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
- 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;
Dependencies
Files
Metadata
Release channel
ReleaseVersion number
1.0.4.4+1.19.2Loaders
Game versions
1.19.2Downloads
874Publication date
March 19, 2023 at 6:56 PMPublisher
MaddyIsDev
Owner