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Netherite Octoarachnopod (The Netherite Spider)
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Netherite Octoarachnopod (The Netherite Spider)

by iR3DN4X · on CurseForge

A lone, procedurally-animated spider hunts you across the world... towering over the trees, charging in at breakneck speed... and yes, its THAT spider…

⬇ Download on CurseForge
Netherite Octoarachnopod (The Netherite Spider) — screenshot 1Netherite Octoarachnopod (The Netherite Spider) — screenshot 2Netherite Octoarachnopod (The Netherite Spider) — screenshot 3Netherite Octoarachnopod (The Netherite Spider) — screenshot 4Netherite Octoarachnopod (The Netherite Spider) — screenshot 5Netherite Octoarachnopod (The Netherite Spider) — screenshot 6Netherite Octoarachnopod (The Netherite Spider) — screenshot 7Netherite Octoarachnopod (The Netherite Spider) — screenshot 8

ArachnoMod a.k.a. The Netherite Octoarachnopod

(THAT Netherite Spider)


A boss-grade fight whichever face it wears: the netherite juggernaut packs 350 HP inside the stats of a full netherite armor suit; the mossy camo stalker runs 600 unarmored HP and hopes you never spot it; the warped poison striker carries 500 unarmored HP, and a venomous tarantula lunge; and the pitch-black HUNTER (400 HP, player-sized, dead silent) only moves when you're not looking. Kill it and it might just drop the netherite it's made of.


⚠️🕷️ ARACHNOPHOBIA WARNING

This mod is not kind to anyone with arachnophobia. Please read before installing. The spider in this mod is not a blocky vanilla mob: its eight legs are animated by a live inverse-kinematics simulation, so it moves, scurries, and plants each foot with unsettlingly lifelike, realistic spider motion — the exact kind of movement arachnophobia responds to. It also:

There is no "cute mode." If realistic spider movement is a problem for you or the people on your server, this may genuinely be an uncomfortable experience… consider hostileOnlyAtNight = true, lowering maxSize, or sitting this one out. You have been warned. 🕸️


Somewhere in your world, a spider is SPRINTING toward you at terrifying speed.

ArachnoMod adds a single, relentless, procedurally animated spider that stalks players across the world. Its eight legs are solved in real time with FABRIK inverse kinematics and drawn entirely with vanilla BlockDisplay entities. Every step is calculated, not pre-baked, so it scuttles believably over any terrain. A giant, procedurally-animated spider that hunts you across the world. One roams at a time, respawning every 40 minutes. It towers over the trees and charges in at incredible speed the farther away you are, then shrinks down as it closes for a 6-heart bite. Its eight legs are driven by real FABRIK inverse-kinematics, drawn entirely with vanilla BlockDisplay entities — so it walks, scurries, and clambers like nothing else in Minecraft.

But this isn't a tech demo for movement physics.

It's a hunter.


ArachnoMod runs on Fabric, Forge and NeoForge — across 26.1.2, 1.21.1 and 1.20.1:

Loader Minecraft Requires
Fabric 26.1.2 Fabric API + Fabric Language Kotlin (Java 25; Quilt Loader runs this jar too)
NeoForge 26.1.2 Kotlin for Forge (Java 25; NeoForge 26.1.2.94+)
Fabric 1.21.1 Fabric API + Fabric Language Kotlin
NeoForge 1.21.1 Kotlin for Forge
Forge 1.20.1 Kotlin for Forge (also loads on NeoForge 1.20.1)
Fabric 1.20.1 Fabric API + Fabric Language Kotlin

🕷️ Features


🎮 Commands

All under /spider:

Command What it does OP level
/spider newinstance [size] Spawns your personal follower spider that trails you around at the chosen size (0.3–20). A creative-mode toy. Creative only
/spider size Live-resizes your personal spider (0.3–20). Anyone (own spider)
/spider release Dismisses your personal spider. Anyone
/spider chasedistance Sets how far (8–256) the wild spider spots and chases players. Saves into the config file. Ops (permission level 2)
/spider config get Shows any config value in chat. Ops (permission level 2)
/spider config set [value] Live-edits ANY of the 65 config values in-game — typed, range-checked arguments with full tab-completion (sound keys tab-complete against every sound in the game). Applies to the active spider instantly and saves straight into the config file. Ops (permission level 2)

⚙️ Configuration

All tunables live in config/arachnomod-common.toml, created on first launch. It's fully commented and hot-reloads — edit the file, and most changes apply to a running world within moments, no restart needed. (Spawn/gait values are read when a spider spawns, so let the current one respawn to apply those.) Every key is also live-editable in-game with /spider config <key> set <value>.

Spawning

Key Default Meaning
spawnMinMinutes 1.0 Min minutes before the FIRST spider of a session spawns
spawnMaxMinutes 1.0 Max minutes before the FIRST spawn (random between the two)
respawnAfterKillMinutes 40.0 Cooldown after the spider is KILLED (40 = 2 Minecraft days of earned peace)
permadeath false BOSS MODE: kill it once, and it NEVER returns in that world (saved to the world, survives restarts)
peacefulExitSpawnMinutes 1.0 The spider returns this many minutes after Peaceful is switched off 😈
spawnDistanceMin 30.0 Closest a spider naturally spawns from a player (blocks)
spawnDistanceMax 34.0 Farthest a spider naturally spawns from a player (blocks)
spawnAngleAttempts 24 Directions tested per candidate distance when hunting safe spawn ground
spawnMaxVerticalSearch 48 How deep below the heightmap to look for solid ground (SkyBlock-friendly)
spawnCloseFallbackDistance 6.0 SKYBLOCK LAST RESORT: if nothing at/beyond spawnDistanceMin is solid, sweep inward to this distance (0 = off, keep the strict minimum)
relocateDistanceBlocks 192.0 If the spider ends up this far from every player while its chunk is still loaded, it relocates back near one (0 = off)
camoVariantChance 0.25 Chance a spawned spider is the CAMO variant (natural spawns AND spawn eggs)
poisonVariantChance 0.2 Chance a spawned spider is the POISON variant (rolled before the camo chance)
hunterVariantChance 0.15 Chance a spawned spider is the pitch-black HUNTER variant (rolled first)

Chase & speed

Key Default Meaning
chaseDistance 64.0 How far the spider spots & chases players (blocks)
chaseExitDistanceMultiplier 1.25 Give-up radius = chaseDistance × this (prevents boundary flicker)
alertReactionTicks 10 The freeze-and-stare beat before it charges (0 = instant charge)
hostileOnlyAtNight false Only hunts at night, like a vanilla spider
chasePathfinding true Steer around unclimbable walls and shrink through doorways/crawl-holes while chasing (false = old straight-line charge)
chaseSpeedBlocksPerSecond 8.0 Top chase speed at normal size
hunterSpeedMultiplier 1.6 The HUNTER's speed (× base chase speed) while it moves — it only moves when unwatched
hunterBlindnessRange 16.0 How close the stalking HUNTER must be to blind you; it re-blinds while you stay in range (0 = off)
hunterBlindnessSeconds 30.0 How long the HUNTER's blindness lasts once you are out of its range
speedGrowthFactor 8.0 Speed multiplier at maximum size
legStepSpeed 1.1 How fast the legs swing — the "scurry"

Wandering & idle

Key Default Meaning
enableWandering true Calm patrol when no player is in range (false = stands still)
wanderSpeedFactor 0.35 Patrol speed as a fraction of chase speed
wanderRadius 24.0 How far it patrols from its anchor point
wanderMinIntervalSeconds 3.0 Shortest commitment to one patrol heading
wanderMaxIntervalSeconds 9.0 Longest commitment to one patrol heading
wanderPauseChance 0.25 Chance it pauses instead of picking a new heading
groomingChance 0.03 Chance per second that the idle spider grooms (wandering disabled; 0 = off)

Size & growth

Key Default Meaning
minSize 0.6 Size right next to a player
squeezeSize 0.25 The size it SQUEEZES down to over a player hiding in a hole — 0.25 just fits a 1×1×1
maxSize 15.0 Size when far away (15 towers over the trees)
sizeNearDistance 4.0 At/below this distance the spider is at minSize
sizeFarDistance 32.0 At/above this distance the spider is at maxSize
growPercentPerTick 12.0 Fastest it can grow (%/tick)
shrinkPercentPerTick 25.0 Fastest it can shrink (%/tick)
riddenSize 2.0 Stable size while a player is riding it
hunterSize 1.1 The HUNTER's FIXED size — it never grows or shrinks (1.1 = a head taller than a player; fits doorways as-is)
poisonSize 1.0 The POISON variant's FIXED size — roughly player height. It never grows or shrinks with distance (0.3–5.0)
growInWater true In water, grow just big enough to ride above the surface instead of drowning (false = deep water stays a drowning trap)

Combat & drops

Key Default Meaning
netheriteMaxHealth 350.0 Max health of the netherite variant (it also wears full netherite-suit armor stats)
netheriteArmor 20.0 The netherite variant's armor points (20 = a full netherite suit). Set to 0 for an unarmoured 350 HP target (0–30)
netheriteArmorToughness 12.0 Its armor toughness (12 = a full netherite suit) — this is what blunts heavy hits (0–20)
netheriteKnockbackResistance 0.4 Its knockback resistance, 0–1 (a netherite suit is 0.1 per piece)
netheriteLegs 8 How many legs the netherite spider has (1–16; 8 is the classic octopod). 1–2 drag and flail; 4+ stride properly
camoMaxHealth 600.0 Max health of the camo variant (no armor)
poisonMaxHealth 500.0 Max health of the poison variant (no armor — its danger is the bite)
hunterMaxHealth 400.0 Max health of the hunter variant (no armor — it was never supposed to be seen)
netheriteAttackDamageHearts 6.0 The netherite variant's bite, in hearts before your armour
camoAttackDamageHearts 5.0 The camo variant's bite, in hearts before armour
hunterAttackDamageHearts 4.0 The hunter variant's bite, in hearts before armour
poisonAttackDamageHearts 3.0 The poison variant's bite damage in hearts (every bite also injects Poison II)
poisonEffectSeconds 30.0 How long the Poison II from the poison variant's bite lasts
attackCooldownTicks 20 Ticks between melee hits (20 = 1/sec)
netheriteDropChance 0.5 Chance to drop a netherite ingot on death
enragedMaxHealth 700.0 Max health of an ENRAGED netherite spider (right-click it with a netherite ingot; it keeps its armor suit)
enragedSpeedMultiplier 1.5 Chase-speed multiplier while enraged
enragedAttackDamageHearts 10.0 The enraged boss's bite damage in hearts (it always drops a FULL netherite block)

Variant sounds (the netherite spider always keeps its iconic clank; camo plays the real sound of the block underfoot)

Key Default Meaning
variantStepSound block.moss.step Fallback step sound for non-netherite variants
variantStepVolume 0.3 Volume of variant steps (also scales camo's block-matched steps)
variantLandSound block.moss.fall Fallback landing sound for non-netherite variants
variantLandVolume 1.0 Volume of variant landings

🥚 Encountering it

You don't have to do anything. One spawns on its own and comes looking after a minute of loading into the world. But if you want to summon one yourself, grab the Netherite Octoarachnopod spawn egg from the Spawn Eggs creative tab.

It dies like any other mob. Beat it down, and it goes poof, dropping exactly 1 Netherite ingot (50% chance).


📦 Requirements

Minecraft 26.1.2 (Fabric or NeoForge) — needs Java 25, which is Minecraft's own requirement for 26.1, not the mod's:

Neoforge:

Forge:

Fabric:

📜 Full changelog

v1.8.4 (latest) — now on SIX builds

v1.8.3 — all four builds

v1.8.2 — all four builds

v1.8.1 — all four builds

v1.8.0 — now on FOUR builds

v1.8.0 — all builds

v1.7.0 — all three loaders

❓ FAQ

The questions that come up again and again in the comments. If yours isn't here, ask — it may end up on this list.

Can I become the spider with Identity, Morph, or another transformation mod? No — and this is the one thing here that genuinely cannot be patched. Morph mods work by swapping in a mob's rendered model: a fixed rig of cubes and bones Minecraft already knows how to draw. This spider has no such model. The entity itself is invisible; what you see is a live inverse-kinematics simulation, solved every tick and drawn with dozens of independent vanilla BlockDisplay entities. There is no single "spider model" anywhere for a morph mod to find, capture or copy — its appearance exists only as the moment-to-moment output of a running simulation. Making it morphable would mean rebuilding it as an ordinary pre-rigged model, which throws away the procedural, ground-adapting movement that is the entire point of the mod. That's not a fix; it's a worse mod. This is architectural and permanent. The intended answer is to pilot it instead of wearing it — see below.

How do I ride it? Grab the creative-only Spider Tamer, right-click the spider to make it docile (it stops attacking, but still chases and grows), then right-click it empty-handed to climb on. All four movement keys work: W and S drive forward and back along your line of sight, A and D strafe across it, and the spider keeps facing wherever you look the whole time. Sneak to dismount. While ridden it settles to a stable, mount-friendly size. There's also /spider newinstance for a personal follower spider that just trails you around.

I killed it and got no netherite — is the drop broken? Almost certainly not: it's a coin flip by default… a.k.a 50/50 chance (netheriteDropChance, 0.5), so one kill is not a sample. Set it to 1.0 if you want a guaranteed drop. The trophy lands on the ground directly beneath the body rather than at the spider's centre — a giant's body rides 10–25 blocks up, so it used to fall from the sky and land far away. Two genuine bugs here were fixed long ago: kills deep underground now drop on the cave floor instead of the surface above, and "kill anything" weapons that zero your health directly (Avaritia's, for example) no longer skip the drop.

It spawns too fast / too slow, and my config looks ignored. spawnMinMinutes and spawnMaxMinutes govern the first spawn of a session only. After that, killing it earns you respawnAfterKillMinutes (40 = two Minecraft days), and switching Peaceful back off brings it in after peacefulExitSpawnMinutes (1 minute). Changes made with /spider config re-arm the running countdown immediately, crediting time already served. Also worth knowing: it charges at up to 8× speed, so it is usually seen far sooner than it spawned.

It never spawns at all. Two usual causes. On rough terrain, the safe-ground search can starve — raise spawnAngleAttempts. On a skyblock or void world, everything at the normal spawn distance is empty air; spawnCloseFallbackDistance (default 6) lets the search sweep inward as a last resort. And note that an existing config file keeps its old values when defaults change, so a long-running install may still be on old numbers — delete the file to regenerate it, or update the keys by hand.

It wandered off / it's a thousand blocks away. It finds its way back. If its chunk unloads it is replaced near a player immediately; if the chunk stays loaded (spawn chunks, a chunk loader, another player), it relocates once it has been further than relocateDistanceBlocks (192) from everyone for about ten seconds. There is still only ever one.

I beat it. Can it stay dead? Yes — set permadeath = true and it never returns in that world. The result is written into the world save, so it survives quitting, relogging and server restarts, and it's per-world, so a new world is a fresh hunt. Only genuine kills count: a Peaceful despawn or a chunk unload never robs you of the fight.

It's stuck, or sitting on my roof instead of coming inside. Fixed in v1.8.4 — it now recognises an ordinary room, shrinks early enough to fit through the door, and comes in rather than camping overhead. Earlier versions had a run of wall-climbing, doorway and corridor problems; all are resolved. If you still find it stuck somewhere, please report it with the layout — that's exactly how the last several got fixed.

Can I make it less terrifying? There is no cute mode, but hostileOnlyAtNight = true makes it ignore you in daylight like a vanilla spider, maxSize caps how large it grows, and chaseDistance controls how far away it notices you. Please read the arachnophobia warning at the top of this page before installing.

Does it work on a dedicated server? What about Quilt? Yes to servers — the entire simulation runs server-side, and only the loader requirements above matter. Quilt players should use the Fabric jar: Quilt Loader runs it directly, so no separate build exists or is needed.

Why is there only ever one spider? By design. It's a thing that hunts you, not a mob you farm.


🙏 Credits & license

Created by iR3DN4X. Based on TheCymaera/minecraft-spider by Heledron (YouTube @heledron).

This mod stands entirely on the shoulders of Heledron (TheCymaera/Cymaera), whose original procedural-spider plugin is the heart of everything you see here. All of the inverse-kinematics leg animation, gait, and BlockDisplay rendering brilliance is theirs. I just built a hostile-mob experience on top of it.

Please go support the original creator:

Custom license (per the original): free to use for commercial or non-commercial purposes; attribution appreciated but not required; do not resell without substantial changes. This is a free derivative with substantial changes.

📄 License

Copyright © iR3DN4X. ArachnoMod is source-available freeware: free to download and play, forever — but not open-source, and not free to re-use commercially. This license applies to all versions and loaders of the mod; the copy bundled with the latest release (LICENSE.md inside the jar) is the license in force.

ArachnoMod is a derivative of minecraft-spider by Heledron (TheCymaera), used with attribution under its original terms; those portions remain his. All remaining content not belonging to Mojang/Microsoft or the above is the property of iR3DN4X.

You MAY:

You may NOT:

For anything not covered here, ask: @iR3DN4X.

Ported to NeoForge and turned into a hunting mob by iR3DN4X.

🎆 Supporters 🎆

If anyone finds any bugs/glitches/suggestions, please report them back to me in the comments, and thank you for downloading my mod!

Netherite Octoarachnopod (The Netherite Spider) is a free Minecraft Java mod. Compatible with Minecraft 1.21.1, 1.20.1. Downloaded 16,110 times (via CurseForge). Download it and open it directly in the game.

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