I wrote this kind of quickly, so I'm not going to bother with too much of an introduction. I've read at least one other suggestion that had a few good things (I believe webbed, hanging corpses was one of them), but here I'll just be listing some of my ideas for improving spiders.
Spiders are pretty good as they currently are in terms of look and abilities, so I'll just be suggesting some new stuff.
Mordor spiders would be removed. There would just be the Mirkwood spiders (which would just be called "Spiders", or maybe "Great Spiders"), which would now also spawn in Nan Ungol and the Mordor mountains. However, Great Spiders would be able to reach the size of the biggest Mordor spiders, which are currently slightly bigger than the current Mirkwooders.
Spiders would be repelled by bright blocks, like Edhelmir, Durnaur, etc. But they'd be attracted to smaller sources (torches, fires, etc.). When a spider gets close to one of these, they'd break (eat) the light source. Obviously, torches within protected territory would be safe from this.
Every once in a while, they should place down normal webs that will despawn after a while.
Spiders will no longer act friendly to Orcs (say goodbye to Orc spider-riders). Instead, they will actively attack them, along with every other creature in the mod. Players can also be attacked by spiders, but can befriend them by feeding them Man-flesh. They can't be ridden, but there's still a way to get spider-mounts.
(Note: Spiders of any kind can only be fed Man-flesh by players with +200 Mordor or Dol Guldur alignment.)
The ability to breed evil mounts has been needed for a while. The Wargs especially could use this, but this suggestion focuses on the creepy-crawlies.
When a grown spider is fed Man-flesh, or when they kill something, they'd be able to breed. This wouldn't require other spiders in the area, just the one - plus any web (not including the temporary placed ones). The spider would move near the web, and place a new item on the side of the block called a Web Sack. Just look at a spider's egg sack in real life if you want to know what it should look like.
Eventually, the sack would break, spawning 1-4 Spiderlings. Baby spiders resemble very, very small spiders, with dull eyes and stubby legs. These would have very low health, being able to be killed in a single hit. After a while, these would grow into full adult spiders.
All these spider-children would grow into the normal black variant. You can right click the Web Sack with gulduril to breed the green variant, and with a bone to get the blue. Spiderlings wouldn't be able to attack or deal poison/slowness until they reach adulthood.
Right-clicking a web sack with a piece of Man-flesh will make the spiders that hatch form a bond with you. They'll even allow you to ride them, if they're the right size. This is the only way (outside of commands) to get spider mounts.
This special variant only spawns in nests in the Mordor Mountains. These are incredibly large and strong (about twice the size of the largest spiders), with a light venom in their bite. The Gloom-weavers will attack anyone, except players they've made deals with (see below). Be very careful, for these great spiders have 12 points of armour on top of their 45 health points, and can deal 4 points of damage to unarmoured players, plus their poisonous bite. Luckily for good players, these cannot be ridden.
For a good idea of what these fell beasts would look like, take a look at this book-based design of Shelob , and imagine it not nearly as big or bloated, with smaller horns and less hairs.
Not so much "taming" as it is reaching a compromise. The Gloom-weaver must be fed up to half a stack of Man-flesh to trust you. It won't follow you or allow you to ride it, but it would no longer attack you, and you can now begin breeding spiders from it. Furthermore, it would allow you to hire lesser spiders from it (not with money. Man-flesh, as always.), and all nearby spiders will become docile to you. It will also speak, since giant Spiders can speak.
Hired spiders are automatically friendly to you, and can be ridden.
Successfully "taming" a Gloom-weaver earns you the achievement Glut of Life. Hiring a spider from a Gloom-weaver earns you Ghastly Brood.
Gloom-weavers are bred quite a bit differently to normal spiders. A Gloom-weaver, after killing another mob or being fed a good deal of Man-flesh, will seek out another, smaller spider. After mating with the other spider (who will die), they'll attach a web sack to their web like normal. This will only produce normal spiderlings, unless the player intervenes. Right-clicking the Gloom-weaver's web sack with Man-flesh will cause the sack to swell a bit. Keep doing this until the sack is the size of a block, and when the spiderling hatches, it will come out as a small (still quite large) Gloom-weaver. It will grow naturally over time, but will attack players once it reaches its full size.
A player can continue to feed a newly-born Gloom-weaver Man-flesh. Each time this is done, the spider will grow bigger. When it reaches its full size from being fed, it won't attack the player. This is the only way to really, permanently, "tame" a Gloom-weaver.
These nests spawn throughout the Mordor mountains and Mirkwood, especially Dol Guldur. Choked thick with webs and hanging strings, these dens are littered with skulls and waste blocks. Very dangerous places, not least because of the Gloom-weaver that may be waiting inside. Dens in Mirkwood would be large, shallow pits between trees, while those in Mordor would be large caves. Both are full of Spiderlings and grown Spiders, and Gloom-weavers may spawn in the Mordor variants.
Because Orcs would no longer be friends with spiders, these pits don't really make sense. So I'll suggest some changes to them.
These used to be Warg pits, but are now ruined. The bricks would be cracked and the wool frayed, the chests empty except for rotten meat and the bones of Orcs and Wargs. Spiders, long ago, crept their way out of their dens, and digging through the stone into these pits, devoured the wolves and goblins, and made their nests there. Waste blocks, skulls, and webs would fill the area. One of the walls would have a large crack in its wall, connected to the main spider nest, filled with even more webs, waste, and skulls.
Webs - Walking into a web (and a web of Ungoliant) will attract any nearby spiders. Spiders will place webs every once in a while, though they don't last long.
Web of Ungoliant - Gloom-weavers temporarily place these in place of normal webs. If possible, they'll also now produce a darkness effect, lowering the light level around them. Walking into one effects a player with blindness for a short period. They should spawn much more rarely outside of Gloom-weaver dens to balance this.
Web Sack - Placed by breeding spiders. Has no function other than spawning Spiderlings after a while. Won't yield an item if broken.
Web String - These hang from the ceiling like Orc Chains, and have a lesser slowing effect to webs. Crafted two string above a slimeball on a Mordor or Dol Guldur crafting table produces four web strings. They can also be combined with bottles of poison to induce a very light poison effect on whoever walks through them. Spiders can also climb up these.
"But still she was there, who was there before Sauron, and before the first stone of Barad-dûr; and she served none but herself, drinking the blood of Elves and Men, bloated and grown fat with endless brooding on her feasts, weaving webs of shadow; for all living things were her food, and her vomit darkness. Far and wide her lesser broods, bastards of the miserable mates, her own offspring, that she slew, spread from glen to glen, from the Ephel Dúath to the eastern hills, to Dol Guldur and the fastnesses of Mirkwood. But none could rival her, Shelob the Great, last child of Ungoliant to trouble the unhappy world."
The reference to the Ephel Duath and "eastern hills" is interesting--definitely suggests there could be more spider populations around...
I might revise this just a bit later so I can suggest a change to the Spiders' relationship with Orcs and players. They should definitely be a lot more hostile, although I don't think we should completely remove the ability for players to befriend Spiders.
Also a relevant quote for Shelob's appearance, which is kind of what the Gloom-weavers should look like, but not as large and with smaller features.
"Most like a spider she was, but huger than the great hunting beasts, and more terrible than they because of the evil purpose in her remorseless eyes. Those same eyes that he had thought daunted and defeated, there they were lit with a fell light again, clustering in her out-thrust head. Great horns she had, and behind her short stalk-like neck was her huge swollen body, a vast bloated bag, swaying and sagging between her legs; its great bulk was black, blotched with livid marks, but the belly underneath was pale and luminous and gave forth a stench. Her legs were bent, with great knobbed joints high above her back, and hairs that stuck out like steel spines, and at each leg's end there was a claw."
Well done! I especially like the Gloom-weaver. Combined with Grievous' older Dol Guldur suggestion, it could make for a lot of cool-looking decorations (I mean the Hanging Corpse). Just an off-topic question, how do you think the eyes get on the backs of the spiders? I imagine them to be similar to polynese moko.
About the eyes, I imagine it's a weird natural thing in Mordor. There are flies also mentioned to be marked with the eye.
I don't really know if it makes sense for the spiders to keep the eyes in this suggestion, since they don't serve Sauron. Perhaps they could be distinguished from vanilla and Mirkwood spiders in other ways.
Ritegaming wrote: I think that there should be a large Spider's Dens in the Mordor Mountains, but it should give you pleanty of useless loot, like bones and rotten flesh.
Problem is, since you can't just have bones and meat lying on the floor, they'd have to be in containers of some sort, which doesn't really make sense for a Spider's cave, unless it was some 'web basket' or something.
220.127.116.11 wrote: Yeah I think there should still be a way to recruit spiders for your army, and also I think the ruined warg pits and similar structures should still have the possibility to spawn more useful loot.
Perhaps lesser spiders (not Gloom-weavers) could be hired by feeding them, rather than just acting peaceful around you. I'm not sure though, since they wouldn't really have a reason to risk their lives for someone who just brought them some food one time. As for loot, some low durabilty tools, saddles, and warg fur are really as useful as I'd be willing to get.
Could they use corpses to do this? Or a Skeleton? And by skeleton I mean a new "entity" like a corpse, but more of a block, but it looks like a certain mob, like a skeleton form vanilla Minecraft but when broken they give a bunch of bones, plus a new block, like the Vanilla skull, but for almost all creatures.
Ritegaming wrote: Could they use corpses to do this? Or a Skeleton? And by skeleton I mean a new "entity" like a corpse, but more of a block, but it looks like a certain mob, like a skeleton form vanilla Minecraft but when broken they give a bunch of bones, plus a new block, like the Vanilla skull, but for almost all creatures.
I've decided Mordor Spiders should be removed. Mirkwood spiders would be renamed Great Spiders, and would spawn in Nan Ungol and the Mordor Mountains, along with their current Dol Guldur/Mirkwood spawning.
I've also made spiders hireable from "tamed" Gloom-weavers.
I also feel like spiders (and scorpions, for that matter) should be re-modelled to look a bit less Vanilla-ish. Personally, I'd like to see thinner legs with multiple joints, like the Scytodes spiders in the Erebus mod.