1.7.0
Compatibility
Required content
Changes
Changes:
-All suns burning times have been reduced (small sun: 0.5 items, big sun: 1 item, giant sun: 6 items).
-Plants have particles when you collect them.
-Sprouts & bluishrooms can be syntetized with any flower pot in the gardening table.
-Wall-Nuts & Torchwoods no longer have solid hitboxes.
-Zengarden guide book got a small change on it's texture.
Added:
-Copper water cans: a new set of tools & blocks.
-Fertilizers can be used on small flowers, cactus, sugar cane & mushrooms.
-Fertilizers can be used by dispensers.
-Gardening gloves can be used to harvest crops with RIGHT CLICK (The crops will be replaced instantly).
-Ghost pepper will follow the player who summoned them. -New texture for pickled pepper.
-New Utility plant: Tall-Nut "Stop all the monsters with its high defense".
-New Utility plant: Explode-O-Nut "Explode on contact with any entity".
-Watered farmlands: don't break when jumping on it & last longer without needing a water source.
-Zombie Dummys can't be hurt by plants (except utility plants) but can be destroyed by players.
New Enchantments: -Growth: give a chance to have bone meal effects when using a water can.
-Verdant Reach: amplify the area of effect when using hoes, gardening gloves or water cans.
-Capaciy: Increase the amount of uses that water cans have.
Water cans explained:
-can be placed as a block when is empty or when pressing shift if it's not enchanted.
-Will oxidice over time if they are placed.
-Can be waxed to prevent oxidation.
-When placed, it will act as a sprinkler if it get a redstone signal.
-Right click on any lava source, water source, fully filled cauldron or waterlogged block to refill.
If it's filled with water:
-Can convert farmland into watered farmlands.
-Can convert dirt into mud.
-Can refill cauldrons.
-Can extinguish campfires.
If it's filled with lava:
-Can lit campfires.
-Can melt ice.
-Can burn entities.
New/Reworked Plants explained:
Chomper (Rework):
-It's slightly bigger that before.
-Has a new texture that fits its size.
-Deal damage in a range of 2 blocks.
-Can eat multiple entitys at once.
-Unlike other plants, it can eat your pets if they are at it's range when its attacking.
-will defend against any entity that attack it.
Tall-Nut:
-Evolve from Wall-Nut after using 10 fertilizers.
-Resist double the amount of damage that a wall-nut.
-RIGHT CLICK to reposition.
-SHIFHT & RIGHT CLICK to throw as a bowling ball.
-Start cracking after losing health.
-Healing it when it's cracked will give it a special texture.
Explode-O-Nut:
-Crafted with a wall-nut & gunpowder.
-RIGHT CLICK to throw as a bowling ball.
-Explode on contact with an entity.
-It's an utility plant (Can hurt any entity except for plants).
Bugfixes:
-All the mod sounds were set to stereo instead of mono (the sound wasn't decaying with distance).
-Bonk choys could be hurt by player's melee attacks.
-Bonk choy animations didn't worked when it was attacking a zombie dummy.
-Chomper bite sound was only played when chomper killed an entity.
-Frozen plants couldn't be planted over normal ice or packed ice.
-Fume shroom could brake the zombie dummys.
-Flint & steel were been consumed insted of damaged when used on any plant.
-Gardening tables were incompatible with the debug stick.
-Ghost peppers wouldn't work properly if it was used on the left hand.
-Plant projectiles could stop mid-air & die instead of despawning.
-Sprouts gave the wrong pot back after planting.
-Zombie dummys wouldn't work properly if it was used on the left hand.
Other:
Chomper model was scalated by 70% in game because it's original model was to small, so I decided to scale the model to be 100% bigger & give it a new texture that fits its size.
There are other plants in the mod that are scaleted because their original models are to small, but chomper was the most noticable.
I probably gonna remake the models/textures of all the plants with the same issue.
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:Vlff18KS"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:3jPaQXCw:Vlff18KS"
}

