#[Discontinued] LethalMin (LC Pikmin Mod)
1 messages · Page 3 of 1
and also the "___ ore"
havent tested this but i will when i can
Because Pikmin cannot pick up items that other entites cant pick up.
Mabey the mod maker made it so entites can't pick up the items
What if those scrap were made with the cannot be picked up by entities option
Because you can set that
thats what I said
Whoops
it's alr
idk coding so idk but from a non-programmer perspective, i think it might be whats happening
Is some of the other RuneScape scrap picked up by Pikmin?
Or is it all scrap from the mod
idk i have so many mods idk which ones are from runescape but so far none of the ___ stones work
It's news to me
i do have acess to my pack just not loading yet
For example, Pikmin cannot pick up the lamp because zeekers made it so that enemies cannot pick up the lamp specifically
i have added a few at the bottom everything from "shiphomedecore" was added since, heres the code 0192c6d1-4809-c0b9-ac17-78d790ac7418
I'm glad lethalmin is cool.and good
Now I shall tweak my mod pack cause bad code
Grr
Make me mad
wdym
I never knew enemies couldn't grab the Fancy Lamp
wow
So uh a somewhat of a issue
Biodiversity and the locker gotta go
If you die like in a pit inside the interior with 100 pikmin your game shatters and lags HARD
I'm guessing all pikmin are teleporting outside to run to their onion
what issue are they causing rq bc i have them in my pack aswell
Biodiversity is just... It is broken atm and is screaming at me about quick sand and idk why
Also when it spawns in a wax soldier the thing gets flooded with errors
And the locker they broke the code
yes, turn him off via handler
rushed a release and didn't properly make sure it couldn't spawn
dang
There's a new issue recently regarding quicksand?
it's literall just a model
never heard of that
If you wanna pick it apart @hexed olive
There were so many errors today
My jaw dropped to the floor
srry offtopic but i lazy, whats the mod that adds the android that mithzan used
Android?
What's it look like

yellow and grey
Is it female looking?
ye that one
just curious gonna add it anyway, does it add anything else
It looks like a thing from Ultrakill tbh
Oh my God
PLEASE BE CAREFUL EITH THAT MOD
It adds so much shit

oh
What does it even add
like bad (nsfw like) stuff or just a lot?
oh.
You're talking 2 new weathers
4 new enemies
An android
Some weird INFESTATION OF MOSS OR SOMETHING
MONEY YOU HAVE TO STORE IN A BAG
thats not that much, my pack has 20x as much on its own
A lot
oh ok phew
the ones with random scrap inside
I think so
The only thing I care about in that mod is the shockwave gal
true
ill be headed out for a bit now cya
I remade 251 orange pikmin in pikmin 4's style.
@tiny sable
Tested
If a pikmin is on quicksand and you try to pull it
The game cant tell
Is that the only thing that happens?
I think thats a vainlla thing, I can't really do much about that.
Alr good to know
fun fact: orange and bulbear pikmin are in my pfp (that i drew half of myself)
and my pfp has a bigger version (two whole pictures) that i drew all but the basic 1 thruogh 3 types (no bulbmin or puffmin)
(these)
I think I just unintionally fixed the moon issue.
If you didn't know, there is a bug where some custom moons broken on multiplayer.
The console only logs that gameobjects are being destoryed on the client side.
My theory is, on the pikmin item function, there is a method that checks if the root item is null. If it is, then destory it. The issue is caused due to the fact that the client is also running this check, when only the server should run it.
So, because Level Generation can be weird on some moons, the game tricks the mod on the client side into thinking that the root object is null, which destorys the object on the client side, which then stops the moon from loading.
Is that why some moons didn't load?

There might be a problem with Pikmin attacking Butlers
Quote Balrog couldn't get a Bulbmin to latch on one at the end of his stream today, and from my testing Pikmin followed, never attacked, a ScarletDevilMansion Maid (Butler derivative)
I'll look into it
I'm planning on making a sperate API mod just so it is easier to make custom pikmin types.
when i first played lethalmin i managed to fight a butler with pikmin, but that was on the first version (and the butler also got stuck i think?)
@tiny sable sorry to ping but whats the internal name for each of the types (so i can blacklist shockwavegal from code rebirth from being targeted)
nvm (sorry for the ping even more now
yo sometimes sprouts spawn EXACTLY where the onion does
You would also need to code it so then they are balanced to where they take the most direct option to the ship without it being too overpowered
You know a blacklist for who the pikmin attack in general would be good because I want to make them not attack the clownfish from surfaced
Also maybe a config to just dismiss pikmin on death, or even kill them if the leader dies. Could be a quick way to avoid lag
Every type goes under the same name internally just, "Pikmin".
The game also makes the pikmin dismiss on death, But it's not very optimal so I'm going to recode that a little later.
yeah it lags like crazy when you have 100 pikmin do that
I was thinking the same thing, that will be in 0.1.6
Awesome! 10,000 pokos to you
yesterday i tried making the rock pikmin
i didnt work
honestly i had no idea what i was doing most of the time but when i pressed build at the end nothing happened
wdym nothing happened?
like LethalMin just didn't load the assetbundle or nothing got built
no the file didnt appear
i pressed build and the folder stayed empty
i probably did something wrong
did the unity console log anything when you pressd build
like i probably did not put the model together correctly
yes but i forgot
i can try in like an hour
okay
That is both a good and bad thing considering the IP
Yeah not gonna lie I’m nervous about that
But it’s cool your hard work is being recognized!
there's tons of other nintendo mods it'll be fiiine
i pressed build again and it worked

i will see if it works
i need to find a rock pikmin first
and i dont even know if it works so i might not find one
did you check the console to see if lethal min loaded the rock pikmin?
what would it say if it loaded it
when you first open the game, it would say something like "Loaded bundle: (bundlename)"
say this
[Info : LethalMin] Loaded bundle: rockpikmin
[Error : LethalMin] Pikmin type with ID 0 Rock Pikmin Pikmin has no mesh prefab, skipping registration!
how me fix
did you assign your mesh Prefab to the pikmin type scriptable object?
i didnt
i did now i think
i will test again
i dont currently have a sprout so ill get that later
[Error : LethalMin] Pikmin type with ID 0 Rock Pikmin Pikmin anim path does not contain an animator, skipping registration!
it says this now
did you put an animator componet onto your mesh prefab?
currently, (this is subject to change) you need to also input the path to the animator in the prefab.
You can do that easily by using the GetPath.cs script
Now looking at is, it says " Rock Pikmin Pikmin anim path does not contain an animator" so you might have inputed the wrong path
yeah im gonna try something else
ok i think i put the animator thing in the wrong place
lets see if it works
no error when opening the game
Jsyk, You don't really need to make a custom sprout because LethalMin just defaults to the default sprout and colors it to the Pikmin's main color.
ah ok
ill look for a grey sprout
because i set it to as a sprout
ok im installing lethal config and cranking the sprout spawn to max
i can do that right
i think
i swear i saw an option where i could

Honestly the rock pimmin look better like that
i have to fix the throw distance
Make that an option for the rock pikmin and just label it: silly rock
the leaf is textureless
he has no animations
but hes alive
i also need the audio
expect for the eyes the main model looks great
the leaf turned into a bud which is good
but the bud is also texturless
and i have to fix the speed because hes very fast compared to the others
Yeah sorry about that I forgot to change the defult speed after the stutter fix.
i will send the file if anyone wants to play with broken rock pikmin
But here is the default speeds of a red pikmin
my first step will be fixing leaf, bud and flower textures then ill fix speed and throw distance
its fine if hes t posing for now
it might be because his bones are like this
and i have no idea how to fix the eyes
the eyes seem to be just clipping into the body so just move them forward a bit in blender
i dont know if i can do that
the pikmin model is one thing
hes also growing a third eye
@tiny sable whats the default throw force?
this:
The whistle doesn't spawn from the dropship for some reason when bought
could you share your r2modman profile code
The issue might have to do with KawaiiBone.Remnants, but I'm not sure as I don't see any errors in the log
P-rip
0192ca91-c251-974d-af02-b3d8b6ce176d
Btw note, is the orange pikmin (i can tell your making it you put effort with le model) going to be an official addon or an update to the main mod
the textures exist now
i just didnt put them into unity
and the throw distance and speed are good
So just fix the eyes and its done?
Yes, they are going to be used as an example for when I remake the pIkmin type tutoial video.
for now i dont know how to fix that
Oki, also will it have an onion? Cant remember if they did in 251
the eyes that is
same for the animations
Speaking of 251, is that why the container is 251 credits?
i can make a better icon for the rock pikmin, add glow, add a sprout and get the audio
thats basically what i can do
I don't even think they could even leave caves.
Huh
i am going to send the new rock pikmin file
if you guys want to use it and are fine with no animations go ahead
Cant leave but they have an onion? Odd, (go with the onion logic pls i want the onion to have many colors)
Make it a config toggle if a Pikmin type gets their onion
im gonna be honest i have no idea how im supposed to get the audio of the rock pikmin
Possibly somewhere here? https://pikmin.fandom.com/wiki/Category:Audio
btw @tiny sable can we get a config (on by default) to give pikmin theit ghosts from pikmin 3 (and the creature ghost for bulbmin)
Yippeeee
there’s basically nothing on there
Idk then
i forgot to make them crush resistant so they will get crushed by stuff
Oh noes
Also make them stab resistant (knife)
And obv not latch (unless you already have)
i asked on the hocotate hacker server if someone could get them and i havent gotten a response
crushing resistance does not work yet
oh
or note if you have free time could you try and get the rock pikmin audio from pikmin 4
its fine if you dont have time or dont want to
The program I use to idntifiy the audio clips is a bit broken currently so some of the names are just numbers
thanks
also im pretty sure i checked the box that let pikmin use the container but the rock pikmin cant be stored
dubble check
Use an onyon
i would need the pikmin 4 model which i dont have
Oh i see, oof
Maybe note can help you get the onion model?
if he has time
You don't need the Pikmin 4 model as LethalMin will automatically use the Pikmin 4 onion
Ye
Oh cool, then how does the color work
i didnt know
also is it normal if the rock sprout appear red and not gray
It colors it based off the OnionColor input in the OnionType Scriptable Object
Speaking of onions, would be cool to config which game’s onion model is used
I forgot the sprout currently doesn't color itself based off the pikmin color. Input a material into the Sprout material at the bottom of the PikminType to fix that
(Also cant wait for whistle+ config/item update)
the pikmin 1/2 onions dont merge tho
Forgor
Oof
Well 3 would still work
maybe
because when its merged its not one solid color like in 4
so it could be complicated
Also, (in my opinion) pikmin types based on difficulty to add (low to high)
- Bulbear
- Orange
- Rock
- Ice
- Winged
- Glow
would you ride them and all
Use logic from lethalmon’s tamed eyeless dog
@tiny sable I think I got it to work (I disabled it to spawn on remnants)
but now its floating
Thats normal
Unless it always floats when dropped
i will try making a rock onion later
seems more straight foward than the pikmin
and i will try and fix the rock pikmins bones
that might make him move
The t-pose, ones greatest form of defence
i think i mightve removed his bones actually
so i will have to see how to give him some
WHAT DID YOU DO TO ROCK BOY
Broken bones
Oh lol
Oof
Nah thats just some chalk a kid drew on the rock before the pikmin embedded in it
i feel like there should be audio when the onion lands
I’ll probably make the Breadmin once the tutorial is re made
I still need to set up the project tho
It hurts my head 
the tutorial is good rn
Note said he was going to improve it I think
the rock pikmin should now make rock pikmin noises
i am going to attemp making an onion
@tiny sable can i make both the onion and pikmin on the same file?
i put them in the same file and they have both loaded in the console
Yeah you can
i can confirm that they make the correct noises now
i am going to reset my game until it says the rock onion has spawned and then ill find it
well
is it possible to make it fuse with the regular onion?
Oh dang
but it was easy to add which is cool
Did you change the alpha values of your pikmin colors in the unity editor?
also i just realized rock pikmin have a purple flower
Because if you don't then it will be transparent like in the photos
i forgot to do that for color 2
color 1 was at 255 tho
from looking at the options i dont think i can
Create an Onion Fuse Rules scriptable object
and put the onions you want to fuse in the compatible onions list
I don't think there is an easy way to do that currently
still no work
i set the alphas at max and yeah theres nothing in the onion ui
Did you also set the alpha values of the onion type colors?
yes
dang that must be a bug, does the console log anything when you open the onion meun
lemme check
nothing in the console
Hold on, @wind torrent did you set your Rock Pikmin PikminType into the "Types Can Hold" list of your onion type?
i never saw an option for the onion settings but there was one in the pikmin type
where i choose the onion type
This:
oh
my bad too because I should have added a warning that tells you that the TypesCanHold list is empty.
Did you put in "Rock Pikmin" as the TypeName?
yes
Just put in "Rock".
Because, (In hind sight I have no idea what I made this decision) Lethal min parses the TypeAffix which is "Pikmin" with the Type Name in this case "Rock Pikmin" Giving you "Rock Pikmin Pikmin"
if anyone wants to play with it go ahead
the only thing missing is glow on it and animations
but theres the sounds and the onion
Guessing you can't replicate the damage done when tossed, since they can't latch in games
there is a theoretically way to do that, but you need to add custom scripts, and to do that you need to inject the custom scripts because asset bundle cannot contain scripts.
well i unchecked the box that says latch onto enemies so they shouldnt latch on but damage wouldnt work like in game
I found the glow
I'm not sure, did you set the PikminGlowPath to anything?
i dont think so
Normally you won't have to do this, but maybe something is wrong with the way the glow position is assinged. So set the PikminGlowPath to the path where the Leaf/Bud/Flower is parented to.
Btw note, do creators a favor if you can, make it so that for anims, its the same for all types unless overwise registered animations exist
Rigs can variy between custom pikmin types, but i'll see what I can do
Cool, was just a little idea i had to make it easier for people to make their own types
oh ok so i have to animate it
i thought the example animator thingy gave animations aswell
i have no idea how to animate stuff
it currently only gives the dependences for an animator :(
Btw note, how’s progress on the minesweeper going (orange, im going to use him to explode mines)
Speaking of which, pls make pikmin trigger big bertha and sea mins from surfaced,
so what would i need to animate to make it work
like animations for what
Throw, dont rocks have unique toss anims
I'm going to start working them in way later on because I'm currently focusing on more important things
Like vanilla stuff?
and i played pikmin 3 today
And oranges
You can make animations using unity's animator. After creating the .anim file, you can apply them as motions in the example animator. Also, make sure you create the animatons on the gameobject with the example animator on it.
yeah
and would the model need working bones to animate it
if i had to guess yes
yes
yes
I don't think I want my Rock Pikmin flopping around like a fish
I would have questions...
working bones as in bones that at least affect the model
i will try and create new bones for him tomorrow
because his current ones are sideways
hey pickle, what is your time zone?
Idk but i can just say im in australia (cant keep track of est, and those, like est is the only one i remember)
okay
Is there a way to make Pikmin spawn less frequently? (I want to make it a special treat to my friend group instead of a daily occurrence)
by going into the configs you can change the spawn chances for pikmin
1 is equal to 100% and 0 is equal to 0%
So if I set the outside spawn chance to 0.01 it would work (nvm I think it worked!)
This is an early version of the trailer animation. It was scrapped mainly because the sprout didn't use the actual pikmin model and was just a bodyless pikmin.
Was curious if it ever might be possible to move the location where the onion lands next to the ship. I use wideship and the onion sort of clips into the side xD
No not yet
Ah fair enough 👍 lovely work so far
Hell yeah!
it seems that a side effect of adding a custom onion to your save is that it removes all the current ones you have
on my save file i had all 3 but now i have none
Might have to start a new save
today ill try making a better icon for the rock pikmin because i just took one i found online
i will not attempt making animations for it tho
it says fixed whistle range but its broken for me
before the patch it worked fine but now it only whistle like on me
Change this value in the config, it affects the distance that the whistle can reach. This is what the changelog was talking about, and it might be causing your issue
To clarify, version (0.1) is mainly going to be focusing on bug fixes. While version (0.2) is going to be focusing on qol and other additions. Does anyone have any bugs with the mod currently that I could be forgetting about in this list?
Its sad that Pikmin can't grab SellBodiesFixed enemies bodies
why wouldnt they be able to?
prolly due to the way SellBodies makes enemies grabable
oh, i guess maybe they dont toggle isGrabbableToEnemies
verdance
Is that a new moon?
no it's a modded moon from LunarLights
What are you trying to show...
that a pikmin sprout spawned in a graveyard
It doesn't say anything for me https://thunderstore.io/c/lethal-company/p/LustrousLuna/Lunar_Lights/
MY BAD
😭
Are all 5 moons good?
I've only tried 2 but from what I've seen, prolly yeah
Nice
It seems like turning off the Halloween theme mod increases fps by a good bit, could there be an incompatibility there? I didn’t see any errors
Also does setting the object references refresh rate improve performance?
yeah setting it to higher values could improve performance.
is there any negative impact from that?
It could cause pikmin to not attack enemies that recently spawned in between the value you set it at. So for example, if you set the refresh rate to 5, pikmin cannot attack enemies within it's first 5 seconds of spawning.
This is subject to change
oh ok that makes sense!
i have it at 2.5 right now and that seems to help with stuttering. but i do have a lot of mods turned on
What where you doing when this started happening?
Did the console log anything while this was happening
i did not check
and i have closed the game since
next time it happens i will remember to check
you can get the logout put from your r2modman profile "AppData\Roaming\r2modmanPlus-local\LethalCompany\profiles\profilename\BepInEx\LogOutput.log"
for some reason i can not send it
i tried sending a different file earlier and it didnt let me either
do you have Dynamic Positioning turned on?
Could you share your r2ModMan profile code? This might be the doing of another mod
because I have never had this issue before
0192d07e-a6e9-7abb-48d6-f726c9225526
i also have my rock pikmin and i dont know if thatll be with the profile code
This might be due to the fact the Pikmin are attempting to move to a fire exit, but are unable to path to it. Try whistleing them off the onion and eneableing the Only Target Main config option if you're the host
crap
is the path to the main entrance blocked in anyway? Liked lock doors, closed securety doors ect
Nope
@tiny sable
Uh...
New thing
Again.
Every once in a while
I can't throw or use whistles
It's happening alot and there's no errors.
ive had something like that happen with a flashlight
hey so an issue i ran into was sometimes we could not throw pikmin and would have to restart the round. here is my logs. I think both times it happened we had the toystore interior but Im not positive on that
2nd one is the client
When we reloaded the lobby we could throw them again
Ok
That's two of the same report
Rest in peace...
The issues might be occurring due to these errors
I'll have to look into it more to be sure
What was exactly happening when these issues started occuring?
its not saving inputs and usually happens at least in my testing when either player (2 player lobby) dies or round set, but inputs reset the moment you close the settings
referring to the whislte thing also happening at the same time
I must have broken something when I added input utils and mod data lib save and didn't catch it because I forgot to test multiplater when after 0.1.6
otherwise the mod is amazing so far
even with the bugs
It even inspired me to make a end of day/results music mod for when the ship takes off
changing the keybinds and then closing the menu restores the original keybinds functionality
reordering the whistle makes them work for the round
It seemed to happen as soon as we landed the ship on a new moon, basically round start. One or two rounds would be fine, then another round we couldn’t throw
I’ll test out the throwing stuff soon!
Also thought I should mention, over all the mod was a huge hit with my crew
One thing we agreed on though, could we possibly add a config to store bulbmin in the ship as well? They’re just the best
Will test in a few
I like bulbmin not being stored but wish i could decouple the spawn rate from whites/purples since they are kinda op compared to pikmin
it seems that i am no longer able to throw pikmin
Btw (been an issue since the start) the wider and 2+story ship mods floor extensions dont workk w this
wdym by dont work
The pikmin go to the backrooms
(They noclip throuh it)
doesnt happen to me
Odd
Do you use 3 story config and do you use em both together
i do not use 3 story config
So its that or some random other thing in my pack
Btw note pls make pikmin put bees on the railing
but yeah the bug im having is that i can’t throw them so pikmin are useless
Oof
i might just see if i can use the previous version
0.1.8 came out today
In the last 13 hours? (Came off that long ago)
it was 4 hours ago
Oh ok, yeah idk then
if it works with the older version then i should probably ping note to let him know
because not being able to throw pikmin is a big issue
@tiny sable cant throw pikmin on the latest version
no idea why
did you change the keybinds using input utils?
they dont seem to break on death now, but they do still revert to original instantly
could you show a video of this?
ive had them set to the regular numbers and i decided to just reimput the numbers but i did it after i downgraded
no idea if its the downgrade that fixed it or that i reimputed the keybinds
also a config option that would be really nice for the future would be being able to keep your pikmin when you die
for example you die and had like 50 pikmin and you lose them
i think you lose them atleast
did you get the console output
I added a null refernce check in the throwing system so mabey that will fix it
I can't seem to replicate it myself, even after changing the bindings using input utils
in the end it might just be linux
because i use linux and sometimes it likes to do stuff i dont understand
well other people are saying they are having the same issue so it might not be linux
ah
i tried making a better icon for the rock pikmin
old one was this
i basically just removed all the detail
i will add it in later this week
and will fix glow at the same time
so you could throw pikmin before this error?
Yeah
What was happening that could have caused this error?
I mean... I died?
Did any pikmin die aswell?
made the stem color look more like its supposed to
also am i allowed to post it on thunderstore once im done
yeah, go for it when you are ready!
Uh....
No
Since it was a thumper
And it's 0.1.9
can you show me your LogOutput.log file?
I'm gonna do a round and see if it happens again
If you can, could you also record your game play
Ill try
Because I have never seen this error even happen.
Wow, I haven’t even set up my project yet and you’re already almost done! Good job.
im not done
I fixed it
i should be able to make animations this weekend
Larm, did you die when the issue started happening?
That’s not good since we have bunk beds revive
so it did work for the first round but it seemed like on the second round we couldnt use the whistle/throw pikmin. i tried ordering a whistle and it did work as far as whistling and dismissing pikmin. but still couldnt throw. at one point i changed my input in the keybinds and it worked for a little? but not consistently. I did not keep track of when it started as far as dying though. Ill keep track next time. We use the intern mod that allows you to respawn. Im not 100% sure but i think we respawned with that on the first round and could still throw them
first log is host second is client
this client is significant too because when the whistle started working again it worked for everyone except this client, which was weird
i can test tomorrow to see if its after we die/respawn
Weird...
Yeah quite strange
I have an idea but i'll have to test it...
in version 0.1.6 I added this method, so maybe it could be causing the issue.
Also, try playing with input utils off and see if that affects anything
Great news, I was able to replicate the glitch.
Infact, I was able to replicate exatcly what larm is describing here.
It seems the glitch is triggered when all players die and or the ship leaves.
Not when players die in general
Yeo
Yep
from testing, nothing gets logged to the console when this is occoring.
Meaning that I check is preventing the pikmin from being thrown...
Or something messes up when the ship leaves with multiplayer
It's definitely new
Also people keep mentioning this happening?
what is exactly happening here?
that is a
great question
it looks like that parenting thing that the cruiser uses to keep people on it
So it seems like death does not have to do with the issue at all.
Instead it just has to do with the round ending
hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
Makes sense because it was always working the first round! Something about the round transition in multiplayer
does anyone elses keybinds snap back to defaults when changing them? Could it be tied to that?
nvm the glitch gets triggered when at least one player is dead when the ship leaves.
So if only one player dies and gets revived before the ship leaves, the glitch won't occur.
So... It is death???
I'm not 100% sure, as my testing has shown inconsistant results
*0.1.6
*0.1.5
I'm 40% sure I fixed it now
Don’t bring 100 Pikmin onto Artifice (we ended with 29 Pikmin due to Old Birds)
They were too slow to make it 
yeah i learned about the existence of artifice yesterday
i should not have gone there
i bought the game a week ago
this mod has somehow almost singlehandedly got me back into pikmin
It let me combine me 2 favorite games
LethalSnap is now one of my favorite mods
I didnt know there was updated version (the one i got was from the content company pack
So now when testing we can still throw pikmin on the next round. Client has issue where the steam input we mapped to our controller doesn’t work but the keyboard inputs still do!
Also, Tesla gates from piggy’s variety mod kill yellow pikmin
And liminal pool rooms interiors water does not drown pikmin
Also seems like client can hear my pikmin/whistle from any distance
I will send their logs soon
Is the client using InputUtils to map the controller buttons? I'm not familiar with steam's input mapping.
Forgot to add in Piggy's Variety compatabilty
There is nothing I can really do with that because the water in pool rooms is not registed as actual water in the game.
i have a suggestion for a qol of life feature that could be added once bugs are done being fixed
https://thunderstore.io/c/lethal-company/p/WarperSan/ShipInventory/ found this mod and it would be cool if pikmin could automatically put stuff into the thing
so the steam input is weird because it basically should just go off of what the keyboard input is. so maybe it is something on our end with that
you should be able to just set the controller input in game
The only reason we bother with the steam input is because you can do things like set button maps like double presses and long presses to give more options
Can we get vr interactions where you actually have to grab their stem and throw (you tont have to time the release tho, the throw motion is the whole input for the toss) #1220079731957960855
mabey in late 0.2
YIPPEEE
Also unknown incompat causing two/three story and widership floors to let pikmins noclip
when thrown?
Yes, and also they have trouble (by the seems of it) to go through the melanie furniture doors
I say by the seems of it as they could just not fit
I'm not sure if I can do much about that because the NavMeshes on the ship mods are kinda weird and causes the pikmin to have glitched path finding.
Understandable
They can walk on it but noclip when thrown on it
(They can follow me)
Also i have the container set on the second floor of it
Also i gtg
Like when I was on exp and went up to the second floor, the pikmin went outside of the ship and nocliped into the second floor.
ok
Btw what is the error with pikmin and the bees/red locust? Should I blacklist then in the config or something?
Currently there is an issue with the bees spamming the console with errors that Pineappleguy told me about that I'm not sure how to fix yet.
That and the fact bees don't attack pikmin on the client side
Actually, I temporarily removed the hoarding bugs and bees ability to attack Pikmin until their issues are fixed
Ok so in that case it sounds like I should just leave the config alone
should i try that with mine
i have the pikmin plushies on a shelf in my room
i need to get them all
Did White Pikmin never do poison damage when eaten?
I forgot to implument that
Dang I though they have
That’s why like 6 whites got eaten by a spider and didn’t die
hmm, spore lizard puffmin
That’s a good idea. Or spore lizard poisons all but white
Producing pikmin, as in pellet posy existing? Also this likely would also mean getting a onion that onion will produce starting pikmin? This would make 0% outside spawn viable.
As in allowing pikmin to carry dead enemies to the onion to create more pikmin
Do you know if Lethalmin has incompatibility with LategameUpgrades? LGU is the only mod I have that plays with the dropship and scanner, and while I have Lethalmin enabled both don't work properly, EG. we cant open the dropship and it just sits there forever, while the scanner shows nearby things but not where they are
idk how to read the logs, but I have a log file in #help-and-troubleshooting that you could look at to see if its that or something else
I've played with LGU before and I have ever had this issue. Are you positive that this issue is caused in part by LGU?
I am not, it's just the only mod I have that im aware of that does anything to the scanner and dropship. I can post my modlist, you'll know better if theres anything incompatible
Try playing with LGU or LethalMin disabled to see if that fixes the issue
disabling lethalmin does fix the issue, i'll try the opposite now
yeah, scanner works properly only if one of them is disabled
Yep tried again, its having both enabled at once that seems to be breaking it
Noticing that Yellow pikmin dont like attacking unless they can latch onto a thing
do u have a public repo? interested in seeing how you do pathing, i dabbled into it a bit and am proud of this lol https://github.com/XuuXiaolan/CodeRebirth/blob/main/Plugin/src/Content/Unlockables/ShockwaveGalAI.cs#L504-L552
Actually it's more of a determine system that tells the pikmin where to go. The mod uses unity's AI Pathfinding, I should have been a little more clear on that.
https://github.com/NoteBoxz/LethalMin/blob/main/LethalMin/PikminAI.cs#L2565
How good Pikmins path finding is
Like if there’s a rock, they’ll go around it in a pretty big circle
Seconds
But if you have it higher, it makes its AI steer away from obstacles better I think
Idk tbh
I can't explain it well but here, The Level of obstacle avoidance between pikmin. HighQualityObstacleAvoidance Enables the highest precision so pikmin are better at avoid obsitcles like doors/other pikmin. but has the Highest performance impact. NoObstacleAvoidance Disable avoidance. Meaning that pikmin will just clip through each other and other obstacles.
How do you throw Pikmin, and how does the whistle work too?
I haven't played much of Pikmin 4 yet, and last time I did was a while ago, so I forgot.
Throwing is '4' I believe and the whistle makes them stop what theyre doing and follow you.
Thank u, and one last question:
Since I'm unable to register LethalMin keybinds in-game, does the mod recognize the words like mouse1 or mouse4 in its config?
Probably
or it’s M1
Dang lol
There should be a config for the pikmin's general speed, not when they're just carrying something-
@tiny sable BRO, THIS IS PIKMIN, NOT FREAKMIN. WHAT DOES HE WANT FROM ME?? 😭
Alright so I disabled lethalmin and re-enabled LGU and... the problem is happening. so im thinking its LGU or something else entirely somewhere getting angry
had like 40 mod updates today so who knows what it could be tbh..
Another QoL thing that should be added is that when you have your pikmin throw keybind set to the left mouse button, that it gets disabled when you pause the game.
So you don't accidentally send pikmin into Atlantis when dilly-dallying with the pause screen.
Lol their navmeshagent could do with a small stopping distance
Who up pikking they min rn
whats that blue bar?
Oxygen
I died to drown bc i tried to do the 150 skip with the candy
doors!!
I didnt even know that line was real until i drowned lol
the candy modifer is honestly so goofy i love it terminal velocity is the best...
When you trip while running:
true..
for purple white and blue they were brought into the submerged castle
red and yellow probably heard the stories
Yea, that's normal.
Roof...
How do you use onions?
Peel em first
No, pikmin onions.
Stand under the light and then press E
Yes, I know, but how do I depost/take red/blue/yellow pikmin in and out of it?
Click arrows
Aight, thanks.
Do onions not persist between days?
Our three onions just disappeared.
Nvm, I'm a dumbass.
The mergening
Yeag
Are any custom types out yet?
Just purple, white, and bulborbs so far.
Btw, little critque: The hud shouldn't be super saturated as it is, and also looks a little too static and out of place.
It'd look nicer blending in with the rest of the hud by being more dull and glitchy, or at least segmented.
I said custom, those come with main mod
o
I mean like orange (made by main mod developer, unreleased, and separate) and rock
my rock pikmin don’t currently have animations but they work
i will be working on those this weekend
once it’ll be finished you’ll be able to find it on thunderstore
if anyone wants to see what the rock pikmin looks like i made a video where i used them https://www.youtube.com/watch?v=uMwWjudlmAQ
Custom pikmin that I made using the LethalMin mod
LethalMin:
https://thunderstore.io/c/lethal-company/p/NotezyTeam/LethalMin/
he relakz
I suspect that the discombobulator might hurt Pikmin, and that fast hands probably wouldn't work with the sprouts, but I haven't tested them yet
I just find this image to be funny
What even happen
I pressed alt-f4
Telefraging a purple Pikmin crashes Lethal Company
Is there some sort of failsafe for pikmin with pathing if they keep swapping between main and fire exit?
While testing with logging, one of the packs I sent with an item got stuck spazzing out. Log showed they kept switching between main entrance and fire exit
That is an oversight, but for now, you should beable to fix that by enableing one of these config options
pikmin drowning, dying and whistling are global sounds. dying makes sense, but drowning and whistling can get a bit annoying with multiple players
wdym global sound
i suppose it means you can hear it from anywhere
can hear it from anywhere yeah
Dying is intinoal, but the whistles and drowing are mistakes
bees are ignoring pikmin for some reason
pikmin don't target masked, that's evil and wicked
the quota was hopeless, there was only one thing to do
Mimics control pikmin real?
i just found out turret can kill pikmin throught the wall
GET THIS FREAKY ASS MASKED OUTTA HERE
does it really matter if the game is being quitted?
Like, does it affect anything else when re-joining
Ran into an issue that I can't seem to reproduce consistently in multiplayer, occasionally when restarting a current save the whistle's "circle" will be stuck at the feet of one of the rejoining players. There has been some updates released since then so perhaps it's fixed but I would like to document regardless
Gotchya appreciate it
pikmin won't target enemy corpses from sellbodiesfixed
Prolly due to the way sellbodiesfixed makes dead bodies grabable
Like I've said, I will be implumenting my own way of making Pikmin grab enemy courpses in 0.2.0
ah
So masked are the ones with puffmin
Good to have puffmin but doesnt make sense its masked rather than spore lizards and even biodiversities protatox
Spore feels more like poison enemy
But it is called SPORE lizard
Mushroom is grown spore
Fair
Also mask do infect as well so
Yeah
Maybe mask can infect your pikmin?
when u told ur pikmin to carry the mask to the entrance and come back something wrong with that pikmin
Yep, thats how it will work. Masked can whistle Idle Pikmin which will turn them into puffmin
is there a way to store bulbmin?
also, in bestiary. there's still "???" about bulbmin
no :(
I coulden't think of anything to write in for Bulbmin
Dude this needs a slight rework unless you intend for them to be essentially soawning with puffmin on them in some maps
Maybe the deal 2 damage every 1 second
And latch onto you
but also die in like 30 seconds
Im talking abt how they get puffmins
ohh
Bc if a mask instaspawns it basically spawns with puffmin
(Pikmin spawn fairly frequently inside on modded moons/interiors)
Oh so Puffmin will spawn with the Mask when the mask spawns?
essentially because it will be able to instantly whistle nearby pikmin upon its spawn
Ok
Havent even tested it just have a gut feeling thats going to happen
(And reason to think so)
Thats also a good idea, having them spawn with puffmin.
Oops missread, A way to rework this is to make it so pikmin can only be turned by masked if the pikmin has already interacted with players beforehand.
Similar to maneaters crying for longer unless having interacted with a player
Entry should be, “man’s best friend” lol. Btw any plans to add a config to allow bulbmin to be stored?
maybe
I could do a real quick sigurd log for Bulbmin
cause I'm bored
If you want me to
@wind torrent I found someone using your mod, first video I saw of the rock pikmin
https://www.youtube.com/watch?v=pmxm5xm513k
Pikmin in Lethal Company in Pikmin in Lethal Company in Pikmin in Lethal Company in Pikmin in Lethal Company in Pikmin in Lethal Company in Pikmin in Lethal Company in Pikmin in Lethal Company in Pikmin in Lethal Company
Anyways I hope that thou may or may not enjoy this vid where me and the fellas play some more of that Lethal Company but this ...
At 1:11
Do pikmin take up spawn power?
has more comp incompat been fixed
Has someone mentioned an idea for linking types to certain types of planets? Yk, blue pikmin from march and on rainy days, red pikmin on the harder moons, and those particular moons would be the only places you can see an onion spawn
(Also an option to have naturally spawning purple and white onions would be cool for a future update)
YOU GET HIM NORMAL EMPLOYEE
for some reason i cannot get enemies apart from old birds and giants to eat pikmins, make it so enemies chase the player but target pikmin for attacking (unless the player is in attack range)
why so 𝓕𝓻𝓮𝓪𝓴𝔂
dont see them at 1:11
dont see it
Wait
I think I mixed a purple Pikmin for a rock one
It’s hard to see the difference in the dark
Mb
No, due to the fact that there can be 100 at a time and (i think) the highest spawn power of a vinalla moon is 70.
note how do i start animating stuff in unity
because i still need to add animations to the rock pikmin
In this Unity 3d tutorial we are going to create Simple Animations by animating property in the Animation Window of Unity 3d. We will also learn to create keyframes and animate a Unity Gameobject over timeline.
Subscribe to TechWorld Plaza on YouTube:
https://www.youtube.com/@techworldplaza
Unity 3d:
https://unity3d.com/get-unity/download
#un...
thanks
Also with the bodies
For 2.0
I assume only Pikmin can pick bodies up?
first ill have to find how to move his bones
because i can move them in blender but not in unity
Depending if you have SellBodiesFixed installed
IT'S MY BIRTHDAY TODAY!!! happy birthday pikmin ;~; ily please don't die!
#pikmin4 #lethalcompany #silly
W
im making a shitty walking animation and ill see if it works in game
i think more enemies should be able to shake off pikmin
if you throw a single pikmin at a bracken i think it's doomed to die eventually
oh god there's videos with titles like this with lethalmin
atleast they credit the mod
so now the rock pikmin should walk
i think
it probably wont work
holy crap it works
aaaaah
the video looks really crappy
Windows has built in recording software yknow?
Sigurds log for bulbmin cause I'm bored.
Bulbmin (aka bulborb pikmin)
Sigurds Danger: -100% (even more useful!)
These creatures are called Bulbmin, but their scientific name is Parasiticus pikminicus. Bulbmin look like normal pikmin, but seem to be a parasite pikmin that grown into a creatures body. I have found out that they are immune to fire, water, electricity, and poison. The only downside is that they cannot be stored, but you must leave them behind. Since you have to leave them behind, you can use them to explode landmines, or not be so violent. If you feel like going to a moon with all of these features, best idea to find Bulbmin fast to bring back scrap with ease.
Note from Sigurd: Rich just made us lose 13 pikmin by accidently throwing a Bulbmin on a landmine. Thanks, Rich.
Are yellow pikmin resistant to anything?
no, they're immune to electricity
Yeah, that's what I meant
all I remember/know is that they can't die to thunder
Pikmin don't do very hot in the Storehouse
They get hella stuck a lot
But I'm not sure if that's an issue with Generic, or NoteBoxz
I use the storehouse and they don't seem to get stuck very often for me
Well they added the mod to their pack/j
Fix the eyes make so no latch and bam
well they currently shouldn’t latch on
there’s a box i can tick in the pikmin settings
and yeah the eyes i have no idea how to fix
Maybe move them a bit forward in blender? Or if its a texture make them a separate model?
Oh cool, havent used it so didnt know
im gonna be honest i have no idea how to use blender really but the model and texture are all one thing
so the entire model is together and the texture file is for the entire body including the eyes
How did you figure out the texture so its positioned right
wdym
also pickle man i just realized we are in 11 mutual server which is just an insane amount
Oh damn
As in i struggled to make a png that fits right on a cone
i just imported the model into blender and the textures were on it
O, that makes sense
What interior is this?
storehouse by generic
Awesome thank you
im gonna be honest ive never seen that happen
when i was playing atleast
Your'e welcom
config
yeah
Little tip: Use LethalConfig for editing that while in-game
So u can see ur edits in real time, and find out what u like
Its just for one of my friends
