Description








For a quick test outside a defense, take a Garden Zombie Spawn Egg from the Creative inventory and use it to spawn a Garden Zombie.
Garden Defense turns a prepared lawn into a five-wave survival challenge. Your plants attack Garden Zombies automatically while Sunflowers produce the sun resource used by the guide menu.
A defense begins at your current position. Garden Zombies approach from one side in several lanes. If a zombie reaches the center of the lawn, the defense ends. Clear all five waves to secure the garden and earn rewards.
Your action bar displays:
| Plant | Function |
|---|---|
| Sunflower | Produces collectible Sun items during a defense |
| Peashooter | Basic ranged attacker |
| Snow Pea | Fires stronger icy Pea volleys |
| Repeater | Fires faster and deals more damage than a Peashooter |
| Repeater Prime | The fastest, strongest repeating attacker |
| Potato Mine | Fires a slow but heavy Pea volley |
| Wall-nut | A sturdy physical blocker that slows the zombie advance |
Garden Zombies are hostile undead with 20 health and a 3-damage melee attack. They can climb, move through water, break doors, and burn in daylight. Outside a defense, they can spawn in dark monster-spawning areas on Easy through Hard, generally in groups of two to four.
Use the Garden Defense Guide and choose Start defense. Starting requires at least 20 sun and:
You can only have one active defense at a time. If a defense is already running, opening the guide shows its location instead of starting another one.
Place plants at the same height as the lawn center and no more than four blocks away horizontally from it. The defense checks the full 9×9 area around the center.
Plants do not need to be aimed or activated manually. Attacking plants automatically fire at Garden Zombies in the defense area. Each plant’s attack uses one Pea, so a large number of plants requires a large ammunition supply.
Wall-nuts are the exception: they do not attack, but their collision makes them useful for creating a barrier between the zombies and the lawn center.
During a defense, each Sunflower produces one collectible Sun approximately every five seconds. Walk over the dropped item to collect it. It is converted into 25 sun and removed from your inventory automatically.
The tracked sun total can hold up to 999 sun. You can also craft a Sun item from a Sunflower:
Use the guide at any time to open these options:
The plants and guide can be taken directly from the Creative inventory. The following recipes are also available:
Repeater Prime is available directly from the Creative inventory. Plant blocks can be mined and collected again, allowing you to rearrange the lawn between attempts.
| Plant | Damage per volley | Firing interval | Pea cost |
|---|---|---|---|
| Peashooter | 1 | 1 second | 1 |
| Snow Pea | 2 | 0.9 seconds | 1 |
| Repeater | 2 | 0.8 seconds | 1 |
| Repeater Prime | 3 | 0.5 seconds | 1 |
| Potato Mine | 4 | 2 seconds | 1 |
These are automatic volleys, not physical projectiles that you need to aim. More plants of the same type produce more volleys, but also consume Peas more quickly.
Sunflowers and Wall-nuts do not consume Peas.
Each wave sends a larger group of Garden Zombies toward the lawn:
| Wave | Garden Zombies |
|---|---|
| 1 | 4 |
| 2 | 6 |
| 3 | 8 |
| 4 | 10 |
| 5 | 12 |
Zombies enter from the approach side and cycle through five lanes. After a wave is cleared, the next wave begins after a five-second break. The defense is complete once Wave 5 has been cleared.
A Garden Zombie reaching within roughly 2.5 blocks of the lawn center defeats the defense. Zombies spawned by a defense are removed when the defense is reset, lost, or won.
Clearing all five waves:
The rewards are shown in a Garden secured message after the final wave.







Download the mod and follow the step-by-step installation guide.
This mod is licensed under the CreativeMode Mods License.