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1.0.4.5 - Torchwood, Sea-shroom, and the Effects Update

Changelog

  • 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.

Files

PvZCubed-1.0.4.5+1.19.2.jar(16.17 MiB) Primary Download

External resources



Project members

MaddyIsDev

Owner


Technical information

License
MIT
Client side
required
Server side
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Project ID