- Added OwO Lib integration!
- Now this mod has actual configs!
- Added Gamerules pvzdoPlantSpawn, pvzdoGraveSpawn, pvzdoPlantDrop, pvzdoZombieDrop, pvzinfiniteSeeds, pvzinstantRecharge, and pvzplantsGlow;
- Added Items to let you adjust the Graves in creative!
- Difficulty items set the graves to a specific difficulty;
- Infinite Spawns prevents graves from despawning either naturally or because of reaching zombie spawn limit;
- Unlock All Zombies allows any zombie to spawn regardless of the difficulty;
- Unlock Special Zombies allows more Zombies that may be too overwhelming in Survival mode to spawn;
- Overhauled Plants' targetting system:
- Now I have more freedom when it comes to what plants can target because instead of using Minecraft's system I created my own;
- Plants that inflict Chill will now target Zombies without Chill to apply to them;
- Scaredy-shroom can now instantly switch targets the moment the Zombie it is targetting gets poisoned;
- Changed the way the Hypnotized pink tint on the Zombies works on the mod to weight less MBs!
- Now instead of them being separate files, they are handled in the code as an overlay that automatically does the work for me;
- This makes adding new zombies way easier;
- This allows for multiple effect tints, like Chill, Poison, and Fire Damage that are now added!
- Seed Packets and Dave's Shovel now give the player a reach of +15 blocks:
- Right Clicking a plant with Dave's Shovel will now kill them.
- Added Solar Winds:
- By dropping a type of Plant Food inside them, they will drop an item, the item depends on the Plant Food but most Plant Foods give you Petal Plant Food while Aquatic and Petal PF give you some sun.
- Added Zombie Gravestone and a Brain item to allow for vs. mode map making;
- Added Challenge Mode:
- Crafting:
- Large Sun | Diamond | Large Sun
- Diamond | Petal Plant Food | Diamond
- Large Sun | Diamond | Large Sun
- After placing it in the world, it will destroy everything in a 25x7x25 area and build a lawn that will update over time;
- In this mode there will be "Waves" that you have to defeat to move on to the next "Tiers";
- To begin a Wave, right click the Garden until you see smoke coming out of it, then you have to wait for the smoke to vanish to begin another wave
- You can skip Waves, and thus Tiers, by using a Fertilizer on the Garden when there's no smoke coming out of it, which can be acquired after completing all 8 Tiers or having your Garden be destroyed by Zombies;
- Every "Tier" adds a "World", which are the Graves that spawn next to the Garden;
- Every "World" will spawn graves that will spawn Zombies of that "World";
- These Graves are locked in 1.6 difficulty (2.1 Difficulty for Tiers 4 onwards), and have "Unlock Special";
- The "World" will modify a piece of the lawn to match it, always matching its position relative to the Garden;
- Be careful! Planting outside of the wool line can be dangerous because Pool Graves will transform a part of the lawn into water, destroying any non-amphibious plants not on top of a Lily Pad!
- Added Torchwood;
- Added Sea-shroom;
- Added Iceberg-pult;
- Added Chilly Pepper;
- Added Breeze-shroom;
- Added Bloomerang;
- Added Spring Bean;
- Added Lightning Reed;
- Added E.M.Peach
- Added Gold Leaf;
- Added Magic-shroom;
- Added Pumpkin Witch;
- Added Tulimpeter;
- Added Beauty-shroom;
- Added Charm-shroom;
- Added Retro Gatling;
- Added Electro Pea;
- Added Acid Goop-shroom;
- Added Jumping Bean;
- Added Zapricot;
- Added Zomboni;
- Added Zombie Bobsled Team;
- Added Mummy Zombie;
- Added Conehead Mummy Zombie;
- Added Buckethead Mummy Zombie;
- Added Explorer Zombie;
- Added Undying Pharaoh;
- Added Pharaoh Zombie;
- Added Torchlight Zombie;
- Added Pyramidhead Zombie;
- Added Robo-Cone Zombie;
- Added Peasant Zombie;
- Added Conehead Peasant Zombie;
- Added Buckethead Peasant Zombie;
- Added Peasant Knight Zombie;
- Added Zombie King;
- Added Pumpkin Zombie;
- Added Egypt Gravestone;
- Added Dark Ages Gravestone;
- Added Crater Tile;
- Added Scorched Tile;
- Added Gold Tile;
- Added Effects entry on the Almanac;
- Added Electric Plant Food;
- Overhauled Hypno-shroom:
- Hypno-shrooms can no longer hypnotise a Zombie from a distance, instead behaving like in the original games:
- Hypno-shroom will hypnotize Zombies that eat it. Special attacks that don't involve eating like Tackle and Smash don't count as eating;
- Hypno-shrooms will hypnotize any Small Zombies that eat it without the Hypno-shroom taking damage, allowing it to be a reliable wall against Imps, as it will never run out as long as only Imps eat it.
- Now only specific zombies spawn during the first 20 minutes of the world, giving the player more breathing room;
- Tweaked Plant spawn rates;
- Now Lily Pads can spawn on blocks with a material of thin Ice;
- Now Lily Pads can spawn on any liquid (except Lava);
- Now Lily Pads can spawn on underground water;
- Increased time it takes for the Plants that give Plant Food to despawn from 30s to 45s;
- Now Graves can't spawn near 15 blocks of a Plant;
- Now Graves and Plants can spawn on any blocks with a cube shape, but only those;
- Now Graves can spawn below y50, but 1/3 as often;
- Now Graves can only spawn alone;
- Now the spawn counters of gravestones take into account Hard difficulty (they will spawn about the same times as normal difficulty now);
- Changed spawn counter requirement to be less punishing at the start and be more punishing mid-game;
- Improved Zombie spawn formula;
- Reduced the amount of "Special" Zombies and amount of Zombies overall to make Survival easier. Also made Gargantuars spawn earlier;
- Future Gravestone will now take 60 minutes to spawn;
- Roof Gravestone will now take 40 minutes to spawn;
- Reduced the spawn rate of every zombie that spawns below 1.529 local difficulty by 5%;
- Reduced the spawn rate of Weenie Beanies by a little;
- Reduced the spawn rate of Puff-shroom by a lot, but increased spawn group size;
- Increased the spawn rate of Small-nut by a lot;
- Made Flag Zombie require higher local difficulty to spawn;
- Made Flag Zombie spawn less often;
- Made Flag and Dancing Zombies not spawn Zombies inside blocks, instead spawning the Zombies right behing them (Flag), or on top of them (Dancing) if the Zombie was to spawn inside a block;
- Now Zombies have a default step height of 3.5 blocks to easily go over walls (configurable);
- Now Zombies can jump a 4 block gap (configurable);
- Graves are now considered to be Stone entities (weak to Water, Immune to Poison);
- Seed Packets now absorb nearby Sun if held;
- Crouching with a Seed Packet on hand will convert Small and Large Sun in your inventory into normal Sun;
- Fixed a visual bug: Mushrooms didn't sync their animations with their sleeping states if they were far away when a time/weather switch happened;
- Fixed a visual bug: Carried Obstacles (Trash Can and Basktball Bin) now don't turn around in place when its owner dies (it can happen still but way more subtlely);
- Fixed a major bug: Firing mushrooms that were targeting a zombie and went asleep with the zombie still alive would be frozen until the world was reloaded:
- Fixed an oversight where disconnecting and reconnecting would make Flying zombies no longer "fly" (as in, they would be hit by spikeweed, etc.)
- Fixed an oversight where a zombie that spawned next to a plant would ignore every plant instead of eating them;
- Spike-type Projectiles now get powered when touching a Filament Family plant:
- Increases damage by 50%;
- Increases Pierce by 1 Zombie;
- They deal Electric damage (e.g. making them strong against wet Zombies);
- Chill effect now slows down Zombies by about 30% (buff)
- Changed interaction with Paper material:
- Water: x5 damage multiplier > x2 damage multiplier;
- Fire: Instant Kill > x2 damage multiplier;
- Paper Shields now don't get instantly destroyed when burned.
- Shamrock now deals 4 dmg instead of 3;
- Bellflower now deals 7 dmg instead of 8, but deals Sound damage now, which gives it a chance to deal a critical hit causing 10.5 dmg instead (the critical hit is decided on spawn and affects every zombie that is hit by the critical projectile, dealing 10.5 to every zombie not just one);
- Threepeater's spread is now more consistent;
- Peapod's left and right peas are now perfectly aligned with the others;
- Gatling Pea's range buffed from 15 to 20;
- Plasma peas half their damage if they hit a wet target;
- Increased duration of Wet effect from 0.25 sec to 5 sec;
- Lily Pads are now Low Profile when on ground;
- Potato Mines are now Low Profile when ready;
- Potato Mines now explode if a Zombie is 0.66 blocks near;
- Chompers now are pretty consistent at biting a Zombie that is 3 blocks near;
- Chompers now bite the strongest Zombie if there are multiple inside its radius;
- Wall-nut and Tall-nut seeds now take 25 seconds to recharge instead of 50;
- Smackadamia seeds now take 30 seconds to recharge instead of 50;
- Wall-nut now has a different recipe and you make 3 of them instead of 1;
- Tall-nut now has a different recipe and you make 2 of them instead of 1;
- Spikeweed now has a different recipe and you make 2 of them instead of 1;
- Stiff and Creeper speed zombies are now faster;
- Added a cap on how many zombies summoning Zombies can spawn depending on the Zombie;
- Gargantuar's hitbox is now less than a block:
- This allows Gargantuars to go throught tight corridors;
- This allows Gargantuars to follow the grid better;
- This allows Gargantuars to smash less plants in the way;
- Improved splash damage logic to make it more consistent and made Snow Queen Pea and Flaming Pea slightly weaker;
- Now Shields protect Zombies from Splash Damage;
- Improved zombie targetting logic to now stop to eat Hypnotized Zombies on the way too;
- Hypnotized Zombies now no longer eat Spawning Graves.
- Now Hypnotized Zombies do not attract normal Zombies anymore:
- Zombies will only target Hypnotized Zombies if:
- They are in front of them;
- They got damaged by them.
- Football, Berserker, Gargantuar, and Defensive End now deal damage instead of "Inta-kill", and plants "immune" to these damages now resist 75% of them instead;
- Football Zombies now can kick one small Zombie forward at the cost of their tackle, Berserker can kick any small Zombies as long as it still has its tackle;
- Seed Packets, Zombie Eggs, Grave Spawns, and Dave's Shovel can't break blocks on creative anymore, preventing you from accidentally breaking blocks when destroying a plant on creative;
- You can't leash Plants anymore;
- Dave's Shovel now can't interact with blocks anymore;
- Player's projectiles now don't activate I-Frames, allowing the player to spam projectiles on Zombies;
- The items for the projectiles added in this mod now spawn in the middle of the player instead of on the head, effectively reducing potentially dangerous flashing images:
- Lobbed projectiles now spawn on top of the player.
- Fixed an oversight where Jetpack Zombie would spin in place;
- Fixed and oversight where Jetpack Zombie would fall down when close to its target;
- Jetpack Zombies can't be hurt by hot floors (Magma Block's damage type) anymore in specific scenarios where it would touch the blocks;
- Fixed an oversight where a Frozen Zombie could be hit by Fire damage without thawing;
- Fixed an oversight where a plant that is in i-frames would not die if they didn't have a block underneath, were in water, or were on top of non-flat block;
- Fixed an oversight where Basketball Carrier would eat Plants even if it was moving an obstacle;
- Fixed an infinite Sun exploit by planting a Sunflower in invalid blocks;
- Made Squash and Tangle Kelp more consistent and less buggy;
- Fixed major oversight that made Tangle Kelp crash the game;
- Improved server lag when there is a lot of zombies by a little;
- "Frozen" is now "Chill", and "Complete Frozen" is now "Frozen";
- Fixed a graphical issue where projectiles looked weird and didn't match the plant's direction (e.g. Spike, Spit, etc.);
- Changed Super-Fan Imp and New Years Imp Eggs to be more consistent with the Imp Egg;
- Hypnotized Zombies now don't moan anymore;
- Hypnotized Zombies now face the direction they were facing after being hypnotized;
- Frozen Zombies now don't moan anymore;
- Frozen Zombies now stay still instead of turning around;
- Plant Families in the Seed Packets now have pvz2-accurate custom colors;
- Removed hidden Wave Flag item used for icons.
- NOW ZOMBIES DROP SWEET, SWEET, LOOT!
- The loot from most common to least common (The zombies can only drop one of these):
- Iron Nugget (40% Base);
- Gold Nugget (20% Base);
- Diamond (5% Base);
- Random Seed Packet (5% Base).
- The formula of the loot is: Base * ( Strength / 5 )^2
- Where:
- Base is the Base%
- Strength is the zombie's hidden Strength value (max. is 10)
- The way the chance works may be a little confusing, but basically it first checks the lower rolls (first the random seed, then diamond, then gold nugget, then iron nugget), which means that the higher the value of the rares, less common things like Iron Nugget will be;
- The formula decreases the chance the weaker the zombie, and cranks it up quickly once the zombie gets stronger, making hordes of weak zombies spawn very few and common loot, but making defeating strong zombies be very rewarding;
- Where:
- This was made to make getting enough diamonds for premium and upgrade plants to not be as difficult and to make the player spend less time mining when the focus of the mod is on the Tower Defense aspect, while still allowing for vanilla and other modded progression;
- The loot from most common to least common (The zombies can only drop one of these):
- Improved textures:
- Fume-shroom;
- Scaredy-shroom;
- Small-nut
- Wall-nut
- Improved animations:
- Added eating animation to Gravebuster;
- Added height attributes:
- Low Profile plants avoid attacks from most zombies, except ones that can hit them;
- Flying plants avoid attacks from most zombies, except flying ones and gargantuars;
- Flying zombies fly over all plants that aren't tall, flying, main sun-producers, and their target. They can't be targeted by most plants;
- Plants that can target them:
- Tall Plants (see Almanac);
- Dandelion Weed;
- Pea Pod (only with 5 peas).
- Plants that can target them:
- Pole Vaulting Zombies can now jump once when they touch a plant! If they jump on a tall plant they get sent backwards a little!
- Added pushable obstacles:
- The new Zombie, Basketball Carrier Zombie, can carry obstacles that acts like a normal Screendoor shield, but when they die, the obstacles stay on the field, absorbing hits, that can then be picked up by another Basketball Carrier Zombie if it's not pushing anything. The obstacles instantly destroy plants, but are instantly destroyed by Spikeweed and Spikerock;
- Added Spikeweed;
- Added Tall-nut
- Added Gloom-shroom;
- Added Cattail;
- Added Spikerock;
- Added Beeshooter;
- Added Loquat
- Added Smackadamia
- Added Dolphin Rider Zombie
- Added Jetpack Zombie;
- Added Brickhead Zombie;
- Added Bully Zombie;
- Added Basketball Carrier Zombie;
- Added Futuristic Gravestone;
- Added Roof Gravestone;
- Added Far Future Tiles;
- Added Sky City Tiles;
- Now zombies go to a complete stop when colliding with a Plant:
- This allows for plants to continue shooting zombies when Zombies are on their faces.
- Now Graves and Zombies will target the closest player in a 100 block radius regardless of where they are, then Zombies will switch targets once they get close to other plants, making Survival Mode way better and more consistent;
- Now Graves will only spawn after playing for a certain amount of time:
- The times are:
- Basic Gravestone: 5 minutes;
- Night Gravestone: 10 minutes;
- Pool Gravestone: 6 minutes and ~40 seconds;
- Roof Gravestone: 20 minutes;
- Future Gravestone: 24 minutes.
- This removes some pressure from the player at the start of their survival world and makes choosing the Hard difficulty not as punishing because it doesn't solely depend on Local Difficulty anymore (while allowing stronger zombies to still spawn early and often);
- The times are:
- Fixed Gravestone spawn rates, and changed them;
- Plants can now spawn on Lily Pads and are no longer restricted to the ground;
- Plants that are not Weenie Beanie, Sunflower Seed, Puff-shroom, and Button-shroom now spawn less frequently at night;
- Graves take more spawns to despawn than before;
- Graves now take longer than before to spawn a tough zombie on Hard difficulty;
- The spawning formula for graves was improved a lot;
- Way less zombies spawn on the first days on Normal difficulty and below;
- Fixed an oversight where the splash from flaming peas didn't cause damage;
- Fixed an oversight where if a zombie gear is burning and it dies and then transfers the burn to the main zombie, it transferred it set the fire seconds in tick format (20 per second), basically making them last forever;
- Fixed an oversight where Gravebusters could be placed anywhere near graves;
- Fixed an oversight where melee plants didn't play the appropriate sounds when hitting the enemy;
- Fixed an oversight where middle clicking entities with a metal helmet (e.g. Football) gave a Buckethead Egg instead of the correct one;
- Sun Producers zombie height difference to make sun: 0 blocks > 4 blocks;
- Snow Queen Pea is now an Upgrade plant instead of a Premium one;
- Improved the code for piercing damage to be way more consistent;
- Reduced Wall-nut's health;
- Tangle Kelp is now Aquatic instead of Amphibious;
- Coconut Cannon is more accurate;
- Peapod's top pea can't hit Imps anymore;
- Peapod's adjacent peas now fire futher apart, making them better at the crowd control role and fixing the oversight where armored zombies got hit by all peas in a straight line;
- Improved angle of shooting plants against targets on water;
- Tangle Kelps now stop the zombie that they are pulling down;
- The resource plants (Sunflower Seed, Puff-shroom, etc.) no longer target all hostile mobs naturally, this was done to remove the random creeper explosions that were set off primarly by Puff-shrooms;
- Plants that get invulnerable (e.g. Cherry Bomb) now have better invulnerable logic, no longer utilizing the Resistance status effect, just simply preventing damage from happening in the code;
- Chomper now is invulnerable before biting to make it more consistent;
- Doom-shroom's smoke cloud no longer prevents plants from being planted, and it also lingers for less time than before;
- Sunflower Seed spawns slightly less often and Weenie Beanie spawns slightly more often;
- Zombies inside blocks are now are teleported upwards;
- Flag Zombies now spawn more zombies and take less time to spawn them;
- Flag Zombies now spawn Zombies behind them;
- Football Zombie and Berserker Zombie are now slower (Berserker is as fast as before but is now slow after tackling);
- Football and Berserker Zombie can't tackle a plant if they lose their helmet;
- Gargantuar now has a 3 block range for the smash;
- Imps now have a 2 second timer where they can't attack a plant after spawning;
- Made the zombies' movement speed more consistent. Changed Almanac speed names to mirror the second game. Increased Flightly speed;
- Zombies now can go through rails;
- Zombies are fast on slippery blocks like Ice now instead of being stuck;
- Gargantuars now spawn on the Roof Gravestone instead of the Basic Gravestone;
- Dark Tiles now cost an Small Sun instead of a Black Dye to make them less grindy;
- Fixed oversight where plants planted on a Lily Pad didn't get a variant;
- Fixed oversight where the updated textures of some zombies weren't on the Almanac;
- Fixed issue where some zombies and plants didn't flash red when taking damage;
- Plants, Zombies, and Graves don't flash red when taking damage nor they make smoke when dying anymore
- Added "Premium" tooltip to the golden Seed Packets;
- Changed Advancements;
- Changed recipes for Squash, Chomper, and Narcissus;
- Graves now instantly disappear when dying;
- Plants now instantly disappear when dying and leave particles behind;
- Fixed wrong Almanac info;
- Improved Textures:
- Gatling Pea;
- All Zombies;
- Updated Seed Packet and Almanac textures to match the new textures;
- Improved background of Upgrade Plant's Seed Packets;
- EMI support:
- Added recipe defaults for the mod's items;
- Removed Zombie Priority mechanic:
- Now zombies will target most plants equally, but will focus on Sunflowers, Twin Sunflowers and Sun-shrooms. They will attack any plant in their way to them.
- So basically, Wall-nuts will not attract zombies anymore, they are cheaper instead to make them more spammable since they need to be placed on multiple paths.
- Removed Ducky Tube:
- Now it's not an entity that the zombies ride anymore, it was substituted by giving the ability to swim to all zombies and giving them swimming animations.
- Now zombies have the same speed both on water and land, but movement-based abilities (Pole Vaulting, Football Tackle) don't work.
- Changed Sunflower Seed: Does Nothing -> Now it attacks in a radius around it and produces sun;
- Changed Weenie Beanie: Does Nothing -> Now it attacks a zombie in close range;
- Added Narcissus;
- Added Coconut Cannon;
- Added Navy Bean;
- Added Admiral Navy Bean;
- Added Defensive End;
- Added Super-Fan Imp;
- Added New Years Imp;
- Added Sunday Edition Zombie;
- Added Underwater Tiles (They are not "water blocks", they are to be placed below water to have a visual effect similar to the second game. Placing an underwater plant on top of them will be the same as placing it on any other block);
- Overhauled the mod's health system:
- Now headwear like Cones and Buckets are their own entity that covers the original Zombie entity;
- This allows a zombie to have health states that when lost can't be healed back, and allows plants that deal with armor to naturally affect them (e.g. Magnet-shroom and the new Narcissus).
- Shielded Zombies now have an entity in front of them that will have the health of the shield, but are vulnerable to hits from behind.
- This allows the mod to have more complex directional health states like the original game.
- Now most zombies have different hurt textures:
- Limbless (zombie has less than 50% health);
- Damaged Gear (equipped gear --cone, screedoor, etc-- has less than 50% health);
- Damaged Gear and Limbless (zombie and equipped gear both have less than 50% health);
- Gearless (Gear destroyed).
- Now there will be a pop sound when a zombie's health reaches below 50%, unless their limbs don't drop, like Gargantuar;
- Now headwear like Cones and Buckets are their own entity that covers the original Zombie entity;
- Now all sun-producers will make sun every 2 minutes;
- Now sun-producers have tracked data relating to their sun production time, meaning that it's now possible to logoff without resetting their time;
- Sunflower will now produce Small Sun during night time, rain, thunder, and/or inside caves;
- Changed Sun-shroom's sun size probability;
- Now Sun-shrooms will be craftable with 2 Mushroom Plant Foods to allow for night/cave only playthroughs;
- Now logging off while a Seed Packet is recharging won't reset the timer, it will instead set a new timer on logging back in that speeds it up to match the previous progress, fixing an exploit where you could spam long recharge plants by relogging;
- Instant Uses that target zombies with target dependent damage/damage area (e.g. Squash, Jalapeno, Tangle Kelp) will now prioritize stronger zombies to make them more reliable and worth their cost.
- Overhauled Nocturnal detection:
- Now Nocturnal plants will stay awake if:
- It's night time;
- Is inside a place with low sky light (e.g. inside caves);
- Is raining or thundering.
- Now Nocturnal plants will stay awake if:
- The light of blocks like torches doesn't affect them anymore;
- Improved the code to reduce the server lag caused by Nocturnal plants.
- The glow given by newly spawned plants will now stay for 5 seconds less;
- Fire Pea will now extinguish when wet and Flaming Peas will turn into normal Peas when wet.
- Plant health has been changed;
- Plant damage has been reduced for most plants;
- Zombie damage has been changed from average 7 to 4, and 14 to 8.
- Zombie speed has changed for every zombie.
- Zombies now go through entities;
- Zombies now stay still if there are no targets;
- Now graves all have 100 follow range.
- Now graves (except for the basic grave) increase the local difficulty of the chunk they are in and of the chunks around them every time they summon a wave by a small amount;
- Now most of Graves' special spawns (locked behind difficulty) will spawn extra basic zombies (e.g. Browncoat, Conehead, Buckethead, Screendoor);
- Gargantuar's health is now 360 (two Cherry Bombs to kill);
- Scaredy-shroom now checks the area around it before firing and it will hide if there's a zombie 6 blocks near (instead of hiding only if the target is near);
- Spikes will now only pierce three zombies;
- Fire Peashooter now shoots Plasma Peas 1/3 of the time;
- It's now possible to right click a Wall-nut with a Large Sun to restore its health to full;
- Destroying a premium/upgrade plant will now drop the diamond that was used to make them, instead of their Seed Packet (except for Instant Uses like Perfoom-shroom)
- Added PvZPoison effect to substitute the Wither one used by Mushrooms;
- Nerfed Freeze effect to slow down the zombies less;
- Gravebuster now deals 12 damage if bitten instead of 4;
- Gravebuster now can only be planted on Graves;
- Made piercing projectiles more consistent;
- Fixed oversight where Ice Spikes would not hit frozen zombies;
- Zombies and Graves spawned from the creative items are now persistent (don't despawn);
- Now Gargantuar's attacks sync with animation speed and both the smash sound effect and Imp Launch doesn't trigger if it's completely frozen;
- Now Zombies have less targeting priority against players;
- Now Scaredy-shrooms are more likely to target zombies that are not poisoned (pvz status);
- Now skins for plants and zombies are rarer, with the average being 25% for a skin and 75% for default, or 37.5% for a skin if the plant has plenty of skins. Twin Sunflower's skin is now based on the Sunflower's skin;
- Now middle-clicking zombies gives the player their spawn eggs in creative too;
- Plants that die when planted on weird blocks will now drop their seeds;
- Removed raycasting from sun-producers zombie check as it was not necessary and affected performance;
- Improved the idle animation of all plants that share the Peashooter base model;
- Improved Dancing Zombie's moonwalk animation;
- Improved swimming animations
- Made animations smoother overrall by removing unnecessary keyframes at the start of a loop;
- The biting sound effect now will only occur when the zombie is attacking, instead of being the generic hurt sound of plants and hypnotized zombies;
- Added Pool themed Seed packets and changed Lily Pad's and Squash's Seed Packets to them;
- Added Pool themed Patchouli background and gave to Squash's entry;
- Added variation to hit sounds;
- Added Seed Packet tooltips: "Plantable on Graves" for future plants and "Only on Graves" for Gravebuster;
- Added Seed Packet tooltips: "3x3" for future plants and "2x2" for Coconut Cannon;
- Added Seed Recharge Time stat to all almanac plants;
- Now Wall-nut changes textures on certain health thresholds instead of the old way where there were 3 models of Wall-nuts at the same time with different textures. Improves performance.
- Fixed oversight where Grave Buster would not target the Pool Grave;
- Removed some log messages that were used to debug, sorry!
- You can now ride Hypnotized Gargantuars!
- Added Cabbage-pult;
- Added Iceberg Lettuce;
- Added Small-nut (PvZH);
- Added Button-shroom (PvZH);
- Added Bomb Seedling (Seedling in PvZH);
- Added Weenie Beanie (PvZH);
- Added Sunflower Seed (PvZH);
- Added Bellflower (PvZH);
- Added Locust Swarm (Technically a new Zombie, but it's more of a way of clearing your plants in Creative Mode) (PvZH)
- Added Advancements and Patchouli progression;
- Changed some of the Patchouli's tips to reflect the new gameplay;
- Added Hypnotize item (Right click to hypnotize zombies);
- Overhauled the mod's Survival mechanics:
- The following plants will spawn in the world and will drop these items when hit:
- Puff-shroom (Commonly at night), Mushroom Plant Food;
- Lily Pad (Uncommonly on water), Aquatic Plant Food;
- Iceberg Lettuce (Rarely), Cold Plant Food;
- Small-nut (Uncommonly), Tough Plant Food;
- Button-shroom (Rarely during daytime), Mushroom Plant Food;
- Bomb Seedling (Uncommonly), Blazing Plant Food;
- Weenie Beanie (Commonly during daytime), Plant Food;
- Sunflower Seed (Commonly during daytime), Sunflower Seed Seed Packet.
- Changed all the recipes to use the new items added.
- Peashooters and Bellflowers will spawn near villagers.
- The following plants will spawn in the world and will drop these items when hit:
- Puff-shrooms spawned from Seed Packets will now never expire after some time, no longer needing to spend sun for that;
- Gargantuar attacking Potato Mine will now receive damage;
- Now instead of using Minecraft's Explosion, a much simpler raycast is used to damage multiple zombies like how Squash does it:
- You will no longer hear a "Minecraft Explosion" sound or see small explosion particles for plants like Cherry Bomb.
- Removed the Plants' ability to heal passively;
- Changed Tangle Kelp's range to 3 Blocks;
- Scaredy-shroom's Spores now travel faster;
- Changed delay of the Raycast done by Sun Producers to reduce lag;
- Added delay to the Raycast done by Amphibious Plants to reduce lag;
- Added Projectile Trajectory Prediction to allow for sideways moving zombies to still be hit in most cases;
- Zombies now will path through water instead of avoiding it, but only if the body of water has 1 block of depth;
- Zombies will now slowdown their animations when frozen and freeze in place when completely frozen.
- Fixed exploit where you can plant on a Lily Pad multiple times regardless of there being a plant on top of it;
- Fixed bug where Scaredy-shroom's Spores would sometimes float in place after missing a zombie instead of despawning;
- Fixed bug where Freeze and Ice status effect were not working correctly the first time they were applied;
- Fixed oversight where planting a Sunflower on a Lily Pad would not give you sun;
- Added Creative Only tooltip to items only obtainable on Creative mode.
- Added Tangle Kelp;
- Changed Chomper Recipe
- Improved textures of Peashooter, Repeater, and Threepeater;
- All plant textures will be improved in future updates.
- Fixed oversight where upgrading a Plant that is riding a Lily Pad will instantly kill the Plant;
- Made Ducky Tube less glitchy.
- It still has the problem of not working all the time, but it shouldn't be too bad when it happens compared to before.
- Added Twin Sunflower;
- Added Pirate Seas themed blocks;
- Overhauled Sun-Producing plants;
- Now they require a new Zombie to be nearby every time they attempt to make Sun;
- Removes potential for infinite Sun making, and forces the player to deploy Sunflowers to the battle field.
- Tweaked Spawn Rates;
- Added a new Sunflower skin;
- Modified First Day and First Night tips on the Almanac;
- Fixed bug where Ice-shroom would not Freeze Zombies the first time it has been used after logging in.
- Fixed Squash doing the "Hum?" sound if there are multiple zombies nearby after squashing;
- Added Pirate Seas backdrop to Threepeater's Seed Packet and Almanac Entry;
- Fixed weird edge at the top right corner of Upgrade and Premium Plants' Seed Packets;
- NEW PLANT: Added Squash
- Increased Cherry Bomb's Targetting Range to 12 Blocks.
- This basically makes Cherry Bomb an Instant-Use Plant if there are zombies nearby, while allowing the player to keep it around if they want to.
- Right-clicking a Puff-shroom with a Small Sun prevents it from dying by age. Nerfed Dying Time to 2 minutes.
- In the same idea of allowing the player to keep their plants, you can now have Puff-shrooms linger forever. If you wanna have a lil mushroom friend, you can now :)
- Improved Hypnotizing logic.
- Hypnotizing is now much smoother and instanteneous, instead of the awkward mess that was before that. Sometimes it delayed the hypnotization and made hit noises, no more.
- Added Roof and Sand Tiles and reorganized the Tiles tab to be in order of chronological game appearance.
- Added Snow Queen Pea and Ice Spike Projectiles to the Plants creative tab.