflies nerfed (shorter wither effect for hornets, less damage for dragonflies). Also reduced dragonfly spawn biomes to just jungles and rivers.
- Added epic value to fire opal shard.
- Fixed Silk Slinger name from old one, “Sling Web”. New mod coming very soon (happy halloween): Progressive Mob Wave Activations!
b version fixes another potential crash with ant soldiers.
ArPhEx 3.2.3
- Added another ability for ant workers. In addition to planting seeds on farmland, they can now toggle to other kinds of plants for placing on farmland, including tree saplings. Thereby, you can now get closer to fully automatic tree farms where they break trees and place saplings. To make them switch from seeds to saplings, simply right click the queen with any kind of vanilla sapling or seed you want the worker ants to use on farmland. Or right click the queen with a stick to disable farmland planting mode.
- Added lifesteal as an extra bonus ability of the Abyssal Axe critical hit power
- Added ProjectE mod support - all non-vanilla arphex materials now automatically add EMC values (requires reloading world to fully apply).
- Added an expensive recipe using only vanilla items for the crawling compass item. It will serve in future as a new way to find the crawling dimension portal, even if you don’t have ArPhEx mobs enabled anywhere else - new upcoming option for people who want ArPhEx to be limited to the Crawling only. No point in crafting it yet, it only points to the nearest jungle temple. It will be cheaper to craft from ArPhEx mob drops.
- Fixed major particle issue where using the Abyssal Blade, Abyss Ascendant, Umbral Armour, or Eternal Armour would cause every player on the server to get the circling particle effects. No one has ever mentioned it, surprisingly
- Added uncrafting recipes to abyssal crystal, fire opal, and void geode blocks
- Added placeholder EXTREMELY expensive recipe for the Core of Eternal Suffering, requiring three blocks of Abyssal Crystal, three blocks of Fire Opal, and three blocks of Void Geode. Technically, this means the Spider Moth Summon and Abyss Ascendant are now obtainable legitimately. I will retain this recipe for people who don’t want to enable bosses in config, so they will have a way to get post-tormentor items.
- Ants with resistance effects will now spawn tiny white particles, like glints to let you know they’re upgraded
- Spider Moth hasn’t been performing the “grow attack” for many updates. Fixed in this update, now it has the ability again to grow massive and become more powerful and immune to damage. Also made it more likely to disable the hovering mode if attacked during it.
- Added messages notifying players if their ant queen has been killed, or if they just killed another player’s ant queen (destroying the colony).
- Fixed rare Spider Moth Larvae crash issue.
- Reduced speed of Bloodluster forcefield particle generation for enhanced performance
- Ant workers and soldiers can now eat melons as well as regular apples
- Increased effect range of Abyssal Crystal Block from 20 blocks to 30.
- Removed hornet spawns in the nether (too dangerous with lava)
- Fixed centipede stalker and millipede marauder sometimes wandering without walking animations, now slightly faster so it triggers
- Added safeguards against random Scorpioid Bloodluster despawning
- Fixed issue where the Spider Prowler and Reaper mobs would swing back and forwards while hanging on a 1 block thick ceiling. Also improved the hitbox of the Reaper when on the ceiling.
- Increased Beetle Bulwark spawn weight from 6 to 8
- Halved hornet, butterfly bewitcher, and tiny ant arsonist spawn rates
- Added further safeguards against the voidlasher knocking items away (including its drop)
- Further bugfixes
ArPhEx 3.2.3
- Added another ability for ant workers. In addition to planting seeds on farmland, they can now toggle to other kinds of plants for placing on farmland, including tree saplings. Thereby, you can now get closer to fully automatic tree farms where they break trees and place saplings. To make them switch from seeds to saplings, simply right click the queen with any kind of vanilla sapling or seed you want the worker ants to use on farmland. Or right click the queen with a stick to disable farmland planting mode.
- Added lifesteal as an extra bonus ability of the Abyssal Axe critical hit power
- Added ProjectE mod support - all non-vanilla arphex materials now automatically add EMC values (requires reloading world to fully apply).
- Added an expensive recipe using only vanilla items for the crawling compass item. It will serve in future as a new way to find the crawling dimension portal, even if you don’t have ArPhEx mobs enabled anywhere else - new upcoming option for people who want ArPhEx to be limited to the Crawling only. No point in crafting it yet, it only points to the nearest jungle temple. It will be cheaper to craft from ArPhEx mob drops.
- Fixed major particle issue where using the Abyssal Blade, Abyss Ascendant, Umbral Armour, or Eternal Armour would cause every player on the server to get the circling particle effects. No one has ever mentioned it, surprisingly
- Added uncrafting recipes to abyssal crystal, fire opal, and void geode blocks
- Added placeholder EXTREMELY expensive recipe for the Core of Eternal Suffering, requiring three blocks of Abyssal Crystal, three blocks of Fire Opal, and three blocks of Void Geode. Technically, this means the Spider Moth Summon and Abyss Ascendant are now obtainable legitimately. I will retain this recipe for people who don’t want to enable bosses in config, so they will have a way to get post-tormentor items.
- Ants with resistance effects will now spawn tiny white particles, like glints to let you know they’re upgraded
- Spider Moth hasn’t been performing the “grow attack” for many updates. Fixed in this update, now it has the ability again to grow massive and become more powerful and immune to damage. Also made it more likely to disable the hovering mode if attacked during it.
- Added messages notifying players if their ant queen has been killed, or if they just killed another player’s ant queen (destroying the colony).
- Fixed rare Spider Moth Larvae crash issue.
- Reduced speed of Bloodluster forcefield particle generation for enhanced performance
- Ant workers and soldiers can now eat melons as well as regular apples
- Increased effect range of Abyssal Crystal Block from 20 blocks to 30.
- Removed hornet spawns in the nether (too dangerous with lava)
- Fixed centipede stalker and millipede marauder sometimes wandering without walking animations, now slightly faster so it triggers
- Added safeguards against random Scorpioid Bloodluster despawning
- Fixed issue where the Spider Prowler and Reaper mobs would swing back and forwards while hanging on a 1 block thick ceiling. Also improved the hitbox of the Reaper when on the ceiling.
- Increased Beetle Bulwark spawn weight from 6 to 8
- Halved hornet, butterfly bewitcher, and tiny ant arsonist spawn rates
- Added further safeguards against the voidlasher knocking items away (including its drop)
- Further bugfixes
Version 3.2.1 fixes
Fixed issues with tamed Termite King where it would be unable to switch following mode, and where it could rarely cause crashes when attacking entities. Also gave it passive regeneration. Fixed potential division by zero error with termite workers. Fixed potential tick crash with Ant Soldiers Decreased millipede rarity. Added climbing animation for termite workers. In addition to the major 3.2 update released the other day:
ArPhEx version 3.2
The colony update!
- Tameable ant colonies and antagonistic termite colonies added! Extremely intricate, intuitive, and fun mechanics - ants can mine, build, and defend for you. FOUR new variants: Worker ants, soldier ants, drone ants, and alate ants that turn into queens - all included.
- Huge Termite Tunneler mounds now generate naturally in taigas, old growth pine taigas, and savannas. They contain FIVE new termite mob variants: Worker termites, soldier termites, alate termites, king termites, and a queen termite. Killing the queen spawns an egg that will tame to the nearest player and turns into a king termite a minute later. Strongest pet so far, miniboss tier with 250HP. Moreover, it can toggle between following or not, and is rideable.
- Upgraded crusher claw to be able to execute strong sweep attacks dealing AoE damage, like swords.
- Massively improved anthill generation.
- Holding powerful mineral items in either hand will consistently give the strength effect now.
- Anthills now generate instantly and avoid creating large blocks of dirt for the tunnels underneath. The tunnels will go through whatever kind of blocks are beneath.
- Fixed an issue where picking up pets could remove stacks of spider jars. It will only remove one now.
- Improvements to WIP items: Abyss Ascendant now no longer gives swirling particles every time you get the slow falling effect while it is in your inventory. Now only if provided by the tool directly. Eternal Armour (WIP) now has a custom model (subject to change) and additional powers to block all attacks that deal 2.5 hearts or less in damage. New “Eternal Evasion” effect added as a set bonus for eternal armour. While you have eternal evasion, you will be able to dodge attacks, like Ultra Instinct, by crouching briefly before the attack hits (rechargeable).
- Fixed an issue that could cause the Voidlasher to rarely destroy items.
- Fixed an issue where tamed tarantulas would look repeatedly to the side if they had an attack target while you hold the jump key.
- Improved performance for nearly all arphex mobs.
- Modified Ethereal Staff to be unable to teleport mobs and players into blocks (unless the hitbox of the teleported entity is bigger than 1x2x1).
- Small butterfly bewitchers now fly away if a player gets close.Additionally, the wall-walking is much better now, actually disabling physics for a short period..
- Added a one-time warning upon attacking a stronger centipede larvae. Hints that killing it may spawn the miniboss.
- Teleport ghosts and Scorpioid bloodlusters should no longer make damage hit sounds when passing through walls.inside walls.lRemoved
- Modified infernal armour (boots) to now give slow falling when you crouch, instead of when you sprint.
- Found a fix for a long-standing issue where the spider moth would sometimes look the wrong way while flying.
- Fixed another long-standing issue with teleporter ghosts getting hurt repeatedly while going through walls.
- Improved creative tab ordering.
Full guide to ant and termite colonies!:
Ants should be seen as replaceable, not as accumulating pets. If you have more than 20 ants in your colony, the furthest loaded one will despawn until you have 20. This number is fully configurable, including to zero as a means of disabling tamed colony mechanics if desired.
Naturally generated anthills (generating in non-snowy taiga biomes) can now spawn worker ants (1 in ~2 chance), drone ants (1 in 10), regular tiny ants (1 in ~3), and alate ants (1 in 20). Since the blocks that spawn the ants turn to regular dirt after doing so, there are only finite chances to get an alate from each nest.
Ant alates spawn rarely from anthills (1 in 20 ). They are tameable with golden apples, turning into a queen 5 minutes after being tamed, following you until this change happens. 1 in 5 chance to tame per golden apple, or guaranteed to tame from an enchanted golden apple. Ant queens take continuous damage if they can see the sky. They need to be under cover once they’re queens. You need to make a nest/den for them of any sort. Only requirements are space for them to grow (visual and hitbox sizes increase with tiers!), and a roof. Once they’ve turned into a queen, their wings disappear and they get a gold emblem on their back. Queens grow naturally over time, but you can accelerate the process with golden apples. Otherwise, they take 30 ingame days to reach full size. A regular golden apple gives 1200XP, equivalent to a day of waiting. An enchanted golden apple gives 9600XP, equivalent to 8 days of waiting. Golden apples also heal the queen. To heal regular ants, you can feed them regular apples.
When an ant spawns naturally away from a tamed queen, it will get a tag that prevents it from taming. If a queen is tamed, then it will repeatedly attempt to tame untamed nearby ants that don’t have this tag to its own owner. The queen will only spawn ants if the owner is nearby within 100-ish blocks.
When tamed ants are present, the mod checks how many are currently loaded for each given owner. If more than 20 are loaded that are all tamed by one player, then the furthest one from the owner will despawn. This prevents colonies from getting out of control. Soldier ants count as 3 ants!
Any queen will follow you if you hold a golden apple. When tamed and in alate form, it follows without this requirement. Right click the queen with anything other than a golden apple for information about its health and levelling XP. <1200 = Tier 1 1200XP = Tier 2 (queen gets strength) 12000XP = Tier 3 (queen gets strength + resistance) 36000XP = Tier 4 (queen gets strength 2 + resistance 2)
Initial queen can spawn one ant per day. Cannot spawn soldiers at this tier, only workers. Tier 2 queen can spawn an ant every ten minutes. Tier 3 queen can spawn an ant every six minutes, giving resistance to soldiers Tier 4 queen can spawn an ant every two minutes, and gives resistance, regeneration, and strength effects to both workers and soldiers The max ant limit is the same regardless of the queen tier, it just affects replacement speed.
Soldier ants with the resistance effect gain the additional ability to spawn drones (male flying ants that can’t turn into queens) as temporary minions that assist them in combat. Any drone will despawn after a minute. They fly and attack enemies in a similar way to hornets and mosquitos. Drones do not count towards the maximum total ant count, given how temporary they are and that they don’t tame to the player.
Tamed ants generally patrol near to the queen by default (within 50 blocks), but you can right click any soldier ant to ride it into battle, or right click any worker ant to activate a mode where they will follow you and serve like a wolf (that can build quick temporary structures for you). Right click them again to deactivate the mode, and they will return to the patrolling mode if the queen is near enough for them to detect, else they’ll wander around until despawning. Occasionally, ants will travel back to their queen to check on them, if they can do so without it being obstructed. This is a mechanism that keeps them from wandering too far away, as they will travel back to the queen if it is not near enough.
“Ant Commander” staff has one ability that interacts with any nearby worker ants, and three other functions that interact with the queen from a distance, giving it commands to send out to your worker ants. The item is craftable with a golden apple, copper rod, antenna, and two burning glands. Right click with the staff and nearby worker ants will build a temporary defensive structure at your position (can use anywhere). Queen proximity functions: Left click a block type to mark it for breaking (stone or logs+leaves, hitting any other block disables breaking). Crouch+Right click to prioritize your current area (needs to be near the queen) for patrolling, planting, or block breaking (for ants not following you). Crouch+Left click ground to remove area designation and reset proximity tasks.
Ants within a prioritised area will give off golden particles, indicating that they are able to break blocks within that area and patrol it.
Having multiple tamed queens in one area will further increase the rate at which you can accumulate ants, but does not increase the cap on how many you can have tamed at a time. They will despawn faster as well as spawning faster. However, if they are spread far apart, then the despawning will not happen much as it is localised within 200 blocks. You could spread queens apart for a wider area of being able to use special queen functions for worker ants, or as backups in case one queen is eliminated.
Huge Termite Tunneler mounds now generate naturally in taigas, old growth pine taigas, and savannas. The two shared biomes can lead to wars between ant colonies and nearby termite mounds. Approaching these mounds is extremely dangerous. Late-game weapons/armour recommended to deal with them. As you approach, the queen will give you mining fatigue, discouraging players from just digging to the final room at the bottom - entrance is at the top. Termites are aggressive, attacking any players and ants they come across. They pose a threat to your colony anywhere, not just near termite mounds, especially if they can reach the queen (via workers tunnelling!).
Worker termites can tunnel through blocks. This doesn’t break or change the blocks in the process, so it shouldn’t become too annoying. They especially do this to attack nearby ant queens and players. They slowly move through the blocks, similar to the existing scorpioid bloodluster mechanics, but requiring being in the ground and limited in that they avoid passing through blocks with 5+ hardness (iron bars, obsidian, etc - a defensive option for the ant queen). Arthropod antenna item is useful to see them coming.
Soldier termites are stronger and can track over longer ranges.
Alate termites alternate between attacking on the ground and attacking from the air. A fully hybrid ground/air mob.
King termites are particularly strong, posing a final threat when approaching the queen.
Termite queen gives mining fatigue with a pop up animation to nearby players, encouraging exploration through the mound rather than trying to dig straight to the queen. However, the mound is extremely dangerous. If you kill the termite tunneller queen, it will spawn a large egg at its location. The egg should show a nametag letting you know it is tamed to you. After a minute, it will turn into a termite tunneler king, remaining tamed. These large termite kings are the most powerful tameable entities yet, rideable and able to toggle between following and staying put on right click (while crouching). Feed it any kind of logs to restore its health. Their only flaws are their hitbox size and lack of extra jumping/climbing mobility.
King termites are particularly strong, approaching miniboss territory for the first time in a potential pet.
C version improves the Voidlasher wing texture, modifies a few mechanics with Beetle Bulwarks, and fixes an issue where the highest scarab you have in your inventory would always spawn whenever a probability occurs to make any scarab spawn from the ones you have sealed. E.g. If you had 10 brown sealed scarabs and 1 gold sealed scarab, a gold one would spawn every time if it is not cooling down. Now it will spawn the brown ones and the gold one will correctly have a truly separate 1 in 10 chance. Beetle Bulwarks will also be less likely to fly immediately after spawning near a player.
B version is a hotfix for the Arthropod Antenna recipe, plus adds some variation to the Beetle Bulwark strengths depending on variant.
Beetle Rhino renamed to Beetle Bulwark - Now has many variants, of which the rhino beetle is just one. It can now be a ladybird, a rhino beetle, a stag beetle, or a scarab. There are six different colours of scarab, varying in rarity. Here’s all the beetle probabilities: Beetle Probability 1 in x Chance scarab brown 50% 1 in 2 ladybird 25% 1 in 4 rhino beetle 12.5% 1 in 8 stag beetle 8.33% 1 in 12 scarab green 5.56% 1 in 18 scarab green/gold 2.78% 1 in 36 scarab iridescent 1.39% 1 in 72 scarab purple gem 0.93% 1 in 108 scarab gold gem 0.46% 1 in 216 You can pick up any scarab beetles by killing them, storing them in your inventory to be able to place down again at any time. Size and colour is preserved. However, the real functional element is a new ability to “Seal” scarabs using a new “Scarab Seal” item crafted from a Chitin and four ectoplasm. Craft a Scarab Seal with any picked up scarab to create a sealed version. When the sealed version is in your inventory, it has a 1 in 10 chance to appear every time you take a hit from any mob. Each time it appears, it stays for a while before disappearing, following you around and attacking mobs that target you (the scarab is stronger if it is a rarer type, with the gold version also slowing enemies that it attacks). Scarabs also “absorb” damage for you while they are present, but disappear in the process - A bit like the beetle armour from Terraria. Again, the rarer the scarab type, the higher level of damage resistance they will give you while present. They cooldown after use, and you can have one at a time of each colour. The 1 in 10 chance to spawn per hit can amplify if you have more of the same type of sealed scarab, from 1 in 10 to a 10 in 10 chance (if you have 10) so that they will spawn every time, unless on cooldown. The gold scarab gives you resistance level 4 until you’ve taken a hit, making it a powerful ally. Rarer scarab summons fly faster and have more attack damage too. If somehow you can obtain 10 of each sealed beetle type, then six will spawn around you each time you get hit, unless cooling down.
Neutral wall-climbing mobs like ants and Spider Flats can now randomly decide to stop climbing the wall, rather than staying there indefinitely unless they despawn. This includes ant arsonists, spider flats, spider jumps, long legs variants, silverfish spectres, and roach riverspawns. For hostile mobs, the mechanic works wall already because they lurk there until a player comes nearby, then jump off to attack. The new probability of dropping down equates to a 1 in 5000 chance per tick, so approximately once every 4 minutes.
All items ordered more logically in creative slots. Increased silverfish spectre biome-specific spawn rate.
Locust sounds are now more localised, rather than spreading out over wide distances. Fixed potential localisation issues for all other sounds.
Voidlasher can no longer destroy items with its black spiralling shield.
Added config option to disable the initial welcome message upon first creating a world.
Added new temporary method for accessing the upcoming Crawling dimension. Requires sacrificing an abyssal crystal, a fire opal, and a Void Geode. Simply right click a block of bedrock with at least one of each of these items in your inventory, and they will be consumed to place a “Crawling barrier” block there. Right clicking this crawling barrier teleports you to the dimension. To leave the dimension, right click the same block while there (widespread at Y=50)
Added additional checks to hopefully ensure that Crab Constrictors don’t spawn anywhere near each other, while also removing a mechanism that could potentially cause server issues.
Fixed some remaining issues with the Goliath and Prowler animations
Many improvements to the upcoming Crawling dimension. Still a major work in progress, and will be for the next few months.
Various other improvements and fixes.