1.8.0
Compatibility
Changes
Changes:
-All the plants that were obtained by natural growth now will grow by using a water can.
-Rolling Tall-Nuts deals 20 damage (before was 16).
-Sunflowers now can grow by using a water can instead of bone meal (you can still use bone meal).
-New Wall-Nuts & tall nuts particles when they get hurt.
-Slight changes to the Zombie dummy model.
-Plantern got new textures.
-Verdant reach enchantment got renamed to "Gardener's grace".
-Wondering traders now sell you 2 ghost peppers instead of 1.
Added:
-Crops that are planted over watered farmlands can grow faster.
-Players can collect sprouts by doing right click while holding a flower pot.
-Players can pet block plants.
-planterns & potato mines have more blinking animations.
-Wall-Nuts & Tall-nuts got new particles when they break.
-Lawn mowers: currently only available at in creative mode for you to test it out.
-New utility plants: Twin Sunflower & Pea Pod.
-New Combat plants: Cabbage-Pult, Kernel-Pult, Melon-Pult, Winter Melon & Pepper-pult.
-New Support plant: Aloe.
-Reworked Plants: Sunflower & Sun shroom.
New/Reworked Plants explained:
Sunflower:
-It's a utility plant now.
-Sleep & stop producing suns when its not exposed to natural sunlight. -can be polinazed by bees.
-After been polinazed, it can activate it's plant food ability.
-Use shears to cancel its sun production (in case you want them as decorative blocks).
-Use bone meal to reactivate it's sun production.
Sun Shroom:
-It's a utility plant now.
-Sleep & stop producing suns when its exposed to light (light above 8=sleep).
-It will never fall sleep if it's planted on podzol, mycelium, or nylium.
-Have 3 different growth stages: Small, big & giant.
-Produce different amouts of suns depending on the stage it's in.
(Small: 1 small sun. Big: 1 big sun. Giant: 1 big sun & 2 small suns) -You can preserve the different growth stages when collecting it.
-You can use fertilizers to accelerate it's growth (around 5 stacks to fully grow).
-Use shears to cancel its natural growth & sun production (in case you want them as decorative blocks).
-Use bone meal to reactivate it's growth & sun production.
-Can't be placed on flower pots.
Twin Sunflower:
-Can be selled by crazy villagers.
-Produce double the amount of suns as normal sunflowers.
-Sleep & stop producing suns when its not exposed to natural sunlight.
-can be polinazed by bees.
-After been polinazed it can activate it's plant food ability.
-Use shears to cancel its sun production (in case you want them as decorative blocks).
-Use bone meal to reactivate it's sun production.
Aloe:
-Can be selled by crazy villagers (max tier).
-Charges a drop of healing sap over time.
-will throw its drop of sap to heal all plants in a small area.
-Don't gonna use its healing sap unless there's at least one plant hurt around.
Cabbagge-Pult:
-Can be obtained by using bugspray on a reddish sapling (stage 1) -Attack at the same speed as a Peashooter.
-Its design it's a mixture between the pvz 1 & pvz 2 designs.
Kernel-Pult:
-Can be obtained by using bugspray on a reddish sapling (stage 1).
-Attack at the same speed as a Peashooter.
-Have 40% chance to shot butter.
-buttered monsters are unable to move.
Melon-Pult:
-Can be obtained by using suns on a watermelon.
-Attack slower that a peashooter.
-Deal heavy damage to multiple entities.
Winter melon:
-Evolve from Melon-Pult.
-Attack slower that a Peashooter.
-Deal damage to multiple entities.
-Slightly slow monsters & apply weakness 3.
Pepper-Pult:
-Can be obtained by using fertilizer on a reddish sapling (stage 1).
-Attack faster that a Peashooter.
-burn entities.
Pea Pod:
-Can be selled by crazy villagers & wondering traders.
-Attack slower that a Peashooter.
-It spawn with 0 heads.
-Players can use fire, snow & normal Peashooters to increase the amount of heads it hold.
-Can hold up to 5 heads.
-The amount & type of peas it shoot will depend on the heads it hold.
-Have special pod textures if it hold 5 heads of the same type.
-Can be rotated with RIGHT CLICK with an empty hand if it's empty.
-Pea Pods aren't be affected by the gardener's grace enchantment (still working on this).
The following plants got new models & textures:
-Bonk Choy.
-Scaredy Shroom.
-Fume Shroom.
-Snapdragon.
-Cold Snapdragon.
-Wall-Nut.
-Explode-o-Nut.
-Tall-Nut.
Rebalance on frozen plants:
vBefore:
-All frozen plants gave slowness, weakness & frost with diferent power.
-All frozen plants dealt less damage that their normal variants.
After:
-Snow Pea: Heavely slow monsters.
-Cold Snapdragon: slightly slow monsters & apply frost damage.
-Winter melon: slightly slow monsters & apply weakness 3.
-All frozen plants deal less damage that their normal variants.
Bugfixes:
-Gardening tables weren't consuming sun charges.
-Plants were unable to shot up and down.
-Water cans were taking way too long to oxidise.
Other:
When updating:
-all of your sunflowers & sun shrooms will automatically convert into its block forms.
-The seedpackets of these plants will be removed in a future version.
Fun fact:
-I added the catapult plants as a temporal patch while working on a bug that made plants unable to shoot up & down; Then I found the solution of said problem right away xd.
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:3jPaQXCw:B07ynW9j"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:3jPaQXCw:B07ynW9j"
}

