4-PRE3.3f-5.0
Diabolos decimator now has a model and can be spawned with commands, but is very unfinished in mechanics Hotfix for multiplayer crash in the crawling dimension Trisectors should now avoid spawning if another Trisector is loaded nearby within a large radius Nerfed reach of spider funnel + scorpion striker Buffed Genesis Rifle when dual wielded, slightly shorter cooldown Buffed Visionary Spear time freeze ability - now gives user speed Buffed Abyssal Dagger - dash combo ability minimum cooldown is now 2.5 seconds to retain combo, plus dual wielding now provides speed and resistance Fixed Wasp Nemesis trophy size Fixed issue with the crawling-only config that could prevent it from working
4-PRE3.3e-5.0
Removed the ability for the abyss ascendant to activate just from the Tormentor being nearby - it is no longer the intended weapon against the Tormentor, so this should make that clearer and simplify the mechanics Removed render distance modifications for the crawling dimension, as some users reported issues outside of the dimension. Now it is just a warning Added new command to debug why bosses are despawning
4-PRE3.3d-5.0 hotfix
• Fixed issue where Wasp Nemesis would be tiny upon spawning
4-PRE3.3c-5.0 hotfix
Fixed issue where altar summoning could rarely fail due to the explosion destroying fire and invalidating the final entity check Added some fixes to some rendering code causing unnecessary performance impact
4-PRE3.3b-5.0 hotfix
Fixes potential crash issue on servers 4-PRE3.3-5.0 tweaks
Added more variation to the new mob trophies, as they now can have bonus particle effects if you get the same mob trophy multiple times (reaching further milestones of 5x, 10x, 15x, and 20x). Added advancement for killing the arachnoid trisector, plus advancements for reaching tormentor levels 50 and 100 Drastically improved force gauntlet and crusher claw code efficiency and reliability Fixed issue where arachnoid trisector could fail to play the charge animation if it had just played the ranged attack animation prior (added forced gap between them) Added additional tormentor chat message type, and these chat messages should now wait 1-3 seconds after your message instead of replies being instantaneous (even before your message) Added fix for some potential render distance issues Fixed some server-sync issues with mob trophies Fixed issue where arachnoid trisector could kill nearby mobs while stationary with no attack target Mining fatigue from dungeon bosses now lasts for around 1 minute 30 at a time, much less than before Chaos gauntlet mechanics improved. Now limits to one maximum selection at a time, showing you exactly which entity is targeted Fixed issue of visionary spear regen not working Fixed some leftover item descriptions saying Trisector is WIP 4-PRE3.2-5.0 Hotfix
Fixed issue where singularity scythe could become stuck and unable to deal damage to mobs 4-PRE3.1-5.0 Hotfixes
Fixed Infinite Torment weapon not giving trophies Fixed spider moth altar summoning issue Fixed issue with patron perks on servers that modify display name Clarified/nerfed some Trisector mechanics and fixed WIP description on spawn egg 4-PRE3-5.0 (This major update has been delayed somewhat by the release of my new mod, The Obsessed!)
Arachnoid Trisector (spider - trilobite/dicranurus hybrid) boss now COMPLETE! (remember, the Diabolos Decimator boss is still coming). You can find this new Trisector boss spawning rarely on layer 2 and 4 of the crawling dimension, providing an extremely deadly threat there, well beyond anything else outside of the Tormentor. Mechanics of this new insane boss: Five different attack modes - 1. Explosive charge attacks - uses its dicranurus horns to charge you down like a bull, able to change direction once mid-charge. 2. Time forcefield powers - A radiant glowing state where the Trisector becomes an invincible transcendent being of time manipulation, hovering in the air and flying through walls to get to you. The forcefield freezes any nearby entities in time, expanding drastically and suddenly as the mode concludes. 3. Time crystal barrage - in this stage, the Trisector shoots an overwhelming amount of fast homing time crystal projectiles towards its attack target, forcing them to flee at full speed instead of being able to fight back in most cases. 4. Gravity railgun powers - stands still and fires projectiles at high velocity that give you a new “supergravity” effect if you let them hit you. This effect lasts for a full 30 seconds and prevents you from flying upwards effectively, forcing you to fight on the ground and risk being caught by charge attacks. 5. Time clones - the Trisector walks forward, leaving time clones in its wake - flickering entities with health and position information stored for it to use as time backups. Unless you destroy them, it can teleport back to them after 30 seconds of them existing, restoring any health it may have lost in that time. This boss drops the Time Prism on death - currently, killing spider infestors is a much easier approach towards getting Time Prisms, but this will be adjusted in future. Added new system for the Tormentor and Arachnoid Trisector that enables cycling through all attacks in a random shuffled order each time, with each attack stage guaranteed instead of potentially never seeing one due to the previous total randomisation. New highly-requested feature added - Mob kill milestone trophies! You can now get trophies for killing any virtually types of mobs from the mod, and when placed, these golden trophies display a miniature version of the mob inside, like display cases. They use the vanilla mob kill statistics to keep track of how many times you have killed any given mob, and after you reach a certain amount for a given mob, the trophy will drop. The amount varies depending on how much maximum health the mob has, from 10 for the strongest mobs like the Tormentor to 500 kills needed to get a trophy for the weakest mobs. This can be repeated multiple times for more of the same trophy if required. Can be disabled in config, and a command has been added to give yourself specific trophies Summoning altars should no longer explode if the fire is extinguished before completion, and should now detect if you have a bane of the darkness in a singularity satchel. Summoning structure added for the Arachnoid Trisector: You can place a block of “scorched sand” atop a block of chitin to summon it! Singularity Scythe weapons can now deal a full 9 damage to the Tormentor Arachnoid Trisector can now be /killed as usual Buffed visionary spear freeze power speed and doubled its attack reach Singularity Scythe now provides resistance when held and comes with additional enchantments/damage to the Tormentor Spectral/eternal/immortal boots now require holding space to use the spectral walking ability Added fixes to the issue where left click ability items could trigger from clicking on GUIs Chitin, Juggernaut, and Immortal armour now truly fully bypass cobweb slowing, without any awkward glitches (new method) Adjusted spear of paralysis texture to match the new vanilla spears more Nerfed scorpion larvae health to 5 Fixed issue where crawling-only spawns config setting would sometimes prevent summoning bosses Exquisite ore is now extremely blast resistant
4-PRE3.3-5.0 tweaks
Added more variation to the new mob trophies, as they now can have bonus particle effects if you get the same mob trophy multiple times (reaching further milestones of 5x, 10x, 15x, and 20x). Added advancement for killing the arachnoid trisector, plus advancements for reaching tormentor levels 50 and 100 Drastically improved force gauntlet and crusher claw code efficiency and reliability Fixed issue where arachnoid trisector could fail to play the charge animation if it had just played the ranged attack animation prior (added forced gap between them) Added additional tormentor chat message type, and these chat messages should now wait 1-3 seconds after your message instead of replies being instantaneous (even before your message) Added fix for some potential render distance issues Fixed some server-sync issues with mob trophies Fixed issue where arachnoid trisector could kill nearby mobs while stationary with no attack target Mining fatigue from dungeon bosses now lasts for around 1 minute 30 at a time, much less than before Chaos gauntlet mechanics improved. Now limits to one maximum selection at a time, showing you exactly which entity is targeted Fixed issue of visionary spear regen not working Fixed some leftover item descriptions saying Trisector is WIP 4-PRE3.2-5.0 Hotfix
Fixed issue where singularity scythe could become stuck and unable to deal damage to mobs 4-PRE3.1-5.0 Hotfixes
Fixed Infinite Torment weapon not giving trophies Fixed spider moth altar summoning issue Fixed issue with patron perks on servers that modify display name Clarified/nerfed some Trisector mechanics and fixed WIP description on spawn egg 4-PRE3-5.0 (This major update has been delayed somewhat by the release of my new mod, The Obsessed!)
Arachnoid Trisector (spider - trilobite/dicranurus hybrid) boss now COMPLETE! (remember, the Diabolos Decimator boss is still coming). You can find this new Trisector boss spawning rarely on layer 2 and 4 of the crawling dimension, providing an extremely deadly threat there, well beyond anything else outside of the Tormentor. Mechanics of this new insane boss: Five different attack modes - 1. Explosive charge attacks - uses its dicranurus horns to charge you down like a bull, able to change direction once mid-charge. 2. Time forcefield powers - A radiant glowing state where the Trisector becomes an invincible transcendent being of time manipulation, hovering in the air and flying through walls to get to you. The forcefield freezes any nearby entities in time, expanding drastically and suddenly as the mode concludes. 3. Time crystal barrage - in this stage, the Trisector shoots an overwhelming amount of fast homing time crystal projectiles towards its attack target, forcing them to flee at full speed instead of being able to fight back in most cases. 4. Gravity railgun powers - stands still and fires projectiles at high velocity that give you a new “supergravity” effect if you let them hit you. This effect lasts for a full 30 seconds and prevents you from flying upwards effectively, forcing you to fight on the ground and risk being caught by charge attacks. 5. Time clones - the Trisector walks forward, leaving time clones in its wake - flickering entities with health and position information stored for it to use as time backups. Unless you destroy them, it can teleport back to them after 30 seconds of them existing, restoring any health it may have lost in that time. This boss drops the Time Prism on death - currently, killing spider infestors is a much easier approach towards getting Time Prisms, but this will be adjusted in future. Added new system for the Tormentor and Arachnoid Trisector that enables cycling through all attacks in a random shuffled order each time, with each attack stage guaranteed instead of potentially never seeing one due to the previous total randomisation. New highly-requested feature added - Mob kill milestone trophies! You can now get trophies for killing any virtually types of mobs from the mod, and when placed, these golden trophies display a miniature version of the mob inside, like display cases. They use the vanilla mob kill statistics to keep track of how many times you have killed any given mob, and after you reach a certain amount for a given mob, the trophy will drop. The amount varies depending on how much maximum health the mob has, from 10 for the strongest mobs like the Tormentor to 500 kills needed to get a trophy for the weakest mobs. This can be repeated multiple times for more of the same trophy if required. Can be disabled in config, and a command has been added to give yourself specific trophies Summoning altars should no longer explode if the fire is extinguished before completion, and should now detect if you have a bane of the darkness in a singularity satchel. Summoning structure added for the Arachnoid Trisector: You can place a block of “scorched sand” atop a block of chitin to summon it! Singularity Scythe weapons can now deal a full 9 damage to the Tormentor Arachnoid Trisector can now be /killed as usual Buffed visionary spear freeze power speed and doubled its attack reach Singularity Scythe now provides resistance when held and comes with additional enchantments/damage to the Tormentor Spectral/eternal/immortal boots now require holding space to use the spectral walking ability Added fixes to the issue where left click ability items could trigger from clicking on GUIs Chitin, Juggernaut, and Immortal armour now truly fully bypass cobweb slowing, without any awkward glitches (new method) Adjusted spear of paralysis texture to match the new vanilla spears more Nerfed scorpion larvae health to 5 Fixed issue where crawling-only spawns config setting would sometimes prevent summoning bosses Exquisite ore is now extremely blast resistant
4-PRE3.2-5.0 Hotfix
Fixed issue where singularity scythe could become stuck and unable to deal damage to mobs 4-PRE3.1-5.0 Hotfixes
Fixed Infinite Torment weapon not giving trophies Fixed spider moth altar summoning issue Fixed issue with patron perks on servers that modify display name Clarified/nerfed some Trisector mechanics and fixed WIP description on spawn egg 4-PRE3-5.0 (This major update has been delayed somewhat by the release of my new mod, The Obsessed!)
Arachnoid Trisector (spider - trilobite/dicranurus hybrid) boss now COMPLETE! (remember, the Diabolos Decimator boss is still coming). You can find this new Trisector boss spawning rarely on layer 2 and 4 of the crawling dimension, providing an extremely deadly threat there, well beyond anything else outside of the Tormentor. Mechanics of this new insane boss: Five different attack modes - 1. Explosive charge attacks - uses its dicranurus horns to charge you down like a bull, able to change direction once mid-charge. 2. Time forcefield powers - A radiant glowing state where the Trisector becomes an invincible transcendent being of time manipulation, hovering in the air and flying through walls to get to you. The forcefield freezes any nearby entities in time, expanding drastically and suddenly as the mode concludes. 3. Time crystal barrage - in this stage, the Trisector shoots an overwhelming amount of fast homing time crystal projectiles towards its attack target, forcing them to flee at full speed instead of being able to fight back in most cases. 4. Gravity railgun powers - stands still and fires projectiles at high velocity that give you a new “supergravity” effect if you let them hit you. This effect lasts for a full 30 seconds and prevents you from flying upwards effectively, forcing you to fight on the ground and risk being caught by charge attacks. 5. Time clones - the Trisector walks forward, leaving time clones in its wake - flickering entities with health and position information stored for it to use as time backups. Unless you destroy them, it can teleport back to them after 30 seconds of them existing, restoring any health it may have lost in that time. This boss drops the Time Prism on death - currently, killing spider infestors is a much easier approach towards getting Time Prisms, but this will be adjusted in future. Added new system for the Tormentor and Arachnoid Trisector that enables cycling through all attacks in a random shuffled order each time, with each attack stage guaranteed instead of potentially never seeing one due to the previous total randomisation. New highly-requested feature added - Mob kill milestone trophies! You can now get trophies for killing any virtually types of mobs from the mod, and when placed, these golden trophies display a miniature version of the mob inside, like display cases. They use the vanilla mob kill statistics to keep track of how many times you have killed any given mob, and after you reach a certain amount for a given mob, the trophy will drop. The amount varies depending on how much maximum health the mob has, from 10 for the strongest mobs like the Tormentor to 500 kills needed to get a trophy for the weakest mobs. This can be repeated multiple times for more of the same trophy if required. Can be disabled in config, and a command has been added to give yourself specific trophies Summoning altars should no longer explode if the fire is extinguished before completion, and should now detect if you have a bane of the darkness in a singularity satchel. Summoning structure added for the Arachnoid Trisector: You can place a block of “scorched sand” atop a block of chitin to summon it! Singularity Scythe weapons can now deal a full 9 damage to the Tormentor Arachnoid Trisector can now be /killed as usual Buffed visionary spear freeze power speed and doubled its attack reach Singularity Scythe now provides resistance when held and comes with additional enchantments/damage to the Tormentor Spectral/eternal/immortal boots now require holding space to use the spectral walking ability Added fixes to the issue where left click ability items could trigger from clicking on GUIs Chitin, Juggernaut, and Immortal armour now truly fully bypass cobweb slowing, without any awkward glitches (new method) Adjusted spear of paralysis texture to match the new vanilla spears more Nerfed scorpion larvae health to 5 Fixed issue where crawling-only spawns config setting would sometimes prevent summoning bosses Exquisite ore is now extremely blast resistant
4-PRE3.1-5.0 Hotfixes
Fixed Infinite Torment weapon not giving trophies Fixed spider moth altar summoning issue Fixed issue with patron perks on servers that modify display name Clarified/nerfed some Trisector mechanics and fixed WIP description on spawn egg 4-PRE3-5.0 (This major update has been delayed somewhat by the release of my new mod, The Obsessed!)
Arachnoid Trisector (spider - trilobite/dicranurus hybrid) boss now COMPLETE! (remember, the Diabolos Decimator boss is still coming). You can find this new Trisector boss spawning rarely on layer 2 and 4 of the crawling dimension, providing an extremely deadly threat there, well beyond anything else outside of the Tormentor. Mechanics of this new insane boss: Five different attack modes - 1. Explosive charge attacks - uses its dicranurus horns to charge you down like a bull, able to change direction once mid-charge. 2. Time forcefield powers - A radiant glowing state where the Trisector becomes an invincible transcendent being of time manipulation, hovering in the air and flying through walls to get to you. The forcefield freezes any nearby entities in time, expanding drastically and suddenly as the mode concludes. 3. Time crystal barrage - in this stage, the Trisector shoots an overwhelming amount of fast homing time crystal projectiles towards its attack target, forcing them to flee at full speed instead of being able to fight back in most cases. 4. Gravity railgun powers - stands still and fires projectiles at high velocity that give you a new “supergravity” effect if you let them hit you. This effect lasts for a full 30 seconds and prevents you from flying upwards effectively, forcing you to fight on the ground and risk being caught by charge attacks. 5. Time clones - the Trisector walks forward, leaving time clones in its wake - flickering entities with health and position information stored for it to use as time backups. Unless you destroy them, it can teleport back to them after 30 seconds of them existing, restoring any health it may have lost in that time. This boss drops the Time Prism on death - currently, killing spider infestors is a much easier approach towards getting Time Prisms, but this will be adjusted in future. Added new system for the Tormentor and Arachnoid Trisector that enables cycling through all attacks in a random shuffled order each time, with each attack stage guaranteed instead of potentially never seeing one due to the previous total randomisation. New highly-requested feature added - Mob kill milestone trophies! You can now get trophies for killing any virtually types of mobs from the mod, and when placed, these golden trophies display a miniature version of the mob inside, like display cases. They use the vanilla mob kill statistics to keep track of how many times you have killed any given mob, and after you reach a certain amount for a given mob, the trophy will drop. The amount varies depending on how much maximum health the mob has, from 10 for the strongest mobs like the Tormentor to 500 kills needed to get a trophy for the weakest mobs. This can be repeated multiple times for more of the same trophy if required. Can be disabled in config, and a command has been added to give yourself specific trophies Summoning altars should no longer explode if the fire is extinguished before completion, and should now detect if you have a bane of the darkness in a singularity satchel. Summoning structure added for the Arachnoid Trisector: You can place a block of “scorched sand” atop a block of chitin to summon it! Singularity Scythe weapons can now deal a full 9 damage to the Tormentor Arachnoid Trisector can now be /killed as usual Buffed visionary spear freeze power speed and doubled its attack reach Singularity Scythe now provides resistance when held and comes with additional enchantments/damage to the Tormentor Spectral/eternal/immortal boots now require holding space to use the spectral walking ability Added fixes to the issue where left click ability items could trigger from clicking on GUIs Chitin, Juggernaut, and Immortal armour now truly fully bypass cobweb slowing, without any awkward glitches (new method) Adjusted spear of paralysis texture to match the new vanilla spears more Nerfed scorpion larvae health to 5 Fixed issue where crawling-only spawns config setting would sometimes prevent summoning bosses Exquisite ore is now extremely blast resistant
4-PRE3-5.0 (This major update has been delayed somewhat by the release of my new mod, The Obsessed!)
Arachnoid Trisector (spider - trilobite/dicranurus hybrid) boss now COMPLETE! (remember, the Diabolos Decimator boss is still coming). You can find this new Trisector boss spawning rarely on layer 2 and 4 of the crawling dimension, providing an extremely deadly threat there, well beyond anything else outside of the Tormentor. Mechanics of this new insane boss: Five different attack modes - 1. Explosive charge attacks - uses its dicranurus horns to charge you down like a bull, able to change direction once mid-charge. 2. Time forcefield powers - A radiant glowing state where the Trisector becomes an invincible transcendent being of time manipulation, hovering in the air and flying through walls to get to you. The forcefield freezes any nearby entities in time, expanding drastically and suddenly as the mode concludes. 3. Time crystal barrage - in this stage, the Trisector shoots an overwhelming amount of fast homing time crystal projectiles towards its attack target, forcing them to flee at full speed instead of being able to fight back in most cases. 4. Gravity railgun powers - stands still and fires projectiles at high velocity that give you a new “supergravity” effect if you let them hit you. This effect lasts for a full 30 seconds and prevents you from flying upwards effectively, forcing you to fight on the ground and risk being caught by charge attacks. 5. Time clones - the Trisector walks forward, leaving time clones in its wake - flickering entities with health and position information stored for it to use as time backups. Unless you destroy them, it can teleport back to them after 30 seconds of them existing, restoring any health it may have lost in that time. This boss drops the Time Prism on death - currently, killing spider infestors is a much easier approach towards getting Time Prisms, but this will be adjusted in future. Added new system for the Tormentor and Arachnoid Trisector that enables cycling through all attacks in a random shuffled order each time, with each attack stage guaranteed instead of potentially never seeing one due to the previous total randomisation. New highly-requested feature added - Mob kill milestone trophies! You can now get trophies for killing any virtually types of mobs from the mod, and when placed, these golden trophies display a miniature version of the mob inside, like display cases. They use the vanilla mob kill statistics to keep track of how many times you have killed any given mob, and after you reach a certain amount for a given mob, the trophy will drop. The amount varies depending on how much maximum health the mob has, from 10 for the strongest mobs like the Tormentor to 500 kills needed to get a trophy for the weakest mobs. This can be repeated multiple times for more of the same trophy if required. Can be disabled in config, and a command has been added to give yourself specific trophies Summoning altars should no longer explode if the fire is extinguished before completion, and should now detect if you have a bane of the darkness in a singularity satchel. Summoning structure added for the Arachnoid Trisector: You can place a block of “scorched sand” atop a block of chitin to summon it! Singularity Scythe weapons can now deal a full 9 damage to the Tormentor Arachnoid Trisector can now be /killed as usual Buffed visionary spear freeze power speed and doubled its attack reach Singularity Scythe now provides resistance when held and comes with additional enchantments/damage to the Tormentor Spectral/eternal/immortal boots now require holding space to use the spectral walking ability Added fixes to the issue where left click ability items could trigger from clicking on GUIs Chitin, Juggernaut, and Immortal armour now truly fully bypass cobweb slowing, without any awkward glitches (new method) Adjusted spear of paralysis texture to match the new vanilla spears more Nerfed scorpion larvae health to 5 Fixed issue where crawling-only spawns config setting would sometimes prevent summoning bosses Exquisite ore is now extremely blast resistant
4-PRE2-5.0 (second incremental chunk of the massive 5.0 update)
Added brand new insane post-Tormentor weapon, the “Singularity Scythe” (part of a new family of entropy matrix tools). This endgame weapon comes with an intricate design and some truly powerful extended reach AoE melee attacks (extended further by dual wielding), along with a right click ability that summons a micro black hole in front of you, absorbing any projectiles that may be coming your way and damaging any mobs in its radius. At long last, the WIP Visionary Spear is now complete and obtainable in survival, coming with a special AoE time freeze ability, burst projectile powers, and a ranged attack when dual wielded. Added new config option to disable the boss flash scare popups Increased frequency of moth moontracker and butterfly bewitcher spawns Modified chitin helmet crouch ability to be less intrusive Improved vanilla replacement spawning, adding further safeguards against water spawning Fixed issues where tormentor could still grief terrain, even if tormentor griefing was disabled in config
-REUPLOAD WITH MULTIPLAYER FIX.
4-PRE-5.0
The major 5.0 update is in progress - this version includes an incomplete version of one of the bosses (creative mode only), along with various significant improvements to the mod! The Crawling Dimension now forcibly caps render distance at 8, but don’t worry! Your usual render distance is stored outside of the Crawling, so any render distance you use will be preserved upon exiting the dimension. This system is necessary, as the crawling terrain gen is too complex and tall to run effectively on high render distances. The short render distance fog is intentional as a means of limiting long range visibility and creating a specific atmosphere. Added custom spawn eggs for all mobs (categorised based on regular mob / miniboss and designs indicating mob type) Fixed issues with attack animations not playing for some mobs like the Spider Matriarch Immortal Armour buffed - now gives absorption 2 (4 extra hearts) repeatedly! Bug repellant recipe now crafts 4 instead of 1 Fixed issue with Genesis Rifle firing backwards sometimes Nerfed crawling weather and reduced particles to maximise performance Any player who attacks the tormentor now has a 1 in 20 chance per attack to become the new primary target Fixed issue where ascended cube wouldn’t work in peaceful mode, and caused significant lag Improved Tormentor animations slightly Boss jumpscare overlays are no longer static and png-like. Now they truly reflect what the real boss entity is doing Added attempted fix for issue some users have reported of seeing crawling layer barriers through walls Massive improvements to the Ascended Cube endgame item. Now renders from far further away persistently, and the repulsion abilities last twice as long at any tormentor level. Fixed vanilla replacements spawning arphex mobs in water. Now they specifically only replace land-based mob spawns Vanilla replacements are now enabled by default, at a value of 1.0 (1 in 10 vanilla mob spawns replaced) Fixed significant advancement-related incompatibility with some other mods that caused crashes
4.7.3
The Tormentor is now invincible if fought in the Crawling, tying in with the lore of its omnipotence. It cannot be destroyed in The Crawling Dimension Added fix that should hopefully prevent any issues with the return portals in the crawling leading you to excessively far locations from 0,0,0 coordinates Fixed issue where spider matriarch larvaes could spawn in spider caves without any players being nearby Increased Spider Flat chance to despawn if no player is nearby and it is not tamed Fixed issue where elixir effect is lost upon “dying” with a totem of undying or void protection. It now only will be lost if you fully die.
4.7.2 - Big things coming soon!
Tormentor altar now places bedrock right at top of the altar after use to make it clearer that it becomes defunct and another altar must be found Added advancements for summoning spider moth, scorpioid, and voidlasher bosses Fixed issue where crawling containers wouldn’t take you back to your previous position in the crawling dimension from the pocket room Fixed issue where spider caves could generate in the nether and end Nerfed Spider Matriarch spawnrates in the crawling (too overly common and lag risk on layer 3) Fixed moth to a flame advancement being unobtainable if you killed the spider moth without any warding, bypassing through the summoning structure Fixed issue where killing the Tier 2 Tormentor via its rotating bonus hitboxes could prevent cores and levels dropping Added fix for issue where spider matriarch could destroy its drops with its explosion power, by preventing it from creating explosions below 15hp Fixed spacetime ingot advancement granting from umbral ingot smelting • ⁃ Various other bugfixes
4.7.1b
⁃ Hotfix for new crash issue with Spider Moth Summoner
4.7.1
Fixed issue where Nyf’s Spiders would cause major lag with the Spider Matriarch and break its pathfinding, and modified other mobs that could also be affected potentially Fixed issue with hornet harbingers being limited to spawning only via the random spawn system Reduced spider funnel spawn rate Added config option to prevent reaching the end dimension from the crawling, since this could break some modpacks where the end is somehow made to be even more endgame than the crawling Tweaked spider cave generation to avoid generating too high in ocean biomes Modified chitin/juggernaut/immortal armours to more effectively walk through cobwebs Implemented system for future Patreon perk of being able to reskin tamed mobs to other specified non-tameable mobs. Buffed Spider Matriarch spawning in the crawling Many other small bugfixes and improvements
4.7 - A NEW OVERWORLD STRUCTURE, A NEW “SIDE-BOSS”, AND NEW CONFIG SETTINGS TO FORCIBLY MAXIMISE SPAWNING
- Brand new “Spider Cave” structure, found occasionally in the overworld underground! These caves are deadly, filled with a wide range of new web-related blocks, some of which may now generate in the crawling webbed wastelands biome. In the cave, you will always find a spider matriarch miniboss (see below) and lots of its larvae, hatching from eggs (and sometimes from the boss itself). You can find some powerful loot there in chests, but it is extremely risky to explore in there. You do not want to wake the matriarch by going anywhere near it, or it spells certain doom unless you have endgame equipment.
- Spider Matriarch side-boss, a new monstrous, devastating opponent you can find lurking in the new spider cave structure and the crawling dimension webbed wastelands biome (layers 3-4)! Beware, it can jump at you from very long distances away, so even if you are flying above it you are not safe! Additionally, it will not be hindered by walls, as it can create explosions when it does these jumps as a means of forcing its way through obstacles. Finally, if it kills you within the confines of the spider cave, it checks the ceiling above for a suitable cocoon placement location - if it finds one, your death is cancelled, and you are teleported into a cocoon and must escape! This creature is too powerful to be considered a miniboss, as it has strength on par with the main bosses of the mod - earning it the new category, a “side-boss” (like side quests). Drops an entropy matrix shard on death (temporary until scorpion miniboss is added in a future update - matriarch will get its own special drop at that point).
- Added a new spawning option that enables you to forcibly replace a portion of vanilla mob spawns with arphex mob spawns. If the existing systems are not giving you enough spawns, but you are seeing plenty of vanilla mobs, this is the best option I have to ensure you get more mobs. It is closely adjustable from 0 to 10, with an X in 10 chance to replace any given vanilla mob spawn with a random arphex spawn. If you have insanity mode enabled, it can use an insanity mode spawn as part of the replacement.
- Added new recipe to craft chitin! 4 necrotic fangs can combine into one chitin! Hopefully this will eliminate chitin poverty!
- New potion effect added for the Matriarch: Paralysis. It stacks up like webbed, increasing in level each time you’re hit while you still have the effect. Forcibly limits your movement, including jumping, so you can end up truly stuck with little chance of survival if you let it hit you.
- Added subtle roll rotation effects to spacetime/immortal boots flight. When you’re flying sideways, your view will tilt accordingly (you can turn this off in config if you don’t like it). Plus, you no longer move upwards from sprinting, only if you’re holding space.
- Buffed dungeon loot
- Reduced arphex command permission level slightly and the commands now work in command blocks as a result
- Improved time freeze effect particles and nerfed it (wears off twice as fast)
- Abyss Ascendant is now animated when active, and fixed issue where having more of them in your inventory would cause more particles and faster levitation effects
- Further fixes to centipede stalker model/texture
- Fixed extreme crab constrictor rarity
- Buffed new tormentor T2 shield attack
- Improvements to hornet harbinger animations/model
4.7 - A NEW OVERWORLD STRUCTURE, A NEW “SIDE-BOSS”, AND NEW CONFIG SETTINGS TO FORCIBLY MAXIMISE SPAWNING.
- Brand new “Spider Cave” structure, found occasionally in the overworld underground! These caves are deadly, filled with a wide range of new web-related blocks, some of which may now generate in the crawling webbed wastelands biome. In the cave, you will always find a spider matriarch miniboss (see below) and lots of its larvae, hatching from eggs (and sometimes from the boss itself). You can find some powerful loot there in chests, but it is extremely risky to explore in there. You do not want to wake the matriarch by going anywhere near it, or it spells certain doom unless you have endgame equipment.
- Spider Matriarch side-boss, a new monstrous, devastating opponent you can find lurking in the new spider cave structure and the crawling dimension webbed wastelands biome (layers 3-4)! Beware, it can jump at you from very long distances away, so even if you are flying above it you are not safe! Additionally, it will not be hindered by walls, as it can create explosions when it does these jumps as a means of forcing its way through obstacles. Finally, if it kills you within the confines of the spider cave, it checks the ceiling above for a suitable cocoon placement location - if it finds one, your death is cancelled, and you are teleported into a cocoon and must escape! This creature is too powerful to be considered a miniboss, as it has strength on par with the main bosses of the mod - earning it the new category, a “side-boss” (like side quests). Drops an entropy matrix shard on death (temporary until scorpion miniboss is added in a future update - matriarch will get its own special drop at that point).
- Added a new spawning option that enables you to forcibly replace a portion of vanilla mob spawns with arphex mob spawns. If the existing systems are not giving you enough spawns, but you are seeing plenty of vanilla mobs, this is the best option I have to ensure you get more mobs. It is closely adjustable from 0 to 10, with an X in 10 chance to replace any given vanilla mob spawn with a random arphex spawn. If you have insanity mode enabled, it can use an insanity mode spawn as part of the replacement.
- Added new recipe to craft chitin! 4 necrotic fangs can combine into one chitin! Hopefully this will eliminate chitin poverty!
- New potion effect added for the Matriarch: Paralysis. It stacks up like webbed, increasing in level each time you’re hit while you still have the effect. Forcibly limits your movement, including jumping, so you can end up truly stuck with little chance of survival if you let it hit you.
- Added subtle roll rotation effects to spacetime/immortal boots flight. When you’re flying sideways, your view will tilt accordingly (you can turn this off in config if you don’t like it). Plus, you no longer move upwards from sprinting, only if you’re holding space.
- Buffed dungeon loot
- Reduced arphex command permission level slightly and the commands now work in command blocks as a result
- Improved time freeze effect particles and nerfed it (wears off twice as fast)
- Abyss Ascendant is now animated when active, and fixed issue where having more of them in your inventory would cause more particles and faster levitation effects
- Further fixes to centipede stalker model/texture
- Fixed extreme crab constrictor rarity
- Buffed new tormentor T2 shield attack
- Improvements to hornet harbinger animations/model
4.6.3
TIER 2 TORMENTOR implemented (five tiers are planned in total), featuring a modified design with additional limbs and scale! Now with new attacks, double drops and tormentor levels on death, and around double the difficulty! Summoned by throwing a Fire Opal into the altar instead of the abyssal crystal used for summoning the regular tier 1 version. Plus, added a convenient command for setting tormentor tier (set_tormentor_tier)! The new tier comes with major changes to existing attacks (some improvements also leaking into the regular tier 1 version), plus two brand new attacks - Tormentor Shields (fires shield-entities at you that deflect any attacks sent their way and deal damage/knockback if they hit you), and Time Distortion Waves (spheres appear at your location, slowing you down to a halt the longer you stay in them). The existing attacks are modified in a way that should scale to higher tier versions, with automatically scaled damage based on tier. Regular attack modifications include: Triple tormentor blasts (will be quintuple and beyond for tiers 3+), boosted torment rifle attacks, and greatly boosted speed and consistency of these attacks. The solar attack will be a white hot neutron star if you’re on tier 2, dealing far more damage on contact (the solar attacks have been improved significantly). And various other mechanics are modified and improved around this new system. One more thing - it can sometimes split its hitbox into two orbiting spheres at tier 2, adding a bonus challenge in hitting them accurately. Further massive improvements to Tormentor rendering - new portal rendering from 4.6.2 is now gigantic and improved visually. Removed the sky modifications as they were causing issues when the tormentor wasn’t present, but this new implementation works just as well to achieve similar effects. Greatly improved the interior of the Crawling Castle structure. It now has rooms in every turret, and all of the other rooms are now connected in some form. Many more chests are now included, but none have the powerful loot of crawling dungeons. Renamed Tesseract Transporter to Tesseract Teleporter, and added ability for it to teleport between dimensions. It no longer checks if another teleporter/transporter is at the destination when teleporting there, but if one is not at the target location, you will take heavy armour-piercing damage upon reaching the destination. Crawling Castle now automatically adapts to the terrain, dynamically filling in a foundation of depilate beneath itself when generating on the surface. Improved Tormentor model, animations, and texture Spectral, Eternal, and Immortal armour now truly turn invisible when you have an invisibility effect! Another new Spectral Armour texture/model update reflects this. Forcibly disabled hitbox-based render culling for giant mobs, like the Termite Tunneler queen, Crab Constrictor+larvae, Draconic Voidlasher, Spider Reaper, Spider Infestor, Tormentor Larvaes, and Tormented boss summon mobs. Fixed lack of fire resistance with Immortal Armour Removed mangled spider flesh ability to destroy spider moth teleporter minions (unnecessary mechanic) Added two new config options: arphex_item_griefing and arphex_block_griefing. Arphex item griefing config gives you the option to disable explosions from ArPhEx item projectiles like those of the Tormented Wrath, Genesis Rifle, Chrono Cannon, and Abyssal Annihilator. The block griefing config lets you disable the mass block placing abilities of the Temporospatial Transmitter item. Improved Centipede Stalker model/textures and mechanics, fixing a bug Made the Tormentor’s tormenting of the primary target far more aggressive when no respite is present. Tormenting also now works differently - you get three seconds of standing outside before it starts, so you won’t be affected just by standing outside for a split second. Added new black vignette that clearly indicate torment activation and intensity Improved Crawling generation significantly, and added back the scorch fire (but not on layer barriers) Buffed hemolymph nutrition value (it was originally intended to be above cooked beef, and now is) Fixed time syrup and entropy serum recipes - now they are craftable, instead of the recipes giving void sherbet Lush vines no longer generate on the top of crawling layer 4, intentionally removed for contrast and darkness Added limitation that players cannot place or break crawling barrier blocks in crawling container rooms, or use the Temporospatial Transmitter item there. Fixed abyssal/opal shard drop information after having inverted them Improved Tormentor’s solar sphere attack, fixing lag issue and amplifying explosion power. Turns into neutron star for tier 2 (tiers 3+ will be even more powerful celestial objects) Fixed many remaining issues with tormentor rendering and attacks Fixed issue with bug repellant entire stack being consumed on use
4.6.1
Warp Wayfinder text issue fixed Tormentor crash issue fixed in 1.19.2 Fixed stickbug not dropping stick Various other bugfixes In addition to the major 4.6 update released a few days ago:
4.6 - MASSIVE UPDATE. Majorly enhances the mod in many aspects! All in advance of the upcoming 5.0 update. This version will come to all supported MC versions for the first time in a while, very soon - Thanks for FIVE MILLION downloads on Curseforge!
NYF’S SPIDERS COMPATIBILITY for 1.20.1 onwards. At long last, various ArPhEx mobs are now compatible with Nyf’s Spiders, enabling them to walk fluidly on walls and ceilings, and pathfind around far more complex geometry. Supported mobs: Spider Recluses, Spider Brood, Spider Funnel, Spider Larvae (+ tiny variants), Centipede Evictor Larvae, and Beetle Bulwark (plus a new spider hallucination type). Nyf’s doesn’t support larger mobs New crazy mob added - the “Spider Lunger” - a giant huntsman spider that spawns in overworld caves, with nightmarish mechanics and design. When you approach the spider, it will stand still and stare at you until you get close or it randomly triggers, then will rush towards you aggressively and attack. Additionally, if you turn your back on it, it will slowly creep up towards you, creating a mechanic similar to weeping angels. Drops “spider supplement” on death, one of the many new foods added in this update. Drastically improved tormentor rendering. It should now be fully consistent, work with optifine, and render all animations even at long distances. It is also simplified, potentially reducing performance impact Fully completed and implemented new “Immortal Armour” set - the new ultimate set, beyond even the power of Eternal armour! It will be used for fighting higher “tier” versions of the tormentor in future (current version is tier 1, they will extend up to tier 5 for an absurdly difficult challenge). This new armour set combines Eternal, Spacetime, and Juggernaut sets with no shortage of Cores of Suffering in order to produce the most extreme set available, combining virtually all their abilities and adding new ones on top. The helmet gives you total immunity to “tormenting”. The chestplate gives you resistance 2. The leggings give you a much greater crouch-triggered speed boost than eternal, and the boots give you an ability called “Immortal Impact” where you can crouch while midair to drop at an accelerating velocity, creating a deadly AoE explosion upon landing that doesn’t damage blocks. The set bonus is called “Immortal Image”, usable once every ten minutes and lasting for a minute when activated through a new mechanism. While active, a gian/t clone of yourself appears behind you and mimics all your actions, and all your attack damage output will be boosted by up to double! Added a new item called the “Warp Wayfinder”, providing a powerful way to place three waypoints in the world and teleport to them (with 10 minutes cooldown between teleports) Increased EMC costs of arphex materials Tons of new food items added - Firstly, Hemolymph - a fundamental ingredient, coming with a chance to drop from literally any arthropod from the mod upon death (so long as that mob has 300 max health or less). The higher the mob’s max health, the more chance this item has to drop (max HP in 300 chance). “Raw Hemolymph” restores some hunger and gives a brief poison effect, but you can cook it - “Cooked Hemolymph” gives a minute of absorption, like golden apples. Additionally, the cooked variant can be crafted into other powerful new foods. Firstly, “Hemoplasm” - an upgraded Hemolymph variant offering more sustenance and an added bonus of regeneration 2 if you’re below half health (but it will be poison 2 otherwise! Next, the “Spider Supplement” - a food item providing you with three buffs: Speed (60s), Enhanced Senses (new potion effect mimicking the crouch ability of juggernaut armour, given for 30s), and 3 seconds of Necrosis 1 - worth the small tradeoff, this food also restores a lot of saturation. Another new food is the “Crawling Cake”, a durability-based food you can keep eating repeatedly and getting multiple strong buffs from. Next, the “Abyssal Stew”, “Scorched Soup”, “Void Sherbet”, “Time Syrup”, and “Entropy Serum” - Boss-related foods providing multiple extremely powerful buffs, crafting with mineral shards. And finally, the “Elixir of Splintered Sanity”, a truly endgame food crafting from tormentor drops and providing permanent sustenance upon consumption, at the cost of your sanity (hallucination entities become able to deal armour-piercing damage to you, but hitting them destroys them and gives you random strong potion buffs). Also gives 2 minutes of protection 4 when consumed. Added tiny stickbug mobs, with a 1 in 100 chance to spawn whenever you break any vanilla leaf block. They do nothing other than stand in place, doing the characteristic stickbug dance, and drop sticks if killed. Redesigned the crawling dimension layer barriers - they don’t use crawling barrier blocks any more - instead, they use invisible barrier blocks, combined with rendered flat transparent colour-shifting planes that may significantly reduce lag. Additionally, far less damage is dealt when standing on them, and they flash red when you stand on them. Boosted spawn weight of all random system spawn weight by 50%, to help ensure people can find the mobs in non-vanilla biomes. Many people say they struggle to find the mobs. Nerfed the amount of hornets that spawn along with giant variants Massively boosted ore generation in the crawling, especially netherite (as usual, tormented tunnels are the best biome for ores) Crawling compost now mines faster if a shovel is used Crawling castle now uses unique blocks to indicate where to put scorch charges and where to right click the abyssal crystal - “scorch pillar” and “crawling altar” blocks If you escape to the nether from a crawling exit, it will should break any netherrack blocks at your position to prevent suffocation. Added config option to control the percentage of distance the tormentor teleports to you when following you across the world. Previously, it was 50% of the way to your location each time. Now the default is 25%, and is configurable to set any required value. Modified crawling dungeons to reduce lag and adapt them to the new barrier system. Additionally, added extra randomised loot to one of the cryptic complex buildings Scarabs can no longer be placed down on the ground to re-spawn the mob. Only sealed. There was too much confusion over this mechanic, people thinking they tamed the scarab. Ant arsonists can now drop up to 2 glands, especially if you use looting enchants Added config option for the crawling castle to generate on the surface (enabled by default). It won’t generate on the surface if it is within 330 blocks of world spawn, or if it detects water at the world surface (no “crawling castle islands”). Added config option to disable Tormentor griefing Improved tormentor solar sphere attack, now creates a large fiery explosion upon landing Improved my modding workflow substantially, automating many processes that were previously slowing down updates Modified abyss ascendant - now it gains a sharpness 5 enchantment upon being obtained (reduced base damage by 2 to compensate, but it is still a buff of 1 extra damage point) Swapped drops of centipede evictor and spider prowler, as evictors tend to be harder to deal with. Abyssal crystal shards drop from prowlers now, and fire opal shards drop from evictors Added potential fix for entity right click issues where they would randomly stop working until world reload, and they now work even if an item with right click function is held in off-hand Modified abyssal pickaxe and abyss atomiser to both get efficiency 5 (now both mine faster) Added warning upon activating the crawling portal that you should ideally have prot 4 netherite or above to enter - gives players an idea of how brutal and endgame it will be Bane of the darkness (one of the oldest items in the mod) is now a sword weapon instead of just a material item, dealing 9 damage per hit, plus even more if used against the Spider Moth - a powerful option against it in the early-game. Recipe now uses a diamond sword instead of a diamond Boosted Tormentor’s attack range Nerfed spider funnel’s attack range You can now upgrade tier 1 chitin armour pieces to tier 2 by smithing two of the same type together (optionally). E.g. tier 1 boots + tier 1 boots = tier 2 boots, making dungeon loot more valuable Added config setting to prevent tormentor attacks from causing explosive damage to terrain Fixed broken tormentor chat reply system Nerfed termite mound spawns Improved tormentor death sequence and core of suffering animation upon death (renders the red sphere on the item) Crawling barrier blocks no longer deal damage from standing on them, and now are semi-transparent on all sides + breakable/obtainable without atomiser Fixed UV issues with giant web texture Fixed genesis rifle advancement icon Added system for my own usage that will vastly speed up version changes, so more frequent releases will be possible for 1.19.2, 1.19.4, 1.20.4, and 1.21.1 (not just 1.20.1) Improved tormentor’s solar attack - now explodes on contact with ground, and despawns itself more reliably without glitches Improved spectral armour design for more transparency when invisible Made hallucination entities more mysterious by forcibly removing their display names Bosses now have custom spawn egg textures (not currently planned for minibosses or other mobs) - Bosses will only mark as player-spawned if they’re spawned via these eggs now. Tesseract Transporters now give a warning if you try to connect them between dimensions Warp Staff item now uses a Warp Wayfinder in its recipe instead of a force gauntlet Tormentor altar will no longer be registered defunct by pouring a liquid into it Slowed down the system for giving totem-like effects and mining fatigue (less laggy) Buffed abyssal axe attack speed Improved tormentor’s slow rotation towards player Hornets should no longer spawn underground via the biome-specific spawn system Reduced knockback resistance of spider funnel mobs Improved Spider Jump sitting model Countless more bugfixes and stability/performance improvements
4.6 - MASSIVE UPDATE. Majorly enhances the mod in many aspects! All in advance of the upcoming 5.0 update. This version will come to all supported MC versions for the first time in a while, very soon - Thanks for FIVE MILLION downloads on Curseforge!
NYF’S SPIDERS COMPATIBILITY for MC versions 1.20.1 onwards. At long last, various ArPhEx mobs are now compatible with Nyf’s Spiders, enabling them to walk fluidly on walls and ceilings, and pathfind around far more complex geometry. Supported mobs: Spider Recluses, Spider Brood, Spider Funnel, Spider Larvae (+ tiny variants), Centipede Evictor Larvae, and Beetle Bulwark (plus a new spider hallucination type). Nyf’s doesn’t support larger mo New crazy mob added - the “Spider Lunger” - a giant huntsman spider that spawns in overworld caves, with nightmarish mechanics and design. When you approach the spider, it will stand still and stare at you until you get close or it randomly triggers, then will rush towards you aggressively and attack. Additionally, if you turn your back on it, it will slowly creep up towards you, creating a mechanic similar to weeping angels. Drops “spider supplement” on death, one of the many new foods added in this update. Drastically improved tormentor rendering. It should now be fully consistent, work with optifine, and render all animations even at long distances. It is also simplified, potentially reducing performance impact Fully completed and implemented new “Immortal Armour” set - the new ultimate set, beyond even the power of Eternal armour! It will be used for fighting higher “tier” versions of the tormentor in future (current version is tier 1, they will extend up to tier 5 for an absurdly difficult challenge). This new armour set combines Eternal, Spacetime, and Juggernaut sets with no shortage of Cores of Suffering in order to produce the most extreme set available, combining virtually all their abilities and adding new ones on top. The helmet gives you total immunity to “tormenting”. The chestplate gives you resistance 2. The leggings give you a much greater crouch-triggered speed boost than eternal, and the boots give you an ability called “Immortal Impact” where you can crouch while midair to drop at an accelerating velocity, creating a deadly AoE explosion upon landing that doesn’t damage blocks. The set bonus is called “Immortal Image”, usable once every ten minutes and lasting for a minute when activated through a new mechanism. While active, a giant clone of yourself appears behind you and mimics all your actions, and all your attack damage output will be boosted by up to double! Added a new item called the “Warp Wayfinder”, providing a powerful way to place three waypoints in the world and teleport to them (with 10 minutes cooldown between teleports) Increased EMC costs of arphex materials Tons of new food items added - Firstly, Hemolymph - a fundamental ingredient, coming with a chance to drop from literally any arthropod from the mod upon death (so long as that mob has 300 max health or less). The higher the mob’s max health, the more chance this item has to drop (max HP in 300 chance). “Raw Hemolymph” restores some hunger and gives a brief poison effect, but you can cook it - “Cooked Hemolymph” gives a minute of absorption, like golden apples. Additionally, the cooked variant can be crafted into other powerful new foods. Firstly, “Hemoplasm” - an upgraded Hemolymph variant offering more sustenance and an added bonus of regeneration 2 if you’re below half health (but it will be poison 2 otherwise! Next, the “Spider Supplement” - a food item providing you with three buffs: Speed (60s), Enhanced Senses (new potion effect mimicking the crouch ability of juggernaut armour, given for 30s), and 3 seconds of Necrosis 1 - worth the small tradeoff, this food also restores a lot of saturation. Another new food is the “Crawling Cake”, a durability-based food you can keep eating repeatedly and getting multiple strong buffs from. Next, the “Abyssal Stew”, “Scorched Soup”, “Void Sherbet”, “Time Syrup”, and “Entropy Serum” - Boss-related foods providing multiple extremely powerful buffs, crafting with mineral shards. And finally, the “Elixir of Splintered Sanity”, a truly endgame food crafting from tormentor drops and providing permanent sustenance upon consumption, at the cost of your sanity (hallucination entities become able to deal armour-piercing damage to you, but hitting them destroys them and gives you random strong potion buffs). Also gives 2 minutes of protection 4 when consumed. Added tiny stickbug mobs, with a 1 in 100 chance to spawn whenever you break any vanilla leaf block. They do nothing other than stand in place, doing the characteristic stickbug dance, and drop sticks if killed. Redesigned the crawling dimension layer barriers - they don’t use crawling barrier blocks any more - instead, they use invisible barrier blocks, combined with rendered flat transparent colour-shifting planes that may significantly reduce lag. Additionally, far less damage is dealt when standing on them, and they flash red when you stand on them. Boosted spawn weight of all random system spawn weight by 50%, to help ensure people can find the mobs in non-vanilla biomes. Many people say they struggle to find the mobs. Nerfed the amount of hornets that spawn along with giant variants Massively boosted ore generation in the crawling, especially netherite (as usual, tormented tunnels are the best biome for ores) Crawling compost now mines faster if a shovel is used Crawling castle now uses unique blocks to indicate where to put scorch charges and where to right click the abyssal crystal - “scorch pillar” and “crawling altar” blocks If you escape to the nether from a crawling exit, it will should break any netherrack blocks at your position to prevent suffocation. Added config option to control the percentage of distance the tormentor teleports to you when following you across the world. Previously, it was 50% of the way to your location each time. Now the default is 25%, and is configurable to set any required value. Modified crawling dungeons to reduce lag and adapt them to the new barrier system. Additionally, added extra randomised loot to one of the cryptic complex buildings Scarabs can no longer be placed down on the ground to re-spawn the mob. Only sealed. There was too much confusion over this mechanic, people thinking they tamed the scarab. Ant arsonists can now drop up to 2 glands, especially if you use looting enchants Added config option for the crawling castle to generate on the surface (enabled by default). It won’t generate on the surface if it is within 330 blocks of world spawn, or if it detects water at the world surface (no “crawling castle islands”). Added config option to disable Tormentor griefing Improved tormentor solar sphere attack, now creates a large fiery explosion upon landing Improved my modding workflow substantially, automating many processes that were previously slowing down updates Modified abyss ascendant - now it gains a sharpness 5 enchantment upon being obtained (reduced base damage by 2 to compensate, but it is still a buff of 1 extra damage point) Swapped drops of centipede evictor and spider prowler, as evictors tend to be harder to deal with. Abyssal crystal shards drop from prowlers now, and fire opal shards drop from evictors Added potential fix for entity right click issues where they would randomly stop working until world reload, and they now work even if an item with right click function is held in off-hand Modified abyssal pickaxe and abyss atomiser to both get efficiency 5 (now both mine faster) Added warning upon activating the crawling portal that you should ideally have prot 4 netherite or above to enter - gives players an idea of how brutal and endgame it will be Bane of the darkness (one of the oldest items in the mod) is now a sword weapon instead of just a material item, dealing 9 damage per hit, plus even more if used against the Spider Moth - a powerful option against it in the early-game. Recipe now uses a diamond sword instead of a diamond Boosted Tormentor’s attack range Nerfed spider funnel’s attack range You can now upgrade tier 1 chitin armour pieces to tier 2 by smithing two of the same type together (optionally). E.g. tier 1 boots + tier 1 boots = tier 2 boots, making dungeon loot more valuable Added config setting to prevent tormentor attacks from causing explosive damage to terrain Fixed broken tormentor chat reply system Nerfed termite mound spawns Improved tormentor death sequence and core of suffering animation upon death (renders the red sphere on the item) Crawling barrier blocks no longer deal damage from standing on them, and now are semi-transparent on all sides + breakable/obtainable without atomiser Fixed UV issues with giant web texture Fixed genesis rifle advancement icon Added system for my own usage that will vastly speed up version changes, so more frequent releases will be possible for 1.19.2, 1.19.4, 1.20.4, and 1.21.1 (not just 1.20.1) Improved tormentor’s solar attack - now explodes on contact with ground, and despawns itself more reliably without glitches Improved spectral armour design for more transparency when invisible Made hallucination entities more mysterious by forcibly removing their display names Bosses now have custom spawn egg textures (not currently planned for minibosses or other mobs) - Bosses will only mark as player-spawned if they’re spawned via these eggs now. Tesseract Transporters now give a warning if you try to connect them between dimensions Warp Staff item now uses a Warp Wayfinder in its recipe instead of a force gauntlet Tormentor altar will no longer be registered defunct by pouring a liquid into it Slowed down the system for giving totem-like effects and mining fatigue (less laggy) Buffed abyssal axe attack speed Improved tormentor’s slow rotation towards player Hornets should no longer spawn underground via the biome-specific spawn system Reduced knockback resistance of spider funnel mobs Improved Spider Jump sitting model Countless more bugfixes and stability/performance improvements



