Additions
Items
- Turf: Use on an unsodded lawn block to make it a sodded lawn block. Use shears to take it off.
- Brain: Dropped by vanilla zombies. Feed it to a zombie to have it drop a duplicate seed packet. You can also do this with plants by using bone meal instead.
Changes
- Path blocks have been combined with their path-less lawn blocks and now use block state properties to determine the path and intersection types. (Sorry for deleting your blocks!)
- There are now four types of paths, with any pair being able to intersect. The old path textures have been slightly modified as well.
- There are now ways to get most of the mod's items in survival mode!
- This excludes markers, Dave's pan, and the currency items. Markers may get changes to fit survival later, but the other items listed are not intended for survival use.
- Most of the items have recipes, but seed packets are obtained from the wandering trader, who sells three random plants and three random zombies for two emeralds each. Currently, that's all the plants and zombies the mod has, but when more are added, the trader will probably still only sell three kinds.
- Zombies can now only eat plants that are either in their way or not on a path.
- Removed the "Toggle Turf" function from the lawn gadget.
- The lawn gadget's ability to affect markers is now controlled by sneaking. This also works with the new turf item and shears.
- Plants will now properly only target zombies on their path, excluding paths of the same type that are not reachable.
- Plants and zombies will now stop targeting each other if their targeting conditions are no longer satisfied. Previously, they would only check their conditions when first finding a target.
- Lawn blocks will no longer drop with paths unless Silk Touch is used.
- Bags of currency will now properly show the amount inside them when selected on the hotbar.
- Lawn plants can now only be placed next to or on paths to make sure they can't snipe zombies without risk.
- Currency will now properly be spent again.
- The code for visual entity degradation (No, not that kind) has been turned into an interface for easier development. It also now has an NBT tag for if you ever relog while a zombie is half-dead.
- Plants and zombies will now drop their respective spawn items if they weren't placed in creative mode. This also applies to lawn mowers and target zombies.
- Zombies now take headless damage at an eighth of the previous rate. They still don't last very long, though.
- Zombies can no longer eat plants without their heads.
Additions
Items
- Lawn Gadget: The ultimate helper tool for building lawns. Use on a lawn block to modify it in some way. Punch a block with the tool to switch modes. Punch a block while sneaking to toggle between modifying markers and modifying lawn blocks.
- Target: Spawns a Target Zombie.
Plants
- Wall-nut: Acts as a wall to hold zombies off. Don't worry, it doesn't cause him any pain.
Other Entities
- Target Zombie: A zombie that does nothing and holds a target. In Versus matches, the plants need to take out a certain amount of these to win. (In the actual game, it's 3 out of 5 targets destroyed to win. Determine your threshold based off the amount of paths.) Plants placed off the path will not target them.
Changes
- A lot of items now have descriptions to hopefully be easier to understand.
- Most lawn blocks have also been renamed for the same reason.
- Text will now appear if a plant was placed in an invalid spot.
- Zombies have been made slightly slower for balancing reasons.
- Zombies will no longer stop "dead" in their tracks if they've been walking for too long. This probably also applies to lawnmowers, but they're faster and probably required a longer path to reach their time limit.
- Certain items, namely currency, bags of currency, and seed packets now show a more concise name when selected in the hotbar.
- Certain classes have been merged together and extended so that there's less duplicate code.
- An attacking plant will now only target zombies that are on the same path as it and are also between it and the graveyard (path-wise), but they get highly increased follow range which will probably encompass the whole lawn if the lawn is an appropriate size.
- Plants can no longer be placed within three path units of a graveyard block. Zombies can only be placed in that range. Both rules are discarded if the player wears Dave's pan.
- Zombies will now only eat plants that are in their way.
- It's now easier to place zombies in the same spot as a gravestone because you can use their seed packets on the gravestone instead of the block they sit on.
- Plants can no longer be placed in the same spot. This rule is ignored with the use of Dave's pan.
- Lawnmower hitboxes are slightly bigger.
Additions
Items
- Shovel: Use it on a plant to get rid of it. Attack a plant or zombie with it to launch it ten feet away with a fun sound effect.
Plants
- Sunflower: Generates 25 Sun every 20 seconds.
Zombies
- Zombie Gravestone: Generates 25 Brainpower every 20 seconds.
Changes
- Selecting seed packets will now play a sound effect. This is also the case for the shovel.
- Seed packets now have composite models.
- The images on zombie seed packets are now more zoomed in.
Additions
Items
- Sun & Brainpower: Throwable. Collectable if you have the corresponding bag.
- Bags of Sun & Brainpower: Stores the corresponding currency. The currency inside is used for seed packets unless you wear Dave's Pan.
- Lawnmower: Placeable. Pathfinds to the nearest graveyard block when a zombie touches it.
Blocks
- Graveyard Block & Marker: The end goal for lawnmowers.
- Sun Spawner & Brainpower Beacon: Spawns their corresponding currency during daytime. If powered by redstone, it stops.
Additions
Items
- Dave's Pan: Prevents seed packet cooldowns when worn. Only accessible through commands to prevent abuse from players in creative mode.
Blocks
- Garden Block: The end goal for zombies.
- Lawn Block: An area that only plants can occupy.
- Fertile Path Blocks: Areas that both zombies and plants can occupy.
- Zombie Path Blocks: Areas that only zombies can occupy.
- Unsodded Lawn Block: An area that neither plants nor zombies can occupy. This non-marker form is decorative, as this is the default behavior for blocks.
- Markers: Take every previous block, and make them intangible and on the ground versus in it. Takes priority over the behavior of the block below it.
Plants
- Peashooter: Shoots peas at zombies in a 3 by 3 square.
Zombies
- Basic Zombie: Trudges forward and has no remarkable traits.
- Conehead Zombie: Road cones protect his head, until they fall off, that is.