horrrs_pvz-2.12.3-neoforge-1.21.1.jar
Curse Maven Snippet
What's new
# Horrrs' Plants vs. Zombies 2.12.3 — Changelog (relative to 2.1.0)
**Minecraft 1.21.1 / NeoForge · GeckoLib 4.9+ required · JEI 19+ optional**
**How to update**: delete the old jar from your `mods` folder, then drop in 2.12.3.
Two jars of the same mod **will** stop the game from launching.
**Save compatibility**: existing worlds keep working; chests you already opened will not be retro-filled.
## At a glance
| Change | What you feel in game |
|---|---|
| New **Perk Orb** system (7 orbs) + anvil perk transfer | Cards can carry perks the upgrade table cannot roll |
| **6 orb-only perks** | Damage redirect, max-HP shredding, sky beams, endless cards, doubled perk cap |
| Orbs and card packs as **exploration loot** | 42 chest types drop them, without displacing any vanilla item |
| Card packs got **Chinese descriptions**; Epic limited to Ancient City / End City | You can tell them apart on hover |
| Perk cap is **configurable** (default 10) | Server owners can tune it without touching code |
| Flowerpot cars no longer squeeze into 1-block gaps | Plants in the cart stop mysteriously losing health |
| Pumpkin shells inherit the card's perks | A shell placed over a plant behaves like a planted one |
| Sun pickup sound only plays when the sun enters your inventory | No more continuous droning |
## 1. Perk Orbs
In 2.1.0 perks came only from the **upgrade table**. Orbs are a second route.
**How to use**: open an anvil → card in the left slot, orb in the right → take the result;
it costs **1 orb and 10 experience levels**.
- The finished card keeps every perk it had; it just gains one more (a Plain Orb grants 1–3).
- If it cannot be applied, **no result appears and the orb is not wasted**: the card cannot use that
perk / it already has it (all orb perks are unique) / its perks are full.
- "Full" is measured against that card's own cap — a card at 10 perks can still take Beyond Limit.
**The seven orbs** are all named "Perk Orb"; tell them apart by icon colour. The first tooltip line
is the perk's name:
| Colour | Perk |
|---|---|
| Turquoise | Overlimit Shooter |
| Gold | Angel Guardian |
| Blood red | Crippling Strike |
| Sky blue | Satellite Beam |
| Purple | Infinite Firepower |
| Magenta | Beyond Limit |
| Grey-white | 1–3 random common perks (Plain Orb) |
**Obtained from**: chests only — no crafting recipe. Each also exists in the creative inventory for
testing (the creative grey one carries no perks and produces no result).
**Which plants**: the last tooltip line — hold **SHIFT** to expand the full list; perks without a
scope show "compatible with every plant".
## 2. Six new perks
None can be rolled at the upgrade table; all are **unique** — one per card.
| Perk | Scope | Effect |
|---|---|---|
| Overlimit Shooter | Pea plants that can learn Turbo Pea | Every shot is a Turbo Pea; bullets pierce without limit; one extra bullet to each side per shot |
| Angel Guardian | Guards | 1 HP/s regen, max HP +20, armor +10; all damage taken by other plants in a 3×3 area is redirected to it |
| Crippling Strike | Every plant | Each hit permanently reduces the target's max HP by half the damage dealt; it can reach 0 and kill on the spot |
| Satellite Beam | Pults | Attacks call down a pillar of light that deals 4 damage ticks within 1 block over 2 s |
| Infinite Firepower | Explosives | Planting does not consume the card, only its cooldown; plants grown this way cannot be collected with gloves |
| Beyond Limit | Every plant | Raises this card's perk cap by 10 (default 10 → 20) |
**Worth knowing up front**
- **Overlimit Shooter**: works whether or not the plant learned Turbo Pea; one shot becomes three side by side.
- **Angel Guardian**: `/kill` and falling out of the world are not blocked; two guards side by side do
not bounce damage back and forth (redirected only once); a golden square on the ground marks the real 3×3 area.
- **Crippling Strike**: counts the damage actually taken after armor, so heavy targets lose less; one
hit, one reduction; a killing blow does not reduce anything.
- **Satellite Beam**: one beam per shot — it lands at the mob's feet on a hit, at the impact point on a
miss; never hurts your own plants and does not knock back; rider effects follow the projectile
(pepper → burn, winter melon → chill, butter → stun).
- **Infinite Firepower**: cooldowns are unchanged; the "cannot be collected" mark is saved, so it
survives a relog.
## 3. Exploration loot
Orbs and card packs use a **separate, appended pool**: the chest rolls its vanilla contents first,
then rolls once more for an extra item. **Every vanilla probability is unchanged.** This covers
42 chest types (mineshaft, dungeon, stronghold, shipwreck, ocean ruins, all 16 village chests,
Ancient City, End City and more).
**Per chest** (the four outcomes are mutually exclusive)
| Outcome | Normal chests (39) | Ancient City / End City (3) |
|---|---|---|
| Perk orb | 5% | **15%** |
| Plain orb | 15% | 15% |
| Card pack | 50% | 50% |
| Nothing extra | 30% | 20% |
The perk-orb sub-table has six equally likely orbs: **0.83%** each in normal chests, **2.5%** each in
Ancient City / End City.
**Which card pack**
| | Normal chests | Ancient City / End City |
|---|---|---|
| Epic | not present | **75%** |
| The other 10 | 10% each | 2.5% each |
Per chest: 5% each in normal chests; **37.5%** Epic and 1.25% each for the rest in Ancient City /
End City. **A village chest can never produce an Epic pack**; in an Ancient City / End City chest,
three out of four card packs are Epic.
## 4. Card packs
- A second tooltip line, **in Chinese**, so you can tell them apart at a glance. Colours are
unchanged (yellow for ordinary, purple for All / Epic).
- Epic packs only appear in the Ancient City chest, the Ancient City ice box and End City treasure;
the other 39 tables do not contain the entry.
- Card packs are obtainable in far more places — besides the wandering trader and crafting, they now
show up in ruins and village chests.
## 5. Configurable perk cap
`config/horrrs_pvz-server.toml` (server-side; singleplayer uses the same path):
```toml
[perks]
maxPerks = 10 # base perk cap per card
beyondLimitBonus = 10 # extra perks granted by Beyond Limit
```
The cap for a card with Beyond Limit is the **sum**, 20 by default. The two numbers are independent —
giving Beyond Limit a bit more no longer forces you to change the base value.
- Lowering the cap **never removes perks already on a card**; that card simply cannot gain new ones.
- This is a server config, pushed to clients on join, so tooltips and the actual check always agree
in multiplayer.
## 6. Flowerpot cars
In 2.1.0 a car could follow you **into 1-block passages**, squeezing the plant in its bed into a block
where it took continuous suffocation damage (which looked like "it just loses health"). Now:
- With a **plant in the bed**, the car needs **2 blocks of headroom** and stops at the mouth of a
1-block gap; an **empty car** has no restriction at all.
- The **collision box is unchanged** (still 0.7 × 0.75), and 2-block doorways, steps and slabs all
work as before.
- If it does get stuck low, the car can free itself instead of locking up permanently.
## 7. Other fixes
- **Pumpkin shells no longer lose perks**: placing a perk-carrying Pumpkin card over an already
planted plant used to produce a blank new plant (perks, health, variant and name all lost). Both
routes now share one restore step.
- **Sun pickup sound**: it used to play by merely standing next to sun, even with a full inventory,
once per tick. Now it plays once, only when the sun actually enters your inventory.
- **Shorter message**: "This plant was grown with Infinite Firepower and cannot be collected" is now
just "Cannot be collected".
This mod has no additional files

