#[Discontinued] LethalMin (LC Pikmin Mod)
1 messages · Page 5 of 1
^ made the control text smaller btw ^
As in it doesnt look like its shot out, looks more like it is dragged from one point to the ground
Bro
If just looks like an entirely different mod
Did you see the lag thing with Pikmin and taking them out the onion
no not really
my PC might be too high quailty for me to get lag spikes from the onion
But mine is too
😭
hmmmmm
It's just weird
Maybe it's my pack???

I have someone with an RTX 4090???
And even they complain
Exactly, how many pikmin are being taken out to cause the lag
yo does the lethal escape stuff work with Pikman now?
Most subtle flex of all time
No
Or does it use star lancers?
They just leave on their own
Oh fr?

Its peak
Imma wait for it to go up on thunderstore
idk
I never had lag after 0.1.5
But there is a huge lagspike on the client side when a pikmin converts an enemy into an item
Thats a error that I'm not sure how to fix at the current moment. But it shoulden't cause issues
Uh
Ok one
Pikmin aren't carrying it out the door
And that error is spammed every time a Pikmin tried to carried an object out
ohhhhhhhhh. I see,
WHAT
wdym fell through the floor
Like flat out started to sink through the floor
😭

It probably was just me
But yeah spammed 6 times for 6 items
Okay, remember when I said I had to cut some things to get the update out faster?
I only half implumented the LethalEscape function
The Pikmin only go outside when carrying enemies and not items

Also that error is thrown to the console when a Pikmin is thrown. Not when an item is carried
😭
NVM
6 errors for each Pikmin thrown ig

I thought it was so funny watching them sink
I genuinely had my jaw drop the floor
But the Lag and other stuff are seemingly gone
Frick
yeah
K
I’ll test too here in a few mins
Two things
How do you do the uh Pikmin time
I like it better and never have figured it
Second of all only Pikmin can carry out enemies?
Right?
Yeah unless you have SellBodiesFixed installed
Then what happens?
Then players and Pikmin can carry enemies
Alr good to know and right now there's no more errors
Is the tutorial still up to date after these updates?
Mostly, but the only differnce with the new version is that you don't need to do all of the setup with the dlls and just have to install LethalMinLibrary via git url instead
(bumping this)
Thats a vanilla moon...
If you are using 2 story ship, on SR Marooners Bay it fails to make navmesh

Thats odd
Its adamance and Vow
Never had issue with 2 story on vow, unless updates borked it
I kinda stop using 2 story for now
What do you use?
??? Cause 2 story ship regens navmesh constantly, which is why loading can be slow
So you just do the regular ship?
Yea
2 story ship and wider ship are newish in field of larger ship so, I let that have more times to bonk the issues out
Normal ship ain't bad honestly, just no room for decro though
Also, got the larger ship mod
Pik container wont move in larger ship mod, onion clips into the ship and, pikmin drop off items on the railing instead of in the ship (plus immense lag, I'm assuming from pikmin pathfinding)
It's weird
The pathfinding is fine
It's just 2 story ship deletes all navmesh
So the game thinks the rails are the right area
where's the trailer...
Also when I was talking about nav offlinks while back
I don't think lethalmin can add these into maps, these allow jumping gaps,climbing and ect
Nope
They just stop moving
And errors are thrown
When you talked about adding places where pikmin can jump down ect
not that
That is unknown to me
My moon has high to reach places Pikmin can come down
Just set AI nodes
For the throwing I recommend shrinking the throw distance
But it should be fine

Wait how do the pikmin use/carry bodies?
Does it require sellbodies mod?
No the mod handles it
nice
Download: https://thunderstore.io/c/lethal-company/p/NotezyTeam/LethalMin/ran out of budget to make a more in-depth trailer
Pikmin 5: Lethal Hunting
Make it so that (ik its oddly specific) white pikmin (since they’re immune) attack masked if they try to get whistled or see other pikmin get whistled
thats the same error as this one
@tiny sable how do you download the git.url and put it in unity? I'm a bit confused
I imagine like this:
Open unity, probably preferably a ripped version using nomnoms patcher, though might not be required, open the package manager, press the plus button, add package by git url, and use the url
I have downloaded the LethalMin Library, but nothing is happening. Also the custom pikmin tutorial doesn't work with nomnom's patcher due to NoteBox's not figuring out how to support it.
The LethalMin Library should from what NoteBox is saying, remove the need for all the .dll's
You just need an empty unity project, don't use NomNom's patcher @south apex
What do you mean by "Nothing is happening"? Is anything logging to the console?
Ik, I'm using the PikminProject used in the tutorial
I mean there is nothing added to the project (like folders or code), it also still says LethalMin won't be loaded due to missing .dll's. Although, they are old and they were already there before.
Just install the LethalMinLibrary package, Do not install the LethalMin.dll
OK, I deleted LethalMin.dll and its working now! No console errors and the .dll actually loads.
Thank you!
👍
What does Lethal and Spore do?
Is the spore the thing that masked use to make pikmin puffmin?
Lethal is a hazard that no Pikmin type is intended to be resitant to. Kinda like the smoke progg's smoke
and Spore is exactly that ^
Would the turret be a part in Lethal?
since I see its not there
Yeah
Exsplosive
By the by, when are functional onions and compatibility for bigger ship mods coming?
breadmin file sneak peak
Breadmin? Like breadbugs?
yeah, I'm making a custom pikmin which are like bulbmin
but bread
I'm trying to find the leaf, bud, and flower models because my Breadmin model doesn't have them on him rn
Wii U - Pikmin 3 - Pikmin - The #1 source for video game models on the internet!
i got my rock Pikmin model from there but theres also the leaf bud and flower
that i do not know
i think you can just import the model into blender and move it to the right spot
and then when putting it into unity you should be able to animate it
that reminds me, I forgot to mention but you also need to add a PikminMeshRefernces component on to your main mesh prefab and set it as the PikminMeshRefernces variable on your Pikmin Type's scriptable object. As now that tells the mod where the Leaf/Bud/Flower gameobjects are.
That replaces the paths system that used to be used
thanks for letting me know
ill figure it out once i start working on my rock pikmin again
Have breadbugs immune to bullets, they're thick so they have padding to protect them from pain
There isn't an option for turrets, but that would be Lethal that also like up here
Well having them immune to death except for elements, or have them able to take a single lethal hit or smnthn
I've been trying to put the leaf, bud, and flower on the Breadmin for like 2 hours, and its not working
In blender or in unity
Blender
Is the breadmin rigged?
Yea
The 3 armature's are the leaf, bud, and flower
The Breadmin is the enemy armature
Okay, so move the leaf,bud,flower all to the same position at the top of the breadmin's sprout
Yep, I've done that
Then, go into pose mode on your bread min and select the top sprout bone on the breadmin
I'm guessing I need armature there.
💀
I knew that
this is an older model
I was going to update it, the first one was I extruded it and saw the model didn't have any problems.
Until I saw I needed to add the leaf
I fixed it
okay, go back into object mode and select all of the plants by using Shift-LMB in the hiracrhy
Yep
Then, with the plants selected, in the 3D view, shift click the bread min rig then press Ctrl P, then click Bone
It says no active bone
did you keep the bone selected when you went out of pose mode?
Idk, am I suppose to?
yes
Keep the plant's bones selected?
Keep the top Sprout bone on the bredmin's rig selected when going out of pose mode
Yep, it all merged together
The rigging is a bit broken, but its not that bad. The rigging still does work though
Its just because the rig I used for the Breadbug, thanks NoteBoxz!
your welcome
the breadmin stares into your soul
Also, I can't find the growth stage thing in the updated PikminType
This, its a screenshot from the video
Oh yeah, that part of the tutorial is out dated aswell.
So to make the process easier, you now need to add a PikminMeshRefernces script to your main Mesh Prefab, which is where you can directly add in the growth stage plants
You also need to specifiy the PikminMeshRefernce script in the PikminType scriptable object aswell
What would go between pikmin glow root? Also is the animator part needed although I already have the animator on the Breadmin
The "Glow Root" is the just the root bone of your bulbmin's sprout. (The bone your plants are parented to)
Also drag the Animator onto the PikminAnimator variable in the inspector if they are on the same game object
Like this?
Yep
Nice that the leaf to flower part is more simple than the tutorial version
I am going to test the Breadmin, cause I am actually done with the setup and everything
still needs animation but I'll do that later
Oh no what happened
I messed up something
did you replace the LethalMin asset bundle? The one that comes with the mod
Wdym by the LethalMin asset bundle?
I'm using the Lethal Company folder for this cause idk how to test with Thunderstore without publishing
could you show me the full folder?
Thats all thats there
the 4 things
If your talking about this which is where the bepinex is
show me the plugins folder, the folder with the lethalmin dll
Wait just those files?
You need the lethalminassets file in your test folder aswell
As that contains all the assets for the mod
💀
Okay
Yes, shotgun and turret
I find this funny on my moon, some of the pikmin decide to exist on death plane
I think I put some nodes to deep in ground so it does that
Putting ai nodes spawns Pikmin
I know
Do I need LethalMin Library or does it just do that
also it loaded the Breadmin 
How do I know if my Breadmin spawned in?
Yes you need the library installed in bepinex plugins as a mod too
Look around until you find it. A way to know that it will spawn in, is to see if the console says it has registered your PikminType
save him
I think because some of the nodes were more into the ground, it did that
I think when a spout spawns on a node, it detects ground it can collide with and since is spawns too deep in the ground it can't so it see death trigger has collision so it spawns on that
Where would that be in the console?
Also, does the mesh reference have to be filled out?
Cause I can't find the Breadmin
oh I think its because I had spawns naturally off
Hey @wind torrent what settings did you do to get your Rock Pikmin to spawn inside? I don't think mine is spawning
My Breadmin isn't being registered
This is probably why but I don't know why its happening
sometimes I can't order the whistle
they did not spawn inside
0193278d-750b-b177-866c-13937ff59445
here's the modcode
i made them have sprouts since they have an onion
Did you have naturally spawning on
I'll check soon
Well I think its a problem I am having not with spawning
cause for some reason its saying it loaded the bundle but it didn't register my pikmin
i think i can check the settings i had once i get home
cause idk why it's like that for me
Get terminal conflict fix
Helps a fuck ton
does 2.2 have compatibility with the bigger ship mod?
Not yet
What happens when you are unable to order whistles?
Like does the dropship not arrive, does the ship terminal says error, or somthing else?
gotcha, I'll put that on the backburner then
@south apex i checked my spawning settings and i have natural spawning turned on
hey im noticing that scaling the hud does not work anymore. it keeps reloading to the same size when quitting and reopening the game
logs if its in there at all
should i regenerate the cfg?
I'll look into it
ok cool
@tiny sable do you know why this is happening with my asset bundle?
It also saying it’s not registering my Breadmin
Did you install LethalMinLibrary in your BepInEx Test folder
Yeah
Yeah
Alr, I’m currently not home but I will be in like 20 min
Okay
Is there a config to unlock onions on spawn
not yet
Did you set the glow root on your PikminMeshRefernce script?
yeah, this is the top of the sprout where the leaf is
Another bug I think is the pikmin growth stages don't work
Its just all three at the same time
This bit is known
Thats an issue with lethalmin I think
I wonder if the Breadmin should be scaled down a bit
He’s a bit big
Odd pikmin spouts are just full lit in shadow
Could you show me what you set the growth stage gameobjects to on the mesh refernces script
I can’t rn since I’m going to bed
okay
I got school Tommorow since it’s 9 PM for me
Just until the Center point is in/on the ground
How would I do animations for my Breadmin?
you can make some in untity
Yeah but I feel like you would need a specific trigger for the animation to play
like whisling a pikmin
what i did is open the exemple animator and drag and drop the animation file in the right place
and it worked
Did you do any other animations though?
why would it break it
I feel like the animation would just loop or smth idk
Will you be posting the breadmin mod?
It will be released once animations and sound are done
I might need some help with the Breadmin sound
Idk what Breadmin should be immune to
Bullets is a good one
Or have them able to take a hit
A higher "hp" than normal pik
that sadly isn’t in option in the config when making pikmin
i think
last time i checked that didn’t exist
I mean Lethal is
but it also turns on multiple other stuff that I might not want
@tiny sable I tried making a walk animation for my Breadmin, but it won't play for some reason
Show me the animator window
Oh wait its because its off for some reason
I never remember doing that
at the top of the unity editor click Windows -> Animator (i think i don't have unity open rn)
so much going on
Click on the walk action and replace it's motion in the inspector with your animation
Lemme test
Butter
Now my Breadmin refuses to come to me when I whistle it
It spams this too
oh wait nvm
I dunno what was happening but it works now
I might be wrong, but if you spawned in a whistle using something like imperium, and it spawns in your invintory instead of on the ground. You need to drop the whistle and pick it back up due to the way whistles work. Thats prolly what was causing this issue.
dam
"Oh... Dam, you say?"
The Breadmin is too powerful...
Are you ok
My honest reaction:
Breadmin pog
Moving work to #1306772798361964554 if you want to follow it and see when it releases
should probably make a forum for the rock pikmin
ill do that later
when i have time
That is disgusting sincerely
@tiny sable for some reason the Lethal and Explosive pikmin stats don't work. Turrets and landmines still kill my Breadmin (which has those 2 stats)
Crap, must of forgot to add the checks for those. I will fix that in the next version
Also my Breadmin aren't dealing damage
I have the dmg set to 0.05, but also the attack noise isn't playing
hmmm
oh wait
Thats because I hard coded the attack function with the animation.
So if there is no animation then it won't do any damage
That is something I also will fix in the next version. By adding a faillsafe incase there is no animation
one more thing, the leaf to flower thing doesn't work too.
There all just there at a single time but the speed does change
did you set the gameobjects on the meshrefernce script correctly?
oh my god XD
How would I create a custom onion for the Breadmin?
The same way you create a custom PikminType.
Ik, I meant like this
By putting your custom PikminType in the TypesCanHold list.
You don't need a mesh prefab btw
It doesn't need to be nammed anything spesfic
Fused Pikmin 1 onion
looks very cool
are you going to make it possible for custom onions to fuse with the main one eventually?
it cant? i swear i saw somewhere that it can
is this a config for next update
is breadmin nearly done i want bread
also
note how close to done is orange
and that one other person doing the rock picked man
What if breadmin were immune to damage only while carrying items?
It can die to anything if fighting, idle or following
But while its carrying it can't be killed
An update but not next update
Whar then what was that pikmin 4 style model
It's gonna be used, but it's just not started yet
Ah, so you mean not started as in 0 code
Yeah
the shoving under ground is unrelated but it snaps back to the og position
Maybe ask that in #1306772798361964554
Oh didnt know it had its own thing
It’s fine
I don't think the pikmin container works for custom pikmin cause my Breadmin can't go in it.
im gonna be trying to work a lot on the rock pikmin this weekend
also note do i have to remake it all over again to make it work on the new version?
You could just remove the LethalMin.dll and replace it with the LethalMinLibrary.dll
Also make sure Validate Refences is off when you replace the dlls
i might also just start over since im gonna make it on a different computer
You can download this package via git url in unity https://github.com/NoteBoxz/LethalMin-Unity-Library.git to skip the .dll setup in the old tutorial.
yeah ik, I'll fix that as well
something interesting for crush resistance could be that they turn into sprouts when crushed
like what some enemies do in the games
idk if it would be possible
mabey
also in the lethalmin library page you accidentally wrote "Unity 2022.9.3f" instead of "Unity 2022.3.9f" and it really confused me for a bit
i was looking in the unity archive and couldn’t find it
This is the first gameplay clip of Puffmin that I've seen btw
I love how the first person just dissapears after getting whacked by the Puffmin
In this video, we explain how to install COLIBRI VR from its GitHub repository using Unity's Package Manager.
For more information on COLIBRI VR, see: https://caor-mines-paristech.github.io/colibri-vr/
whitemin
white pikmin
i have no idea how to fix it
but its not like he doesnt have textures
they are just very bright
oh I might know
it might be the emission being on for some reason
Set the strength to 0
worked perfectly
saw that i could get the model from pikmin bloom so im using that instead
looks a lot better and he has eyes
tho his bones are even more broken than the other one
Not exactly
It auto-plucks with the (unused) pikmin 1 pluckaphone animation
That'll be fixed as well
never mind not using it
found how to fix the eyes
Guessing attack type be like? What, rock bonk?
that was already possible i think
theres a setting to make it so pikmin dont latch onto enemies
Is there a way to alter the volume of the pikmin? I honestly think they are kinda loud
Not yet sorry
this
Interesting
I'm guessing that fixes custom pikmin not attacking?
Yeah
Also, how would I update LethalMinLibrary without it deleting my current data for my Breadmin?
(WITH UNITY CLOSED) Replace the LethalMinLibrary.dll with an updated one
If you installed via Git url then you can update it from the package manager
It worked, thanks
One last thing, do I have to delete these and put it in that area?
No, Put the animation clips or "motions" into the areas not those.
Yea thats what I mean't, so do I delete the Attack and AttackStanding bars in this image?
No, don't delete them. You can just replace their motions with your animation
Whenever I throw the Breadmin they still don't deal damage nor make the pikmin attack noise
here is my setup
Dang
But do they play the animation
yeah
and logs don't spam anything yellow or red
And Pikmin Container for custom pikmin still doesn't work
Can you show me the logs for when the game first starts and registers breadmin?
This is when you get to the screen for online or LAN
what %done would you say he is
suggestion: i know fox and vein bushes arent ingame rn but the fox mods are getting popular to my knowledge, can we get the ability for pikmin to dig up vein shrouds
i am not sure at all
i also made a separate forum for it
#1307154045751918675
So I’ve noticed something about the pikmin’s behavior in custom interiors
They tend to act weird, like their pathfinding breaks in certain parts of the maps
I assume that’s just incompatibility between the mods tho
Same with some exteriors
Like Whomp’s Fortress as a fairly extreme example
Of the exteriors I mean
Ok every time lethalmin updates it causes LC_VEGA to become a problem for some reason? Can somebody explain this because I don’t see how the mods are correlated?
Nevermind the problem fixed itself wtf
I'd still like to know, What happens to LC_VEGA when LethalMin updates?
Screen goes black when I load in and disabling LC_VEGA fixes it
But Reenabling it doesn’t seem to cause the problem so I am very confused
pikmin wont spawn (this started a few rounds after installing breadmin
oh no man is that a bug I hear
heres my pack with 338 mods for yall to check stuff with 019337c2-5287-7b0b-7738-fb022f554e5e
Does the console say anything, Was Breadmin uninstalled, Was this occurring several rounds in a row, Was this bad RNG?
I've had no pikmin once, it was on Awakening Wood. Could just be bad luck
it did indeed occur several rounds in a row (thanks to resets helping me test and probably not bad rng since it was none every time, ill try not to skill issue so i can test without resets)
ill look in terminal now
i mean console*
also it happend on any moon i decided to test
included vanilla interiors and moons
OH
also when i take my 2 purple pikmin out they turn into one of a random type
Thats a mod problem
my friend took 2 purples out and it was fine
no
was breadmin uninstalled
ill test now since its not respondening
does matty_fixes do anything it installed with creaturemin
It'll do something with LethalMin
it shouldn't with CreatureMin since LethalMin is basically how it loads the mod
well it is in the list just before where creaturemin was so
(lethalmin is above it)
another note is that there wasnt even an option for pikmin with control company @tiny sable
LethalMin has a bar of code that makes it not register Pikmin as enemies I think
cause it kinda broke LethalMon
is this new? bc last time i played there was an option with lethalmin for control comp
I never modified control company
I only modified LethalMon
yeah, but I tihnk ControlCompany looks if a creature is registered as a monster
i used to be able to control them
uninstalled creaturmin now its not loading, not a problem with a mod just one of my interior mods hates loading
seeing if it will work with my smaller pack with only pikmin stuff
it works with this pack so idk
019337d2-1df0-c14e-43e5-d9d41584d41f
̷3̷̷3̷̷8̷ ̷m̷̷o̷̷d̷̷s̷
my pikmin modpack works but my main pack doesnt? what is going on
Did you install any new mods or did you update a mod before this started happening?
well widership uses matty for dependancy but matty installed far after i installed wider
but
for whatever reason
it started happening in the same instance it was working fine
like second load (i reset for death) it broke but it was fine the first load
ima try my main pack again and see if it was one off
@tiny sable fixed itself somehow
just needed to relaunch
🤔
(i did uninstall creaturemin, relaunch, and relaunch again after re-installing
wait no i never i just relaunched after ininstalling
what happend actually
is i had to relaunch twice after uninstalling creaturemin
Lemme reword that qeustion "Did you uninstall creturemin before this started occuring?"
first time i relaunched it just didnt load
no
so it continues to resume working after re-installing creaturemin
Yeah I've seem streamers with like 1243897142409271094720417093309 people and their frame rate becomes that of a powerpoint slide show
How does one fit thst many people in a lobby?
Also, when i install a new item/pikmin it wipes (item isnt focus for rn)
My onion got wiped
How many people where you playing with
That is something that I'm not entirely sure how to fix. Just keep your save with custom types in a different save file with no custom types.
Kk, is there a mod that lets you duplicate files (i want to keep my 3 story apartnment complex
That happens if you add any mods and load a save file with data already.
I do dis all the time and its mostly fine
Also
Why is my store shifted down 1
(I buy an item it gives me one below on terminal store)
idk actually
I've heard someone had the same issue but I forget. I just know its a mod issue
Dang
Somebody finna make a mod to fix it
4
Spawning Pikmin slowed down to like 32 frames
From the onion
33333 downloads
Every game is better with the Pikmin, this is no lie
The only reason why I used the assets from Pikmin 4 is because it's the easiest game for me to decompile.
that reviving with the onion thing seems really cool
Can we add the lag with onions or is there nothing we can do 
Yeah, if 140 pikmin tried grabbing a Forest Giant's body, the game would freeze every 1-2 seconds
Oh my dear god
WAIT
Has someone checked if uh
Wait nvm
Scratch that
wait you can have more than 100?
Btw what if instead of upgrading the regular whistle into a pluckophone, the ships horn became the pluckophone
Saves time on modelling a new item, by assigning value to an already existing item
Leafling real
No way homesick signal and pluckaphone real aswell
Also make it so the players head is covered in leaves (dont ask how it will work for custom models same as coilhead does prob, aka not too well)
That would be pretty damn crazy if the onion could spawn like a masked with a leafling skin
That would be cool
Yo Note, has the pikman pathfinding improved? Last time I played with it the Pikman moved really slowly and took ages to catch up to me
When they are flowers they should be around the same speed as a player's running speed.
Unless the last time you played was on version v0.1.0
Still wish config allowed changing speed for each stage of pikmin tbh, lots of people are use to pikmin atlest being able to reach player, but I can see why this is
Sweet, thanks
@tiny sable what is Rig_WaitSqueekwle2?
Yeah, something like Idle8 or something different
any idea what could be causing this? re-joined a lobby then i heard the sound mimics make when trying to infect pikmins while i was in orbit
don't know if this sphere underneath is related but have been seeing this in previous versions
probably some weird desync thing but some pikmin arent dropping their items
log but most of it is spam from the error
That is really funny ngl
I forgot to make the node that makes the masked use their whistle despawn when the masked despawns
Could you be more specific, Like wdym Pikmin aren't dropping their items? Like are they not dropping the items when they get to the ship and you have to whistle them off. Or are they not dropping items at all even when whistleing them. Or they drop the item on the server side but not the client side. What makes you think it's a desync issue?
Crap nevermind the issue is worse than I thought on the clientside
It seems like the WhistleZone is not being synced to the client side which causes the error.
It looks like the sphere is where the masked should be on the client side
Question are you planning to change the look of some monsters to look more like well an enemy from a Pikmin game like the giant, being a bullborb or I mix between the two or change the names of well the forest giant to downy timberstomp ect
Btw this is the best mod in the game unfortunately is not compatible with the wider ship that is literally my only gripe
There is not really anything I can do with ship mods because the NavMesh breaks for every entity, not just Pikmin and there is no way to fix it on my end.
Then again now that I think about it, Pikmin do struggle a bit when carrying things back to the wider ship so it could be something wrong on my end.
Yeah I thought so
They just carry it under the ship for me
They know that they are supposed to climb up a ladder but it is not there so I guess they just drop it that is my theory
But still I will never play this game with out pikmin again this is great
It seems like the issue is caused when LethalLevelLoader is installed.
Huh that is wired I have it installed for a mod pack that I’m working on and it never gave me that
The error only occurs on the Client-Side and not the Host's side.
Ahhhhh
yeah when they got to ship the items were just hovering over one specific pikmin and they weren't dropping it after dismissing them/whistling it back
have had it happen recently before this as well
the red one right in the middle is just kinda taking the scrap for a joyride :p
once we got into orbit the item disappeared alongside him
my friend who was hosting said he didn't see scrap on that pikmin which is why I was thinking it was desync
have had issues with LLL before but we're using pikmin scrap so i just gotta deal with it 
don't make ur pikmin deliver items from assurance's fire exit, they'll get stuck
I wonder if there is a mod that adds offlinks to adamance's fire exit
am i crazy or is that assurance
Whoops I mean assurance
i solved this problem by detecting future positions and having my AI turn off the agent if need be, do a .MoveTowards with a special animation
the name quite similiar
i.e. one of the AI's rides a shark across the air, one of em is a drone that uses propellers, that type of thing
dunno if thats a thing that pikmin can do
but before any pathing attempts i make a bunch of checks about whether theres an elevator, etc
I was thinking of adding in a teleport trigger that warps the pikmin down to the ground on adamance.
assurance
yeah offmesh links would work too, only downside is that enemies not intended to use it would also use it unless u gave it a specific agent mask i think?
wait, the item that i told my pikmin to deliver just arrived once i take off the ship
do pikmin just tp to the ship on takeoff or smthn?
If they have an onion they path to it and go inside it. But if they don't then they just scatter.
it's right next to my pikmin container
Oh yeah, Purples and Whites teleport to the Pikmin Container because it's impossible for them to path to it when the ship is leaving.
It doesn't really matter if they make it to the onion or not because the game automatically counts them as being in the onion when the ship starts to leave.
It seems like the issue is caused by Specific Custom moon mods that use LLL not just LLL it self.
Acutally it seems like the issue is just caused by LunarLights. It seems like whatever is happening is also causing Imperium to have several indexes of "Masked"
LunarLights is a moon pack?
Yeah
They probably accidently added a full SO copy of the masked on one of their moons that imperium detected
What is an "SO copy"?
ScriptableObject, basically they included into their level the actual ScriptableObject of the masked, and it must've been picked up by imperium to be a separate enemy
Oh yeah
Moon makers are supposed to make.blank copies of enemy ScriptableObjects into their level so that LLL replaces it, etc
how are spawning in stuff
i was looking for a mod so i can do that
use f2
I mainly use Simple Commands because Imperium lags when there are too many Pikmin spawned in
https://thunderstore.io/c/lethal-company/p/JacobG5/SimpleCommands/
It also causes the Masked to be invisble on the client side
This has nothing to do with LethalMin, because when I disabled it, the masked was still invisible on the client side
Yeah the wrong type of masked is getting spawned then
This is because the masked in this instance hasn't been added to the network prefabs list
Therefore any type of networking just doesn't work
Including .Spawn to the network object
Yeah, I can't do much about that aside from preventing LethalMin's console spam when this occurs.

Turn this off
Also they persist through rounds for some reason so you have to reset the lobby to get rid of them
Tulip snakes being silly
how does the mod break with latecompany?
i'm running both at the same time and it seems just fine
Are you playing multiplayer or single player?
multiplayer
Has someone joins late? (The game already started)
is it the ability to join late thats broken?
nope
🤷
only issue ive noticed is that turrets can aggro on and shoot pikmin thru walls
which is killing off a lot of my soldiers
I mentioned it on the mod page because I've seen a streamer who was unable to throw Pikmin and the Pikmin where almost entirely unfunctional and they fixed it by uninstalling late company
did you have any polaroid glitches?
can we get oatchi update
oatchi would make everything stupid and easy...
Can we get oatchi update where we can hit him with a shovel and he immediately dies
make update where Oatchi explodes if you don't feed him 50 scrummy bones
make update where oatchi is added, except it's a png and all it does is stand there until you beat it to death
i think the nutcracker can eat pikmin
replace the nutcracker with louie
louie with a shotgun
oh wait no it cant im misremembering
note sent a photo where it looked like a nutcracker was eating a pikmin
still
louie with a shotgun
Does the mod work with lethal escape or do I have to wait until that’s implemented?
The mod should work with LethalEscape
It already uses its own type of LethalEscape though
I haven’t noticed the pikmin leaving the building though?
Or are we talking about two different things?
Theres a part of code in LethalMin that makes Pikmin follow you
inside and outside
And they can also carry dead enemies outside too without LethalEscape
But no scrap yet?
Alright thanks
Erm what the
Note for the future
What interior?
This gives me an idea
LET THE PIKMIN BE MEAT GRINDED
Do not have that mod brah
You will lag every single time
😭
Me with the BRICK pc
Rest in peace
could a "charge" feature be added to the whistle?
orders all following pikmin to rush the targeted treasure/enemy same as the games
Even if it was just like
Throw all pikmin at once
I wanted that in pik4 so badly
Sucks that it was locked behind all that shir
Oh sorry, I forgot
I was thinking of the pik 2 horn
That can make pikmin swarm around an object
With the C stick and you can move them around???
Yeah that
Charge is functionally the same in this scenario thoufg
im thinking something more along the pikmin 3 charge
which is worse than the pikmin 2 horn, but in snethal, it'd be better off as a instant "throw all pikmin" button
sometimes theres just a big mean monster after me and i need ALL my soldiers after it at once
is any of u got an issue when u pluck a pikmin, that pikmin disappear?
Once, it went through the floor lmao
Yes it happens when the field is maxed out or theres no nav things for pikmin to follow
No not any
Mabey I'll add the Charge and Swarm functions in 0.3.0
I didn't add them in sooner because I didn't know how I would implumet them.
yo absolutely not fun fact: the aus governnment is banning everything online from people under 16
there finna be riots
MAN THATS NOT LETHAL COMPANY LET ALONE PIKMIN COMPANY
Very good
Hopefully the rest of the world follows suit
🫡
theres probably 1000 of people that are between 13 and 16 on discord
not to mention things ilke youtube
probably would be included
Yes, and imagine how much safer everyone would be if those millions of impressionable people who can be warped by the absolute trash on youtube, or suspicious dm links, or even just casual nsfw stuff. Imagine a world where kids can't interact with that, ever.
True, anyways, sucks that freedoms are being taken away
then why you bring it up 
When adding wogpoles to snethalmin?
tO iNfOrM people lol... idk honestly im out
no enemies unless separate mod
AYO WHAT DA PUFFMIN DOIN
ERM AKTUALLY, WOLEPOLE
can we get all the pikmins internal name?
i need it to add them in shockwave gal blacklist attack
Every Pikmin type goes under the same EnemyType name, Just "Pikmin".
include puffmin?
glow pikmin confirmed???????
Puffmin are actually entirely sperate entitles from Pikmin. So they go under the internal name as "Puffmin".
(the light green bit has colors in the shape of an eye that look like glow ikmin)
nah thats just a employee suit I had on
ah
finaly, shockwave gal won't massacre them anymore
oof
i had these troubles once
wait, bulbmin too right?
Yeah
ye i think they dont get attacked
also
i think modded pikmin also go with that name
Bulbmin count as Pikmin
np
Charge would be sweet!
should add a 1 in 100 chance that if pikmin pick up a gun (shotgun, rifle, revolver, etc) that they will immediately shoot you with it. After all, aren't they supposed to be your weapon of choice?
Or have them run off with it and fire it at the nearest enemy. "Here, go do a crime"
satire, but still funny
the end made this a bit wholesome lmao
lol
I shouldnt be giving modders more ways to kill unsuspecting players in a game like this
true
I think I asked before but I dont remember the answer.. if I make the old birds killable, will the pikmin latch onto it?
i would assume so
Cool.
oh dear.. uhh.. well, yeah pikmin just yeet into the ether when I throw them
@tiny sable perhaps you could give each pikmin (including a setting for custom types) a body type thing that allows puffmin to somewhat better show what pikmin they used to be (purples be fat and darker and no hair and mouth purples and ect)
just a random thaught i had
also
i would love for this to get an lcvr dependant feature where u press a button to grab a pikmin and irl fling your arm to toss
It would be cool with the hair was mycelium
Idk
Tbh in Pikmin they just all turn into the puffmin model
And I would rather have other features than model changes
Is there any plans to allow pikmin to target masked?
Or is it because they are a “leader”
oh, is it 2 story ship that makes pikmin fall through the map?
Rest in peace...
if I turn off the 2story part, can I keep the wide ship?
Breaks
Both break
Since it completely wipes and resets navmesh
The game doesn't know what to do
But they are all the same shape in 1
mabey
What you tryna do?
Also
I think it woukd be funny if electricute showed the actual model bones
I'm attempting to test the electroncustion paricles, but they just show as pink squares lol
Sounds like you're using a custom shader that's not hdrp?
Nah I just forgot to assinge the materials to the particles
Oh lol
Cursed
damn :C idk if I can live with the shoebox ship
These were made in a bomb factory. There bombs...
#pikmin4 #pikminbloom #shorts #gaming #pikmin2
Is there any chance of controller compatibility?
This would in turn give lcvr compat
waterwraith enemy

