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New Update! Adds Spikeweed, Tallnut, Gloom-shroom, Cattail, Spikerock, Shamrock, Beeshooter, Pepper-pult, Loquat, Dandelion Weed, and Smackadamia!
Ready Set PLANT!

Plants vs. Zombies: Cubed is a Quilt-only mod made to bring Plants vs. Zombies content to Minecraft
The objective is to add as many plants, zombies, and references from the PvZ franchise as possible.

Build defenses with your favorite plants, try to survive for as long as possible against the ever-increasing zombie waves in survival mode, stage fights between plants and zombies in creative mode, hypnotize Gargantuars and ride on them, and more...
For more information about how the mod works, open the almanac, it's granted when first opening the world, but can also be crafted like this:

To Unlock more entries, complete the advancements (Unlocked by obtaining a Sunflower Seed Packet)
All Plants!

All Zombies!

If you found any bugs, feel free to make a new issue on this mod's Github.
If you have a suggestion of what to add, like plants, zombies, or costumes, or just want to talk about the mod in general, feel free to use the Discussions feature on this mod's Github
Video Previews
Will you port to Forge/Fabric?
I won't make my mod for these versions, but if someone wants to, contact me beforehand.
Can I add to my modpack?
Yes.
How to Install Plants vs. Zombies: Cubed (Mod)
Plants vs. Zombies: Cubed by MaddyIsDev is verified for Quilt across Minecraft versions 1.19.2 (latest release: 1.0.4.5+1.19.2, file size: 16.2 MB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (1.19.2) and platform (Quilt).
- Make sure you have the compatible loader or environment installed for Quilt.
- Move the downloaded Plants vs. Zombies: Cubed file into your Minecraft
.minecraft/modsfolder and launch the game.
All Versions
+ Add Version- Added OwO Lib integration!
- Now this mod has actual configs!
- Added Gamerules pvzdoPlantSpawn, pvzdoGraveSpawn, pvzdoPlantDrop, pvzdoZombieDrop, pvzinfiniteSeeds, pvzinstantRecharge, and pvzplantsGlow;
- Added Items to let you adjust the Graves in creative!
- Difficulty items set the graves to a specific difficulty;
- Infinite Spawns prevents graves from despawning either naturally or because of reaching zombie spawn limit;
- Unlock All Zombies allows any zombie to spawn regardless of the difficulty;
- Unlock Special Zombies allows more Zombies that may be too overwhelming in Survival mode to spawn;
- Overhauled Plants' targetting system:
- Now I have more freedom when it comes to what plants can target because instead of using Minecraft's system I created my own;
- Plants that inflict Chill will now target Zombies without Chill to apply to them;
- Scaredy-shroom can now instantly switch targets the moment the Zombie it is targetting gets poisoned;
- Changed the way the Hypnotized pink tint on the Zombies works on the mod to weight less MBs!
- Now instead of them being separate files, they are handled in the code as an overlay that automatically does the work for me;
- This makes adding new zombies way easier;
- This allows for multiple effect tints, like Chill, Poison, and Fire Damage that are now added!
- Seed Packets and Dave's Shovel now give the player a reach of +15 blocks:
- Right Clicking a plant with Dave's Shovel will now kill them.
- Added Solar Winds:
- By dropping a type of Plant Food inside them, they will drop an item, the item depends on the Plant Food but most Plant Foods give you Petal Plant Food while Aquatic and Petal PF give you some sun.
- Added Zombie Gravestone and a Brain item to allow for vs. mode map making;
- Added Challenge Mode:
- Crafting:
- Large Sun | Diamond | Large Sun
- Diamond | Petal Plant Food | Diamond
- Large Sun | Diamond | Large Sun
- After placing it in the world, it will destroy everything in a 25x7x25 area and build a lawn that will update over time;
- In this mode there will be "Waves" that you have to defeat to move on to the next "Tiers";
- To begin a Wave, right click the Garden until you see smoke coming out of it, then you have to wait for the smoke to vanish to begin another wave
- You can skip Waves, and thus Tiers, by using a Fertilizer on the Garden when there's no smoke coming out of it, which can be acquired after completing all 8 Tiers or having your Garden be destroyed by Zombies;
- Every "Tier" adds a "World", which are the Graves that spawn next to the Garden;
- Every "World" will spawn graves that will spawn Zombies of that "World";
- These Graves are locked in 1.6 difficulty (2.1 Difficulty for Tiers 4 onwards), and have "Unlock Special";
- The "World" will modify a piece of the lawn to match it, always matching its position relative to the Garden;
- Be careful! Planting outside of the wool line can be dangerous beca
- NOW ZOMBIES DROP SWEET, SWEET, LOOT!
- The loot from most common to least common (The zombies can only drop one of these):
- Iron Nugget (40% Base);
- Gold Nugget (20% Base);
- Diamond (5% Base);
- Random Seed Packet (5% Base).
- The formula of the loot is: Base * ( Strength / 5 )^2
- Where:
- Base is the Base%
- Strength is the zombie's hidden Strength value (max. is 10)
- The way the chance works may be a little confusing, but basically it first checks the lower rolls (first the random seed, then diamond, then gold nugget, then iron nugget), which means that the higher the value of the rares, less common things like Iron Nugget will be;
- The formula decreases the chance the weaker the zombie, and cranks it up quickly once the zombie gets stronger, making hordes of weak zombies spawn very few and common loot, but making defeating strong zombies be very rewarding;
- This was made to make getting enough diamonds for premium and upgrade plants to not be as difficult and to make the player spend less time mining when the focus of the mod is on the Tower Defense aspect, while still allowing for vanilla and other modded progression;
- Improved textures:
- Fume-shroom;
- Scaredy-shroom;
- Small-nut
- Wall-nut
- Improved animations:
- Added eating animation to Gravebuster;
- Added height attributes:
- Low Profile plants avoid attacks from most zombies, except ones that can hit them;
- Flying plants avoid attacks from most zombies, except flying ones and gargantuars;
- Flying zombies fly over all plants that aren't tall, flying, main sun-producers, and their target. They can't be targeted by most plants;
- Plants that can target them:
- Tall Plants (see Almanac);
- Dandelion Weed;
- Pea Pod (only with 5 peas).
- Pole Vaulting Zombies can now jump once when they touch a plant! If they jump on a tall plant they get sent backwards a little!
- Added pushable obstacles:
- The new Zombie, Basketball Carrier Zombie, can carry obstacles that acts like a normal Screendoor shield, but when they die, the obstacles stay on the field, absorbing hits, that can then be picked up by another Basketball Carrier Zombie if it's not pushing anything. The obstacles instantly destroy plants, but are instantly destroyed by Spikeweed and Spikerock;
- Added Spikeweed;
- Added Tall-nut
- Added Gloom-shroom;
- Added Cattail;
- Added Spikerock;
- Added Beeshooter;
- Added Loquat
- Added Smackadamia
- Added Dolphin Rider Zombie
- Added Jetpack Zombie;
- Added Brickhead Zombie;
- Added Bully Zombie;
- Added Basketball Carrier Zombie;
- Added Futuristic Gravestone;
- Added Roof Gravestone;
- Added Far Future Tiles;
- Added Sky City Tiles;
- Now zombies go to a complete stop when colliding with a Plant:
- This allows for plants to continue shooting zombies when Zombies are on their faces.
- Now Graves and Zombies will target the closest player in a 100 block radius regardless of where they are
- Improved Textures:
- Gatling Pea;
- All Zombies;
- Updated Seed Packet and Almanac textures to match the new textures;
- Improved background of Upgrade Plant's Seed Packets;
- EMI support:
- Added recipe defaults for the mod's items;
- Removed Zombie Priority mechanic:
- Now zombies will target most plants equally, but will focus on Sunflowers, Twin Sunflowers and Sun-shrooms. They will attack any plant in their way to them.
- So basically, Wall-nuts will not attract zombies anymore, they are cheaper instead to make them more spammable since they need to be placed on multiple paths.
- Removed Ducky Tube:
- Now it's not an entity that the zombies ride anymore, it was substituted by giving the ability to swim to all zombies and giving them swimming animations.
- Now zombies have the same speed both on water and land, but movement-based abilities (Pole Vaulting, Football Tackle) don't work.
- Changed Sunflower Seed: Does Nothing -> Now it attacks in a radius around it and produces sun;
- Changed Weenie Beanie: Does Nothing -> Now it attacks a zombie in close range;
- Added Narcissus;
- Added Coconut Cannon;
- Added Navy Bean;
- Added Admiral Navy Bean;
- Added Defensive End;
- Added Super-Fan Imp;
- Added New Years Imp;
- Added Sunday Edition Zombie;
- Added Underwater Tiles (They are not "water blocks", they are to be placed below water to have a visual effect similar to the second game. Placing an underwater plant on top of them will be the same as placing it on any other block);
- Overhauled the mod's health system:
- Now headwear like Cones and Buckets are their own entity that covers the original Zombie entity;
- This allows a zombie to have health states that when lost can't be healed back, and allows plants that deal with armor to naturally affect them (e.g. Magnet-shroom and the new Narcissus).
- Shielded Zombies now have an entity in front of them that will have the health of the shield, but are vulnerable to hits from behind.
- This allows the mod to have more complex directional health states like the original game.
- Now most zombies have different hurt textures:
- Limbless (zombie has less than 50% health);
- Damaged Gear (equipped gear --cone, screedoor, etc-- has less than 50% health);
- Damaged Gear and Limbless (zombie and equipped gear both have less than 50% health);
- Gearless (Gear destroyed).
- Now there will be a pop sound when a zombie's health reaches below 50%, unless their limbs don't drop, like Gargantuar;
- Now all sun-producers will make sun every 2 minutes;
- Now sun-producers have tracked data relating to their sun production time, meaning that it's now possible to logoff without resetting their time;
- Sunflower will now produce Small Sun during night time, rain, thunder, and/or inside caves;
- Changed Sun-shroom's sun size probability;
- Now Sun-shrooms will be craftable with 2 Mushroom Plant Foods to allow for night/cave only playthroughs;
- Now logging off while a
- You can now ride Hypnotized Gargantuars!
- Added Cabbage-pult;
- Added Iceberg Lettuce;
- Added Small-nut (PvZH);
- Added Button-shroom (PvZH);
- Added Bomb Seedling (Seedling in PvZH);
- Added Weenie Beanie (PvZH);
- Added Sunflower Seed (PvZH);
- Added Bellflower (PvZH);
- Added Locust Swarm (Technically a new Zombie, but it's more of a way of clearing your plants in Creative Mode) (PvZH)
- Added Advancements and Patchouli progression;
- Changed some of the Patchouli's tips to reflect the new gameplay;
- Added Hypnotize item (Right click to hypnotize zombies);
- Overhauled the mod's Survival mechanics:
- The following plants will spawn in the world and will drop these items when hit:
- Puff-shroom (Commonly at night), Mushroom Plant Food;
- Lily Pad (Uncommonly on water), Aquatic Plant Food;
- Iceberg Lettuce (Rarely), Cold Plant Food;
- Small-nut (Uncommonly), Tough Plant Food;
- Button-shroom (Rarely during daytime), Mushroom Plant Food;
- Bomb Seedling (Uncommonly), Blazing Plant Food;
- Weenie Beanie (Commonly during daytime), Plant Food;
- Sunflower Seed (Commonly during daytime), Sunflower Seed Seed Packet.
- Changed all the recipes to use the new items added.
- Peashooters and Bellflowers will spawn near villagers.
- Puff-shrooms spawned from Seed Packets will now never expire after some time, no longer needing to spend sun for that;
- Gargantuar attacking Potato Mine will now receive damage;
- Now instead of using Minecraft's Explosion, a much simpler raycast is used to damage multiple zombies like how Squash does it:
- You will no longer hear a "Minecraft Explosion" sound or see small explosion particles for plants like Cherry Bomb.
- Removed the Plants' ability to heal passively;
- Changed Tangle Kelp's range to 3 Blocks;
- Scaredy-shroom's Spores now travel faster;
- Changed delay of the Raycast done by Sun Producers to reduce lag;
- Added delay to the Raycast done by Amphibious Plants to reduce lag;
- Added Projectile Trajectory Prediction to allow for sideways moving zombies to still be hit in most cases;
- Zombies now will path through water instead of avoiding it, but only if the body of water has 1 block of depth;
- Zombies will now slowdown their animations when frozen and freeze in place when completely frozen.
- Fixed exploit where you can plant on a Lily Pad multiple times regardless of there being a plant on top of it;
- Fixed bug where Scaredy-shroom's Spores would sometimes float in place after missing a zombie instead of despawning;
- Fixed bug where Freeze and Ice status effect were not working correctly the first time they were applied;
- Fixed oversight where planting a Sunflower on a Lily Pad would not give you sun;
- Added Creative Only tooltip to items only obtainable on Creative mode.
- Added Snorkel Zombie
- Added Pool Gravestone
- Oversight fixes:
- Patchouli: Added Tangle Kelp to Enforce Family list
- Patchouli & Creative Inventory: Fixed Tangle Kelp order to be after Threepeater
- Texture Changes: Sunflower, Snow Pea, Twin Sunflower, Snow Queen Pea, Fire Peashooter
- Added Tangle Kelp;
- Changed Chomper Recipe
- Improved textures of Peashooter, Repeater, and Threepeater;
- All plant textures will be improved in future updates.
- Fixed oversight where upgrading a Plant that is riding a Lily Pad will instantly kill the Plant;
- Made Ducky Tube less glitchy.
- It still has the problem of not working all the time, but it shouldn't be too bad when it happens compared to before.
- Added Twin Sunflower;
- Added Pirate Seas themed blocks;
- Overhauled Sun-Producing plants;
- Now they require a new Zombie to be nearby every time they attempt to make Sun;
- Removes potential for infinite Sun making, and forces the player to deploy Sunflowers to the battle field.
- Tweaked Spawn Rates;
- Added a new Sunflower skin;
- Modified First Day and First Night tips on the Almanac;
- Fixed bug where Ice-shroom would not Freeze Zombies the first time it has been used after logging in.
- Fixed Squash doing the "Hum?" sound if there are multiple zombies nearby after squashing;
- Added Pirate Seas backdrop to Threepeater's Seed Packet and Almanac Entry;
- Fixed weird edge at the top right corner of Upgrade and Premium Plants' Seed Packets;
- Fixed typos on Wallnut's and Lilypad's tooltip. ("Enforce Family" > "Reinforce Family")
- Fixed the issue where a plant on top of a Lily Pad had limited visual rotation.
- Added Ducky Tube.
- NEW PLANT: Added Squash
- Increased Cherry Bomb's Targetting Range to 12 Blocks.
- This basically makes Cherry Bomb an Instant-Use Plant if there are zombies nearby, while allowing the player to keep it around if they want to.
- Right-clicking a Puff-shroom with a Small Sun prevents it from dying by age. Nerfed Dying Time to 2 minutes.
- In the same idea of allowing the player to keep their plants, you can now have Puff-shrooms linger forever. If you wanna have a lil mushroom friend, you can now :)
- Improved Hypnotizing logic.
- Hypnotizing is now much smoother and instanteneous, instead of the awkward mess that was before that. Sometimes it delayed the hypnotization and made hit noises, no more.
- Added Roof and Sand Tiles and reorganized the Tiles tab to be in order of chronological game appearance.
- Added Snow Queen Pea and Ice Spike Projectiles to the Plants creative tab.
- Plants will die if standing on top of a block that is not a full block
- Added Lily Pad
- Known Issue: Plants have limited rotation on top of Lily Pad. Shouldn't affect gameplay. Low priority to fix.
- Improved Zombie Spawn Rate from Graves
- Added Snow Queen Pea