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Licensed MIT
Published 4 years ago
Updated 3 years ago
All versions
1.0.4.3+1.19.2
Release
1.0.4.3 - The Mega Update4 years ago 456
Compatibility
Minecraft: Java Edition
1.19.2
Platform
Quilt
Supported environments
Client and server
Required content
Unavailable version
Unavailable version
Unavailable version
Changes
- 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!
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:lo8kfjnE:BD9h5M1i"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:lo8kfjnE:BD9h5M1i"
}

