#[Discontinued] LethalMin (LC Pikmin Mod)
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Mods, crush that guy's skull. Thank you
What if they accidentally bump into an idle pikmin and it goes into their squad
AGREED
They drown it

This is a reason to friendly fire them
@tiny sable
BTW
Uh
Can we have compat with Wider Ship mod?
They kinda just go through the walls
I'm gonna add more config options that allow you to affect where the onions go when they land on the moons in the next update
in another mod
very cool
is there going to be a more expensive pluckophone upgrade?
ooh, is a mod for pikmin critters planned?
I suggested this and they said they liked it
oh, also
What about the hitbox?
playing with cassette tapes, and the cassette replaced the whistle item
and now we weigh 100 pounds
Awesome!
Will obv have direct compatibility
Was it a fresh file or a continued save?
Btw what mod adds
well if u play in continued save while installs mod that add new items, there's chance ur current items in ur ship will get replaced
I swe- oh that makes sense
Can confirm from experience
Also
My store is shifted by one
Like i buy wallet but it gives whistle (for example)
thats more a problem with wider ship mod i think, assuming pikmin only use navmesh ( @tiny sable can correct me if im wrong)
fresh
Ok Ok
Good to know
copilot
it seems copilot knows of a pikmin 3 deluxe port for windows
yo thatโs my favourite video game
lethal the lost chapters is really good highly recommend
It'd be cool if they can latch onto you, but this works too
Maybe a config for that
Just seeing mask hurl puffmin at you is going be new ptsd
Question, which pikmin do what?
Red is immune to old birds flamethrower + higher damage
Blue is immune to flooding ig?
Yellow immune to bees + stormy weather
White ??
Purple (just 10 pikmin)
White poison enemies when eaten
I know what they are in the games, just wondering where the snethal overlap is
Ah, so it does function. I assume its 1 whole damage and not the typical 0.05 damage a pikmin deals?
I think Notebox hasn't coded in White Pikmin poison when eaten damage yet
Thats what I was asking, functionally I mean
wait, old bird can't eat red?
Old Birds can't burn reds, although they can blow them up with missles
It was a showing in the trailer, where red was flamed and they survived
They should add a special thing for blues, since blues don't actually do much
I mean
purple have 10 pikmin strenght
Should add a speed multiplier on rainy and flooded days
no wonder why they get totured every Pikmin game
Blues are my fav in pikmin
also, bulbmin immune to almost all
but u can't store it
I think in first game blue did save drowning Pikmin then that logic was gone for others
You can, in the pikmin container
You can't I've tried
mine only have option for white and purple
Same
Oop, sorry I misread
Note should make blue able to save drowning Pikmin
Still thoight you were talking about purples
it's like in the game
First game I didn't really like tbh
note should sacarfice blue pikmin to the bulborbs
Played it once, maybe twice and never picked it up again
I once lost 70 pikmin to the Empress Bulblax
But nowhere near the baby difficulty of hey pik and pik3
Empress came from pikmin 2
The OG "I hate my players" game
The Empress Bulblax is in Pikmin 4 too
1 is difficult because its dumb, jank and has a time limit
yeah, I've heard how janky it is
2 is difficult because it fights you as you try to play it
Two completely different sets of difficulty
4 is difficult because it takes out the jank of 2, and presents a bigger variety
Tho ngl, not being able to have 5 types of pikmin out on the field, that blows
Having 20/20/20/20/20 was my go to in pik2, but eh
Small price to pay for ice pikmin
oatchi what happened
"SQUID GAMES โผ๏ธ"
But yeah, consider adding special effects for pikmin that arent really represented in snethal, like blues sped up on rainy days, or bulbmin being more powerful indoors than outdoors, or adding specific enemies that have those traits
attempting to use pikmin 4's animations
WHERE IS HIS EYES
untextured
He will strike fear into employees
do we have a list somewhere of confirmed custom interiors and moons that the pikmin struggle too much with?
I know they hate Arelion so far
I think the Storehouse is not good for Pikmin
but also people are saying pikmin fuction on Storehouse fine so idk
I know they dont like the uhh... asylum or whatever interior. they see a lot of areas as un-navigateable
stuff like that we can just toss them onto something that they can walk on
I meant carrying an item
Well the pipes on Offense must not have the NavMesh that allows enemies to go across stuff
like the jumps in facility
yeah if it doesnt have a walking path for enemies, it won't function for the pikmin either.
those jumps in vanilla facilities actualyl can be used by the pikmin, i'm not sure if they can while carrying an item though
They can
The only enemy is Bunker Spiders cause they are coded not to follow that type of NavMesh
Most of the issues with pathfinding like pikmin not being able to path some where have to do with the navmesh and not the pikmin. Like the Nevien Reactor interior, Genereic Moons, Castle Grounds moon, and Mentration moon.
:Nosey:
But issue with pikmin going into walls/ded ends most likely have to do with the Pikmin's AI.
Well, is not being able to grab an item pikmin are carrying (thrown by another player) a bug or a feature?
Say a scenario where pikmin get stuck, the owner dies, now they'll be stuck forever (unless you have a whistle)
๐ป๐๐ถ๐๐๐๐
Unfortunate, but aight
Breadbug replacing lootbugs when
A sign when somthing like that is happening is when the Pikmin start "lagging" when moving.
On ScarletDevilMansion, Pikmin might fail to navigate those big rooms with stairs, getting stuck carrying items
[WIP] masked whistle
So like Moss but causes Pikmin to get turned into Puffmin?
Y
Moss got fed too much bones from Olimar
Did olimar put crystals (definitely sugar) on them?
maybe
Oof
WHAT HAPPENED TO HER
That fucking pink pikmin that I hate
Might wanna work on some time changes because hearing that while being chased will probably get annoying after a while
yeah the SFX are placeholders for now
Maybe you could use the SFX that cricket uses in pikmin 2 that possesses your pikmin
The Antenna Beetle (ใซใใใใ?, lit.: "Cave Cricket") is an enemy in Pikmin 2 which distracts Pikmin. Antenna Beetles use their roars to produce sounds of a particular frequency, which interferes with the Treasure Gauge and attracts nearby Pikmin, similar to the whistle. This noise overrides any commands issued by a leader, so the Antenna Beetle can...
Thats even more annoying lmao, I think something short like the "dismissal" sound from the whistle would be better
And maybe done only when the masked stops
Or when he grabs you
I love this already
attempting to make the project for my beautifal breadmin
Breadmin, bout time ๐ญ
YES
I finally got the unity project working
so I can now start following the tutorial video and yeah
hope my game doesn't shatter
oh is this normal or no
I pressed clear and its gone
but its saying LethalMin will not be loaded due to InputUtilties missing
oh so I need to add InputUtilties ok
tbh I recomend waiting for the Library Mod to release before making custom types. Because the Library's setup removes all need for setting up the unity project making it way easier to add in custom types. (That and the Pikmin Type scriptable objects from V0.1.x will become obsolete).
Oh dang, do you know when it'll release?
Alr, I've added a lot of the .dlls already tho so I might have to delete those
I like this idea, wouldnโt even need the whistle
so havent had anymore issues with anyone throwing pikmin! that seems fixed completely. I read in one of the changelogs that hoardingbug function and bees were restored. I enabled them in the config but was still getting errors. heres the logs
it probably shouldn't do it at all times, and only when it has pikmin near
yeah ik
Did you clear the entire EnemyAttackBlacklist config?
Oh no I did not
When taking Pikmin out of the onion the game still lags when they spawn
The bigger the number the worse the lag obviously
But like I took out 20 and I dragged to like 12 frames
how long was the lag in total
As soon as they all spawned from the onion the lag stopped but some of my friends kept lagging with Pikmin about
They have a shit pc and complain a lot
DeathTrigger test
the cube of death
Looking at the code of SellDeadBodies fixed, it does exactly what I thought it did. How the mod works is that it spawns in an item prop that entirely replaces the enemy's regular dead body. But despite this, SellDeadBodies makes enemy courses ungrabable to entitles which is why Pikmin cannot carry coupes form SellDeadBodies.
funnily enough i also think sellbodiesfixed sends unkillable enemies to a very far location, unrelated but funny
Yeah it does
Doesnt sellbodies have bodies for unkillable entities, i saw jester box and old bird core
Thats if you have everythingcandie
Ye ok
If i use that mod ill actually balance it by giving old birds 2x giant health
Then ruin it with instakill
A bypass to this is to just check if an item is a dead body, if it is, then add the Pikmin Item Node (The thing that allows pikmin to grab items) anyways.
Now pikmin are able to carry dead bodies
Im sure we all know where this is going
I say if making the onion making pikmin sprouts is too weird then just make them go in the onion like it does when there is too many pikmin on the field
hate when boulder spawn right in the onion
btw, i found out the numbers of pikmins from older save (even after the save file removed) carry over to new save file. for example in previous save file u have 5 pikmins, once u created new save, the game thinking u still have 5 pikmins
They prefer to spawn in the catwalks, and also get stuck on the catwalks until you go through an exit/entrance.
Like they cant leave em
I can fix the first one pretty easily, thought I fixed that before releasing but I guess I didnt lol - the second one I'm not sure what's the issue but I'll look into it
Its weird because they can get into the catwalks just fine, just not leave them
hmm do you remember which building variation did you have?
Now that im lookin at it I am missing AI nodes on my 4th version which looks like this
maybe this is the issue(?), if not then the issue could come from Pikmins being unable to use MediumSpace which my buildings use
They also shouldnt be able to spawn on catwalks since I'm using SpawnDenialPoints 
Yeah it looks like that, they favor spawning in those enclosed catwalks, only 1-3 spawn on the ground outside of them
hey not sure if this is related, but I had an error with lethal min and then i kept getting a this error spammed
this is what kept spamming:
[Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.Stack trace:SoundManager.PlayNonDiageticSound () (at <d491ed1d4cc34874a2498af41192fe04>:IL_0120)SoundManager.Update () (at <d491ed1d4cc34874a2498af41192fe04>:IL_0080)PlayNonDiageticSound
Never mind, seems to be SCP dungeon
A current issue is that puffmin most of the time latch on to the player just out of view so you can't really tell most of the time if a puffmin is latched on to you or not
Except for yk, the damage indicator
The timing | Lethal Company Pikmin mod #vtuber #gaming #lethalcompanygame #streamclips
I stream on Twitch, link on my page :)
Oh yeah! Epic
When the blue has a deathwish.
Do you shake your screen to get them off?
this clip doesn't end well
yeah
yeah?
Is there a way to set Onions spawning?
as in where they land or when they spawn indoors
You can increase spawn rate
Oh, there is a way in that case
Oh?
Create at least 3 empty game objects named "ONION_SPAWN_POINT_(number)" and move it to the positions where you want the onions to land on your moon
It's that easy?
Yeah
Dam
Nope, just an empty gameobject on your moon's scene named "ONION_SPAWN_POINT_(number)"
For onion spawn point 1
Uh...
So first
Like this
Secondly
Yep
Merged Pikmin bulb will spawn at POINT 1?
Yes
Ok!
OH
This is super SUPER dumb thing
Basically
The Blue Bulb Spawns where that grey one is
Can you like? Put a spawn point for a bulb
Or do you think that's too much

Unfortunately not yet, you can not set Onion Spawn Points for specific Onion Types.
Im planning to do that
I am unsure if one can force spawn item though
Imagine you can only reach the scrap on top of this stump with a ladder or yellow pikmin

True
WAIT, can you do more than 3 to add compat for custom onions like orange and grey
Is this possible @tiny sable (it missed the reply)
Onions can fuse (theoretically) an unlimited amount of times. But it can only show 8 fusions at a time.
I HATE making moons dude
I'm gonna cry
Literally only gonna do one moon

How people be making 5
Whats so bad about it
I can understand that, especially if you don't have alot of experience with Unity.
I have none
๐ญ
Well despite that you seem to be doing great so far.
Aside from some console errors, my own method of making bodies grabbable to pikmin seems to be working as exepected.
Which is just adding an PhysicsProp component on to the enemy's game object when it dies.
If the host returns, won't grabbable still be true?
wdym
Also making Item SO's in runtime without usinf a registry like LL or LLL is gonna.... mmmmm
Well the third line makes it so non hosts return
And none of the variables in physicsprop are networked
So setting grabbable to false would only do that for the host
Oh yeah, thanks for catching that.
Though grabbable might be false by default so it wouldn't cause an issue in this case? I don't remember for sure
oh yeah grabbable is false by default.

How will it work with sellbodies?
If sellbodies is not installed then LethalMin will use it's own method to make enemies grabbable. But if it is installed then it will just use it's method to make enemies grabable and not use it's own method.
Ah, i see
Cools
Horrible
Yellow ain't immune
yellow pikmin should be made immune to that
also will a config be available to make it so bodies are brought back to the ship to sell instead of the onion?
the most ferocious battle
anyone else have a problem with the pikmin just getting stuck going back and forth?
Also, since when did the pikmin have unique pip colors
I had this happen on storeroom interior when very far in
I had this happen on both vanilla interiors
sorry, caves and facility, fogot there are 3 now
pip?
if you mean radar, they've always had that
Sometimes Pikmin will walk around in a circles if they can not find a pathable way to an exit.
Did it look like they where bugging out or where they just moving back and forth normally?
just stuck moving like a few steps worth back and forth
these were on vanilla interiors on vanilla moons
I think it might have been one of the other mods conflicting? cause I removed a couple of things that really shouldn't have affected and it stopped
so idk
if it was, I think it was the mall wizard mod somehow
I'm gonna have to redo the exit determining system again because I have also seen the pikmin glitch out in the mineshaft.
Anyways, I've now made it so that the Physics Object Component is only added to the enemy when a Pikmin attempts to grab it. Just so that the system LethalMin uses to make enemies grabbable is a little less 'destructive'.
(The coroutine error is unrelated)
also, are pikmin supposed to carry stuff all the way to the ship, or drop it at the door inside or is that a config thing?
When indoors, Pikmin will just drop scrap at their target exit. When outdoors, Pikmin will drop the scrap in the ship.
ok
Wait you coded it so it does the little circle thing
Such attention to detail
I saw this happen on that moon with glowing red stuff that functions as quicksand
I forget the name
Yeah...
Currently, the only way to prevent that is to not put any AI nodes in water
Btw pineapple
If your going to not do many moon mods
You are obliged to atleast do all the maps from 2 to match the awakening wood one
(Or come up with an excuse not to lol)
And hopefully you get used to it and you can do it for all the piked man maps
Also whats the mod that adds the pikmin 2 cave layouts to interiords?
And also also can you set it to guarantee those interiors on the pikmin moons
Uh... idk how ill ask around
No release atm
Oh ok
Kk
I think the interior itself needs to assign itself to the moon, at least from what I can tell in LLL' config
Alr
When it releases I'll see what I can do
DM the creator, maybe you 2 could work out some comparability day 1 or something
TRue
idk who the creator is again
But lmk and ill see what I can fo
Do
I donโt think the pikmin can carry the scrap that walks around
In that case It might be due to the fact I stupidly used <= instead of just < on this line of code
What can I do?
Just to test this, turn off Onion Fusing in the config and the collect another onion, then reland on the moon to see if it lands where it should.
One sec
Whoops
How do I spawn an onion with Imperium
Due to the way onions spawn, you cant normally spawn it in with Imperium. However, you can turn up the onion spawn chance to 1 (100%) in the config, and just use imperium to teleport the onions that spawned indoors up to the surface.
Btw relanding they understood what to do
Yeah, so the issue is initially occurring because the mod doesn't do the check for custom spawn points if there is only one onion in the save data because the for loop immediately skips itself because 1 is <= 1.
would it be possible to make more pikmin of a certain type spawn in certain weathers? like more blues in flooded or more yellows in stormy
That is already a thing
not the scrap, the enemy
and they weren't carrying it
If you want to add custom weather support, you should probably talk to @naive stream about giving a bridge for us (since he's made weather registry)
I'm not planning on adding custom weather support, but I'll keep that in mind.

very normal tulip snake activity
@gritty thicket
I just realized the SpawnPoint issue is caused by the fact the mod checks for the save data instead of the registered onions dictionary
Oh yeah how's the moon
He did not want to go in there
Only 60?
60 out of 60

it checks out
๐ ๐
Onions can now produce sprouts
Peakmin
i got a problem
when i throw pikmin to the smiling critters, the pikmin disappear
The who
wdym
maybe, they just ate the pikmin
Added Sprout Animation
Are the AI nodes working?
Can't wait for the update to release so I can get to modding my Breadmin
The pikmin demand blood rituals to grow in numbers
WHAT
Are you waiting to release this as one big update or is a partial update coming soon?
I'm releaseing it a a big update
Awesome
New Pikmin Container
Holy fuck that looks amazing
Based and louiepilled
does the system to decide which type gets sprouted from merged onions work the same?
Havent tested
kk
btw incase u didnt know, in the original pikmin its decided by which type has the most pikmin carrying the object
also just saw the new container
SHEEEEESH
thats an issue I've been having from the start
the failsafe I created for that must not be working fully
Good to know
excuse me?
@tiny sable
Uh...
Weird things are happening
Is the pikmin moon working or not working?
As of the new update the ai nodes are gone??
My test pack is fine
But the thunderstore version isnt?
Can you test V 1.1.1?
Ok if it doesn't mess around in your pack. SOMETHING IS DELETING MY AI NODES

If it helps here is by profile code: 019309e9-b233-4e3d-1986-bb5ee27f31d0
No no my test pack is fine
Its just...
My usual pack I use for stuff
It stopped working
YEAH
WHGAT IS THIS?
IS there a fix for this
I'm not sure. Mabey re-evalualte your pack
u can ignore runtime navmesh builder errors
what?
Its... Foggy.
also a bug with this mod
Oh yeah I saw that. You might need to resize the fog volume box thingy
That will be fixed in v0.2.0
kk
But for now you can change inputs on the main meun
in what way?
The AI nodes just... Stop existing
and how'd you figure that out?
But it's a mod that's doing it
In my test map its fine just no issues.
But my group modpack
It just... DELETES EVERYTHING
no but have you looked using unity explorer whether the nodes are there or what are you observing that makes you think the ai nodes are gone
I recognize the names, the errors are being thrown from the maps terrain and not just hanging lamps.
that would mean theres no navmesh rather than nodes
go to the ground meshes or whatever
the fbx for them
That would be the cause of the broken enemy movement because the navmesh is not being built properly
set read access to true
this allows navmesh to spawn on those meshes
the bottom option, set it to true on surfaces where navmesh SHOULD generate
the erorr is just telling you that you have stuff where navmesh tried to generate but couldnt because read/write access isnt given
the error is more descriptive rather than breakign everything
ur ai nodes are fine
Thanks for hsowing
Lemme check
Wait where?
the ones that you want navmesh to generate on
navmesh is the thing that enemies and pikmin use to traverse terrain
?
i have no idea what awakening wood is but this would allow navmesh to generate on top of the awakening wood
a prime example since im in the artifice scene rn is the fbx for the artifice's terrain would have read/write turned on
Its the map
?
yeah the blue stuff is navmesh
unity editor and ingame might be a bit different if thats how you're testing
No no
I test in game only
And my test pack works but the other doesnt
Its strange af
i have no idea either then
Guess ill try this
its a bear trap, its on teh ground area
already*
its also a hazard, so it spawns AFTER the game generates navmesh
OH
so no point allowing it really
THAT
IS SO WEIRD
It must rebuild the map
still not workin?
And since the uh read access was disabled it scrapped it
ah
nice then
you might have to add a link inbetween the places where theres no navmesh path like the start of that bridge, or manually forcing navmesh to spawn in the parts it isnt spawning
@rough crown might know how to do the latter
Manually force it?
yeah im 90% sure theres a way u can force it
lol
I would love to know how
you'll just have to wait a bit for someone to chime in who knows and tell ya
yo is the rock pikmin done
I tried this btw
Nothing happened
Unity says there is fog
And it's even there!
There's never been white or purple
They're stored in the ship like the OG game
But yes, they're the last thing you get after you complete everything. So yk, its like that ability that allows you to carry your own items without pikmin
Super cool concept
Given away at the end of a game for a final "fuck you" to all of the pikmin fans
Wow I did not know this
So it just became lethal
Except you have 1 carry strength
Which is, yk, pathetic
But yeah. The "super" upgrades in 4 are:
Captain carry items (1 strength)
White & purple onions
Pikmin 2 C-stick horn
Captain you get for 100% the game, white and purple onions you get from beating those dandori trials, pikmin 2 C-stick horn you get from louie I think after beating olimar's mode?
wrong again
trial of the sage leaf
can we pls get the pluckaphone in this update
@remote tree
Any ideas on redesigns for the HUD?
What changed?
I'm just asking for suggestions on how should I redesign the HUD
One idea is to make it similar to the rest of the HUD, it's kinda bright and not glitchy so it stands out way too much, but thats just my suggestion
Why
based
IDK if this a good suggestion
But I kinda like the uh simplified Version
Personally I didnโt mind the hud I just made it smaller
Also true
Simplified HUD option
Yeah thats what I had in mind aswell
Me getting happier by the second
Jumping for joy
DUDE THAT GIF
IM CRYING
๐ญ
no
As a config option?
Speficially, why not?
Because this mod (mechanically) is mainly based around Pikmin 1 and 2.
But you have the merged onions feature?
Yea but like, would be better if there was ultra rare chance on S++ moons though
I just dont see the pushback (especially if its easy), because you can have the container to keep them, until you get to strong moons (that cost money), and at that point, you'll have blue, yellow etc etc onions, and be able to breed those
And the purple and white onions being able to breed will be a reward for exploring those tough tough planets that cost a ton to get to
So its not like you'll be turning your 251$ container into a redundant piece, it'll have its use for those who want it
Also, I changed the throw pikmin to R, and sometimes it ignores my setting and it forces me to use 4, even if it says R in the config, and in my control settings
Man has point make people suffer hardest planet for white and purple onions
Though I rather have them be ultra rare on S++ because real challenge
i think its just because they take up a bunch more space when they arenโt merged
Spore Lizards can now Poison Pikmin
White Pikmin gaming
Awesine
my ears :(
The audio will be fixed
Got a fix for this?
deja vu
Yes it will be fixed in the next update
And eta on the release date for the new update?
what about them
Mostly on the client-side
Fair
Did we fix the lag with Pikmin
Coming out an onion
Didn't I reduce the lag in like 0.1.4 or somethin
Also no...
Oh ok
Question, for carrying bodies, do pikmin have the ability to carry with the lethal escape mod?
Ie, if a bracken is outside, can it be ganked and then put into onion?
And lastly, does it do the same for unkillable enemies? Like yk the giant and old birds and the other ones that allow death with the "killallthethings" mod
Wait what
Pikmin carry bodies to the onion. Does this work with mods where the outside enemies consist of things other than tulip snakes, bees, dogs and giants
Iโd assume yes since this can also use sellable bodies which can go outside
This is very good to know, if true
Invincible enemies just won't die, so Pikmin will not attempt to grab them and take it to the onion
Thats if you have everythingcandie
Still, they will carry it to the onion like any other dead body
Mmm pileup might be issue but eh
Pikmin will be able to "Lethal Escape" as I call it in general without the LethalEscape mod installed
Also here is a newer ToDo list
RIP
@tiny sable
What is the like
Name of the pikmin
If I was to add it to a blacklist
What do you guys think about this Hud Layout (proof of concept not final)
Iโll be honest I liked it more to the right
But if we can still change itโs position thatโs not bad
I don't really like the right corner due to the fact that It overlaps too many other UI elements there
It also over laps with default reserved, and tight side also laps over text chat
looks good but i think it would look better if it was top to bottom on the right side
if I add everything can die, will pikmin start latching onto them or will they just chase them and be crushed inevetibly because thats their favorite passtime
It depends on how the EverythingDies mod works
Also I'd love a config for baboon hawks cuz they just kinda.. slurp up entire hordes of pikmin in a second
faster than a snagret
GOATED
Yes
I used the tragedy mask instead of the game-accurate comedy mask because I hate the comedy mask's face
and the tragidy mask fits better here anyways
Can whites be puffed? (And bulb)
Thankfully no
Lil bro has NOT played pikmin 1
I have not, yes
Theyโre puffmin
Obtained through pikmin 1 puffstool
They can be commanded by a glitch
And only by a glitch
They go normal whenever a task is completed
Like bulbmin, they have not returned since their debute game.
Is this on a modded moon
ModList plz
019313d7-6f15-c276-3896-aee9bf9270e0
Idk if it'll work since I think R2 and Gale codes are incompatible with each other, but I hope it works
OH
It's literally right there
Incompatibility with SmartItemSaving
๐ ๐ ๐ ๐ ๐
I'll add that to the list of mods compatibilties I need to add
what
โ๏ธ
The console is throwing this:
[02:23:26.3266830] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalMin.Patches.GrabbableObjectPatch.CreatePikminItem (GrabbableObject grabbableObject) (at ./LethalMin/Patches/GrabbableObjectPatch.cs:50)
LethalMin.Patches.GrabbableObjectPatch.StartPostfix (GrabbableObject __instance) (at ./LethalMin/Patches/GrabbableObjectPatch.cs:16)
(wrapper dynamic-method) GrabbableObject.DMDGrabbableObject::Start(GrabbableObject)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineGrabbableObject::Start?-459710568(GrabbableObject)
SmartItemSaving.Patches.GrabbableObject_Start (On.GrabbableObject+orig_Start orig, GrabbableObject self) (at D:/projects/mods/lethal-company/SmartItemSaving/src/Patches.cs:400)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookGrabbableObject::Start?1536041704(GrabbableObject)
Meaning that there might be another mod that could be breaking both SmartItemSaving and LethalMin Since both are mentioned in one error log
So I bet the error will still occur if I disabled just LethalMin and kept SaveItemSaving on
nvm I was wrong
also I said this before, I cannot rollout a quick patch for this because I'm an idiot and did not think to create a branch on github for the 0.2.0 update and now I'm too deep into 0.2.0 to go back.
So sorry for ur loss ๐
well on the upside I now know that Gale exists, which I am liking better than r2modman
Mainly because you can see the full description of the mod without needing to go to the webpage
Oh my god
Yep, gale is the best mod manager
Now I don't need to waste time attempting to run 2 instances of lethal company automatically with .bat/.ps2 files.
Only real issue ive encounted is pikman move way to slowly until they pick up an item, its really odd
That has to do with the way speed is calculated when carrying an item
r2 was casually taking a stroll and thunderstore tried to shove it out of the way
ive seen you somewhere else
in another server i mean
This list?
dam
I'm making it so Pikmin can take items out of the facility and so that they get stuck less often. The Route System is the system that tells the Pikmin where to go when carrying an item.
YOU SHOULD ASK XU
They created the shockwave gal with the ability to take stuff back to ship
I dunno if it comes back but I think it does
I'm fine, I already got it figured out.
Nice work!
Wait what's the scriptable object thingy
Is that what I think it is...

It's the thing that converts a PikminType created using the LethalMin Library to a PikminType that the main LethalMin mod can use.
Awe man
Good thing that purple pikmin had that sign or I would t know who he was
Dude I didn't even see that
"๐ "
idk it was like that when I imported it from sketchfab
I'm cooking again
yeah?
In Pikmin when they drop from a ledge they like... Trip or fall over
Would that be possible?
Or is that too much physics

Prolly not
Ok makes sense
OH HEY
One more idea
Red Pikmin will go through water making them drown
Can there be an option for them to find a way around the water?
There's even a ledge for them.
But since the water area is closer they go there instead
Mabey

Wouldn't that require the nav mech to nav off links though which would mean messing with scene
No?
Idk
nav offlinks is what the AI needs to make those hope and stuff, also is seen on ladder that they climb so
Pikmin: hello leader, why do you have that funny glowing mask
TF IS THAR
A Functional Custom "Pikmin" Type made using the Library Plugin.
Meaning I can check that off the ToDo List:
Is this orange without the model?
no :(
it's hit movie The Cube
it's just a basic pikmin type with a cube model
Iโd say releasable when routing system is redone
yay
Also I forgot to mention, Custom Pikmin Types can now have a spesefic carry strength instead of just 1 or 10
Moai pikmin when
Oh sweet
in Pikmin -1
Bikmin
they were from that
one of the bikmin mods
Very cursed pikmin mod though
Are there plans for the other remaining types of pikmin? Winged, rock, ice and glow?
mabey
FAT PIKMIN'
Wing is going be interesting
Since they fly
I guess this also apllies to the almighty glow
i made rock pikmin but they have no animations
and they will probably be broken once the big mod update comes out
i like the current selection, i don't think any more pikmin are needed for the base mod
Honestly pikmin 3 and 4 addons just be good
Also the only thing ice would be fun with is
Freezzing water
if i want to
and if i finish the rock pikmin
i probably will but maybe not because making the animations is very boring
just use lootbugs lmao
they fly
No I meant like
dont think you could use their code
you would need to make some changes to the item pathing
of the pikmin
If a Winged Pikmin and a Red Pikmin attempt to grab a object, the Winged Pikmin would have to fly down to the object instead of carrying it in the sky
But if all wings grab it, they will make it float
i donโt think it would require a lot of code to make it work
then again i canโt code at all
same lol
Manticoil code:
as i said i dont think you could reuse the code from other enemies
yes they both fly and move around but its not the same thing
more ways to get pikmin killed
oh, salty is involved in the mod, that makes sense actually
i think hes just working on another mod
that adds cave interiors
something like that idk
salty is involved a little as he helped me with the particles shown in that image
ah ok
Thatโs really cool
Pikmin can now LethalEscape
Oh it's done?
Not just yet as there are still some tweeks that need to be made
Okay okay
Will this mods method to make the enemies grabbable let them use the skins from #1220501885753098250
Yeah it should.
Because all it does is add a grabable object script to the enemy's gameobject and doesn't repalce it like SellBodiesFixed does
Ye ok
do they escape by default, or is there some config or something that we need to change?
pretty sure pikmin that spawn in interior never move
but yes, they can follow u outside by default
no, i mean with the new lethalescape functionality
i was wondering the same thing
thought that was German or something for a second
This update is gonna be sweet
i think the control text should be a bit smaller
What happened
EXCUSE ME WHAT THE FUCK IS EATING THE YELLOW PIKMIN
Provenance
What
Nutcrackers can spawn outside on Provenance
they can eat pikmin?
the camera angle is werid
the pikmin are just latched on to it's eye
they are not being eaten
ah
Weird
@tiny sable btw
Can we have the uh super whistle upgrade
As an upgrade
mabey
it's called the pluckophone...
also will more enemies be able to shake pikmin off in 2.0.0
I'm lazy
Btw, I'm cutting a lot of features for 0.2.0 to get the update out in a timely fashion. That will be includeing altentive calling methods.
That's fine with me
Functioning onions are better anyways
are escape pikman coming soon?
bro got the shit beat out of him
what
Specifically the pikmin shooting out
It goes from point a to point b doesnt do the upwards arc thingie