Compatibility
Minecraft: Java Edition
1.19.2
Platforms
Quilt
Supported environments
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Details
Licensed MIT
Published 2 years ago
Updated last year
Changelog
- 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!
Dependencies
Files
Metadata
Release channel
ReleaseVersion number
1.0.4.3+1.19.2Loaders
Game versions
1.19.2Downloads
245Publication date
March 1, 2023 at 9:43 PMPublisher
MaddyIsDev
Owner