horrrs_pvz-2.0.0-neoforge-1.21.1.jar
Curse Maven Snippet
What's new
Horrrs' Plants vs Zombies · 2.0.0 Update Guide
Minecraft 1.21.1 / NeoForge
1. New: Plant Upgrade Table
A card used to be locked to one plant forever. The Plant Upgrade Table lets every plant card grow its own perks — and two plants of the same species with different perks play nothing alike.
How to craft it
In a 3×3 crafting grid, lay the materials out like this:
Ingredients: 4 Obsidian, 2 Chla Gem, 1 Sunshine Gem.
How to use it
- Place the table and right-click it to open the screen.
- Put a plant card into the card slot — the moment it goes in, 3 candidate perks are rolled below.
- Click a candidate to take it onto that card. Picking costs materials; what and how many is shown in the perk's tooltip.
- Not happy with the three? Press "Reroll Perks" to roll three new ones — each reroll costs 64 Sun.
A few rules
- Each card holds up to 10 perks, and the same perk can be picked more than once — every extra copy is +1 level, stacking the "per level" effect.
- Within one roll, each of the 3 candidates can only be picked once; it greys out afterwards.
- Candidates belong to the card: the same card shows the same 3 candidates at any table, no matter how much later you open it — only a reroll changes them. A half-built card will never be re-rolled behind your back.
- Picking perks spends materials; rerolling spends Sun. The two are tracked separately.
2. All Perks
Perks come in two kinds: general perks (any plant can roll them) and special perks (only certain plants see them). Every percentage is "+10% per level", so the more copies you pick, the more often it fires.
General perks
|
Perk |
Effect (per level) |
|
Endurance |
Max HP +4 |
|
Strength |
Base attack damage +1 |
|
Armor |
Base armor +2 |
|
Lifesteal |
Heal 1 HP each time you deal damage |
|
Regeneration |
Slowly heal 1 HP every 5 seconds |
|
Recovery |
20% chance to drop a card when killed (+20% per level) |
|
Piercing |
Bullets pierce +1 enemy |
Piercing only shows up for ballistic plants — plants that could never use it won't roll it, so it still reads as a general perk.
Special perks
|
Perk |
Applies to |
Effect (per level) |
|
Lightning Strike |
Pult plants |
At the apex of its arc, a 10% chance to be struck by lightning — double damage and sets the target on fire |
|
Turbo Pea |
Green pea plants |
Each pea, a 10% chance to become a turbo pea — double damage and knockback |
|
Sun Gluttony |
Digestion plants |
After digesting, a 10% chance to produce a huge sun |
|
Sun Shot |
Sun-producing plants |
When producing a sun, a 10% chance to fire a sun projectile instead — it drops a sun on hit |
|
Toxic Spore |
Spore-spraying plants |
On each spray, a 10% chance to spew toxic spores — enemies caught in it suffer Wither, Weakness and Slowness |
|
Double Blast |
One-shot explosive plants |
After exploding, a 10% chance to explode a second time immediately |
|
Tracking Star |
Starfruit plants |
Each star, a 10% chance to become a tracking star — after a short flight it snaps toward the nearest target |
|
Deep Freeze |
Ice plants |
Each attack, a 10% chance to deep-freeze the enemy it hits (each time a target is frozen, its next freeze lasts 1 second less) |
3. Other changes
- Marigold produce is now configurable. What a Marigold drops (iron or gold nuggets by default) is decided by a datapack, so item, chance and count can all be changed — pack authors simply drop a same-named file into their own datapack to override it, with no change to the mod itself.
This mod has no additional files

