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If you decide to start or stop using the mod at any point, it will change everything to the desired outcome. So with mod = no spiders, change back to without mod = spiders. Or start without mod = spiders, will become no spiders with mod. This is great to know because this allows you to switch on any given moment. Like when you'd want to use this for a new player on your server or remove when someone's leaving. Or when you, like me, severely dislike spiders in the game, but deal with them when just playing but are tired of running into them when just trying to set things up as an admin. I noticed how I never ever fully explored spider locations as a player, so it's nice to have some peace of mind when adminning ^^
The change to imps and hyenas+lions will make the imps and the hyenas+lions fight and kill each other because they enter different enemy classes that do not get along. This also makes the skeletons in the Executioner's entrance hostile to what once were spiders and vice versa. So this will make some places easier of at least a whole lot more chaotic :D There might be more of these instances, but these stood out to me.
At last I can play without anxiety. 😭
I didn't specifically include Siptah because I can't 100% guarantee every single spider will be removed, due to not being able to test. and I'm pretty severely phobic myself so I know how important it is to have that guarantee.
That being said, I will go ahead and add in everything that uses the spider models I'm aware of. Give me a couple days on that. The only problem will be if Siptah has arachnids that aren't using the same model and aren't named "spider" in the devkit. I just don't know. If you happen to have the enemy names, I can remove everything.