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Horrrs Pvz

A simple Plants vs. Zombies mod
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horrrs_pvz-2.0.0-neoforge-1.21.1.jar

File namehorrrs_pvz-2.0.0-neoforge-1.21.1.jar
Uploader
HorrrsHorrrs
Uploaded
Oct 2, 2026
Downloads
636
Size
4.2 MB
Mod Loaders
NeoForge
File ID
9039313
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:horrrs-pvz-1106064:9039313"

Learn more about Curse Maven

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

  1. Place the table and right-click it to open the screen.
  1. Put a plant card into the card slot — the moment it goes in, 3 candidate perks are rolled below.
  1. Click a candidate to take it onto that card. Picking costs materials; what and how many is shown in the perk's tooltip.
  1. 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.

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