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Horrrs Pvz

A simple Plants vs. Zombies mod
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horrrs_pvz-2.13.5-neoforge-1.21.1.jar

File namehorrrs_pvz-2.13.5-neoforge-1.21.1.jar
Uploader
HorrrsHorrrs
Uploaded
Oct 24, 2026
Downloads
14
Size
4.4 MB
Mod Loaders
NeoForge
File ID
9310900
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:horrrs-pvz-1106064:9310900"

Learn more about Curse Maven

What's new

### Added

- **Three flowerpot cart variants**, each with its own look, behaviour and recipe:

  | Name | Ownerless | Placed by you | Recipe (top-middle slot) |
  |---|---|---|---|
  | Flower Pot Car | charges, stops at 1 block | charges | empty (original) |
  | Bastion Flower Pot Car | advances to the attack-range edge, then holds and fires | holds once a target is in range | Plant Essence |
  | Smart Flower Pot Car | advances into range, then kites | kites when threatened | Concentrated Plant Essence |

  Slots 1 and 3 must stay empty; the other six cells match the plain cart.
- One `/summon` id per variant: `horrrs_pvz:flowerpot_car`, `horrrs_pvz:hold_flowerpot_car`, `horrrs_pvz:smart_flowerpot_car`.
- Option `flowerpotCar.selfHeal` (on by default): turning it off stops the 1 HP / 2 s regeneration only — the teleport back to the owner still works.
- Option `coconutCannon.autoFire` (off by default): an unmanned cannon acquires targets, charges, fires and cools down on its own.
- Per-plant seek and attack ranges in the config, one section per plant with its Chinese name and only the fields it actually uses: `seek`+`attack`, `seek`+`taunt`, `seek`+`blast`, `heal`, `protect`. Plants without any radius get no section at all.
- **Taunt stacks with other abilities**: potato mine, pea-nut, chard guard and explosive nut carry three fields.
- The interception / taunt radii of the umbrella leaf, sun bean, iceberg lettuce and hypno shroom are now configurable instead of hard-coded.

### Changed

- **"Can see" and "can hit" are two numbers now.** Seek range decides what gets locked; attack range decides what gets shot. Beyond attack range a plant does not fire but still turns to face the target. The nearest target inside attack range wins; retargeting takes 0.25 s. This also removes the old stray shots that flew a hundred blocks after a miss.
  - Only nine melee / spray plants feel different (seek / attack): Bonk Choy 3/2, Chomper 3/1.5, Chompiranha 3/1.5, Chard Guard 3/2.5, Fume-shroom 6/4, Melancholic Mushroom 6/4, Puff-shroom 4/3, Snapdragon 4/3, Cold Snapdragon 4/3. Everything else keeps its 2.12.4 range.
- **Ownerless carts now advance on their own.** Previously they barely moved: the Smart variant only scanned a small radius around itself, and nut / cherry carts never moved at all (those plants have no targeting logic, which is what the cart read).
- **The cart's cruise speed goes from 0.25 to 0.28.** All three variants share it; only the stopping point differs.
- **Guard plants (Wall-nut, Garlic, Cherry Bomb…) make all three variants charge**, since they never fire and their range counts as one block.
- **The plain item changed behaviour**: `flowerpot_car` now places the *charging* cart. The "keeps its distance" cart from 2.12.4 is now the Smart Flower Pot Car. Carts already placed in the world are unaffected.

### Fixed

- Shooters no longer fire straight through a monster pressed against the plant. A hit is only granted for the target actually against the muzzle — never the one behind, never your own plants or cart.
- Cherry bombs and coconut shells no longer destroy the flowerpot cart. This does not make it invincible: players and monsters can still damage it.
- A plant no longer teleports back to its original planting spot when the cart breaks; it drops in place and falls.

This mod has no additional files