#[Discontinued] LethalMin (LC Pikmin Mod)
1 messages · Page 7 of 1
let me test this
Ik it works with monster bodies but
it doesnt work with lethalescape updated
ill try starlancer escape
yeah, that doesnt work either, idk what your on about bro
Who ping
In the pikmin config
Apparently its there
Baked into lethalmin pn its own
Idk ive never gotten it to work
We have Lethalmin. Now wheres LethalMax
Works for me
Yeah but I also havent tried lmao
When you toggle the individual Pikmin config files to appear?
They all have a toggle option to use the container.
To where the red/blue/yellows actually try and run to it and use it. Obviously the ship takes off too fast soo... Giving them the insta-enter-onion option the whites/purples have?
Doesnt let them enter it at all.
I assumed the toggle was intentional to let us have the option of just storing all Pikmin on the ship 😭
this is the best joke ever
It has to do with the way Onions work in lethalmin. I totally forgot to exclude the onion variables in the config 

Understandable lmao.
Also; Doesn't the Waterwraith have a voice/noise in the game while its rolling around? 🤔
Im surprised it wasnt added at all!
If ya do add its little noises at all, could trigger whenever it finds a "Target" to follow or something!
Also: it may have gotten stuck in a wall randomly 😭
i'm not sure i need to look into it's AI more
Yeah I think it does have a voice/noises it makes while rolling around, at least definitely in pikmin two
Also what is the water wraith called in lethal quantities?
So the rollers make a constant kcrrrrr noise thats like cement dragging against stone
And as larn says, the water wraith has a "blurblublu" sound and a "blurreahhh" sound
Blurreah comes around when its around pikmin i think
But the blurblublu happens in general, mf be babblin
Although it does make a small noise when it starts chasing somthing, you prolly just didn't hear it
very likely lol.
I never heard it spawning at all, only heard its moving around noises in the distance
can the water wrath be killed
k thanks
Hey does anyone know what the water wraith is listed as using lethal quantities? I’m trying to make him have a higher spawn rate on pikmin moons
Or will he not work with lethal quantities
Maybe ask Noteboxz what the WaterWraith's name is in unity.
Like how the Thumper is called Crawler in unity.
Chat
The only time i dont ping is if somebody is offline (i do silent it however) so
Curse of note is offline chat
hey there is a glitch were the pikmin will drop stuff out side the ship then baboon hawks come and well problems happen please fix this
prolly just "Water Wraith" or "WaterType"
Hey I just got this idea that might be cool just a tweak but if your near an enemy the pikmin look scared like a dog and maybe trying to avoid it and maybe start to run around scared when someone dies
Maybe whenever the dog roars, it sends your Pikmin into a panic state like the Emperor Bulblax
That’s a good idea btw 
If the Pikmin attack the Puffmin would they kill the Puffmin?
If yes, that would be kinda bad since you can already whistle Puffmin to return them back to what they used to be.
Hey noteboxz, does the water wraith spawn with the pikmin spawner or the regular spawner? Because it doesn’t seem to work when spawning with lethal quantities
I’m assuming it was the water wraith anyway, it was an enemy called “pikmin (water type)”
So weird, I don’t get why it’s not working. I tried giving it a weight of 999, tweaking the spawn curve, but no luck
This is only with using the lethal quantities mod though
The water wraith has a unique spawning system that can be entirely controlled in the mod's config file. Lethal Quantities and other spawn editor mods won't work with the water wraith due to this though.
So what’s special about the Firey Blaxmin of Creaturemin?
Ok that makes sense, thanks for the info. Would it be possible to add the option to add different weights to different moons with the config? Like some enemy configs allow you to put the moon name and then a weight so it can be more common on certain moons
Not yet
But soon
Hey note, after waterwraith whats the plan for lethalmin
I assume just random garbo you got cookin like bugfixes and such
Because you've gotten like, 99% of pikmin functionaliry
ngl, I kinda want to re-program the entire mod for the next major update. Mainly because: The Client Side is not very good, the game tends to lag a lot on lower-end devices, and most of the code is good practice (mainly the PikminAI script). Thats all because LethalMin is my first Lethal Company mod I made that uses Networking. My other mods are mainly just client-side mods.
Actually, until recently, I had no idea that you could apply scripts within the Unity Editor. So LethalMin applies the scripts to the game objects when the game starts up. Because of that mods like Remnants break.
Mmm, would remake from ground up make the interiors work?
I got a bunch of em that refuse to work with the pikmin-like mods (except waterwraith, that one works fine)
Most likely
Could you provide a list of interiors that don't work for you?
Ughhhh, more testing
I will get back to yoy
Not sure when though
Inb4 I launch it just fine and another mod was breaking the interiors
what if zernaos had a special interaction where it spawned after a certain amount of time on each floor
yeah i think you can make the pikminai script less than 5000 lines long
*5360 lines
By the by, would you be interested in throwing around some pikmin enemies? Into a mod?
There will probably be more Pikmin enemies since he already did the WaterWraith
Mostly asking for my list
UwU
Old toady bloyster, with original toady bloyster sound
First
theres this thread https://discord.com/channels/1168655651455639582/1327076597009879040
I am willing to offer
One can of beans
Or the equivalent in polish złoty
Also i need to find someone (or learn myself) how to use model api cause I need cosmetics 😭
Summarize snethal modding in 2 sentences, is hard? I might have asked this before
Just like programming in unity. But with extra steps.
This would be cool to do
A request I have as well is more options for controlling how quickly the pikmin move scrap in the config. I feel sometimes it’s still to fast, even with the speed cap config set to true
this is both for lethalmin and creaturemin ok so the breadmin is the rockpikmin for my friend but bread min for me what is going on???
Can you send the logs when the game starts? (The part where it shows each ID)
I can think of 2 causes...
1: Your friend is playing an older/newer version of creaturemin, while you are playing on a newer/older version with different Pikmin Types.
2: The mod is registering the Pikmin Types in a different order on your friend's machine than yours. (If that's the case then it's an issue with LethalMin, if that's the case then that's another reason why I should re-program the mod)
yeah that is what we think
I’m thinking number 2
That would be insanely cool
Getting it in a hyper polished state would be sweet
Enemies from Pikman would
Go hard even without lethal min installed
This is so awesome lol
Also, are those pikmin cave interiors ever going to be released?
I'm not sure, I think the dev (JaySaty) is talking a break from LC modding.
Aw darn, ok
I do as well and some moons like summit, but interiors like the grand armory shit will just fall down to lower levels
From what I've seen when playing it myself, the grand armory just has a bunch of issues with entities in general, but it's been awhile since i've last tried it though.
hmmm maybe they can just leave it outside and maybe a distends away because of thunder
No I mean
There was one
Hard crashed my comp
Because its compatibility list was very very low
It does?
Grand armoury, is the thing where apparatus locks the doors and its got a bunch of walkways, roght?
Bunch of green goo everywhere?
Because whateevr that interior was, it worked with alot of mods but jesus christ if it didn't crash every 2 minutes cause a locker decided to spawn on one of those thin ass walkways
Yeah, just tested it, The Pikmin and other entities can beardly navigate in the Grand Armory. Most likely due to the navmeshes in it being screwed.
While I think the Grand Armory is one of the scariest custom interiors, the AI navigation being broken kinda ruins it.
I was right, its the interior with all of those walkways right?
https://thunderstore.io/c/lethal-company/p/Magic_Wesley/WesleysInteriors/
yeah this one right?
I wouldn't say scariest, but most thematic, ues
Wesley is a slow MF when it comes to updates sadly
God I hate wesley
Is it becayse of any of his real content?
No
Its that horrible fucking noise when the shutters close
Yk that stupid ass voice
Its infuriating
That being said i do like some of his content
But he uses the fuckin, old shit that nobody else uses
Dependencies no other mod uses
Which make me sbo
are you talking about the one from the ship windows mod?
"closing the ships.. shutters..."
YSS
That shit drives me insane
Probably a touch of the tism but
But its called wesley's in configs
Maybe I'm just zoning out idk
yeah it is
Wesley
I will destory him
Oh brw note forgot to mention
Because ninty remade pik2, does that mean all models (HD) are available for grabbing?
I assume models are ripped directly from the switch port, for pikmin
But are all of them available?
Yes let us kill Wesley
I'm not too sure because afaik there are no public rips of the models from the HD remakes.
but I assume the textures have been upscaled at least.
So then if I may be so bold, where you get yours?
Stg if you said made from the ground up 
and I have no idea how to rip the HD remakes because while it is a port of a game, it is made for a different console meaning that the model ripping will be different from ripping the ones from the original game cube version.
I ripped the from the original Pikmin 2 using this tool: https://github.com/MeltyPlayer/FinModelUtility
Model viewer and command-line tools for extracting models from various GCN/3DS/PC games en-masse. - GitHub - MeltyPlayer/FinModelUtility: Model viewer and command-line tools for extracting models ...
And I assume gamecube version has been around alot longer, ie, more support
Wh, but the pikmin models look so high quality
And theyre from pik2?
Oh no, the models used in LethalMin are from Pikmin 4
Knew it
Wait
Is pik4 easier to rip than the remakes?
Is it because pik4 runs in unity?
(I might be mixing up memories)
Yeah
because pik 4 is made in UNREAL ENGINE not UNITY
That's interesting, knew it was different but didn't know ninty shilled out for the good stuff
No wonder that game is unbreakable by gunna
Hm, interessante
Btw I'll be testing compatibility between lethal and the interiors, see what interiors are bugged up
If it really is or if i fufked up
what mods are incompatible with lethalmin??
Ah okay
Note
U should make a backup system for maps that have buggy navmesh moments
Like the mkwii moons
wdym backup system?
Like
An alternate way the pikmin follow the leader
If they cant reach them due to lack of navmesh
Like maybe have them just follow a second behind the player or so no matter what
Like cosmic clone
cosmic clone?
That sounds like making an entirely new system that doesnt already exist in snethal
Ok
Yeah, you'd literally be making an entire mechanic from scratch
I was just suggesting
To be fair so is the pikmin themselves-
Its a good idea but the game wasn't made for thatt
Yeah but they can reuse say, the bracken code
And follow a peep
interesting idea though.
Could you do that with an item?
Makes me think holding a whistle makes pikmin follow you
So they dont just yk follow any joe schmoe
That would be pretty cool, and if it somehow used its own pathfinding without navmesh, could be neat
But still just need any backup system
but that's in the mod?
There could be a backup system for moons/interiors with broken navmeshes, but I'm not entirely sure how I would go around implementing it.
Idk like a list that is configuable or smthn
I'm sayin how would I make the pikmin move without a navmesh
Hm
Maybe check for collision surfaces
Or soemthing like how the player character can stand on things
Or maybe how tulip snakes dash?
Idk
ITS DEAD
I mean, have pikmin no longer follow you without owning a whistle first
I know Purples will be able to kill the WaterWraith, but will there be a config to LethalMinLibrary for a type to kill the WaterWraith? (or damage it in the rolling state)
I'm not too sure because Purples actually use a custom script that gives them their landing effect. Without pikmin I'm thinking of using explosions (easter eggs, stun grenades) to make it go into its scared state.
Maybe there can be a option for LethalMinLibrary to add the landing effect to a pikmin. (For example: I can give my Firey Blaxmin the slam option in unity)
If stun grenade works, I second it
Thinking that a shockwave makes the WaterWraith attackable (probably) means like most stuff that is explosive.
should make it vulnerible
@tiny sable
So I keep trying to use Melaines 2 story mod
But the pikmin keep breaking on specific moons
I have no idea how to fix it
Its just Affliction
Not sure what I can do about it. I think 2 story might have a moon blacklist for navmesh generation
Okay
So
I did that
And now they just... Don't move
Ah
i (kinda) figured out custom interiors
S T A R T
S T A R T
I just realized all the scrap are teakettles lol
The Utah Teapot to be exact
I've changed the way collision works so now you can have a real Pikmin 2 moment in Lethal Company
Before there was an interval between pikmin getting crushed
Slightly less than default blender teapot
Aka the same one used in
Regretevatorio roblox
Watch Super sonic and millions of other Lethal Company videos captured using Medal.
Peak Pikmin gaming
“Carry storing” ahh glitch
Also
Make the wraith emit his song throughout the enitre interior/exterior (where he is spawned)
Dear god
Pov: You inverse teleport into the facility with your pikmin and just hear that
WE GETTIN PTSD WITH THIS ONE
YEAHHHH
“Oh boy i sure cant waits to inverse teleports” i say with joys
Waterwraith: “no, no you do’s nots”
Jarvis, make that into a meme
This would be great. It could be a config too so if you don’t want it you can adjust the volume to 0
biggest question is, when waterwraith is ducking, does his rollers still kill pikmin?
Mithzan tried out your mod at 3:33
https://www.youtube.com/watch?v=MWnrofqPd1g&t=178s
My Worst Lethal Company Nightmare
⚠️𝗬𝗜𝗣𝗣𝗘𝗘 𝗠𝗘𝗥𝗖𝗛 𝗡𝗢𝗪 𝗔𝗩𝗔𝗜𝗟𝗔𝗕𝗟𝗘⚠️
https://mithzan.store/
🔢𝗠𝗼𝗱𝗽𝗮𝗰𝗸 𝗨𝘀𝗲𝗱 𝗶𝗻 𝗩𝗶𝗱𝗲𝗼:
01947a89-e6b9-d070-d902-2f478f464b59
🌟 𝗦𝗲𝗿𝘃𝗲𝗿 𝗛𝗼𝘀𝘁𝗶𝗻𝗴 - 𝗡𝗼𝗱𝗲𝗖𝗿𝗮𝗳𝘁
Get 30% OFF any plan! Code: Mithzan
https://nodecraft.com/r/mithzan
______________...
pretty rad
The water wraith Update is almost done, I just have to update the Pikmin 2 style's models and animations
sweet
I'm always testing on Experimentation and I go inside and them stupid evil snarefleas
thats why I banish them if I see it spawn
both of the water wraith model styles seem to overlay on eachother
mod list/mod manager code plz
ah yes another video
https://www.youtube.com/watch?v=rqqn2jgv-VI
Can Lethal Company Get More Brutal?
⚠️𝗬𝗜𝗣𝗣𝗘𝗘 𝗠𝗘𝗥𝗖𝗛 𝗡𝗢𝗪 𝗔𝗩𝗔𝗜𝗟𝗔𝗕𝗟𝗘⚠️
https://mithzan.store/
🔢𝗠𝗼𝗱𝗽𝗮𝗰𝗸 𝗨𝘀𝗲𝗱 𝗶𝗻 𝗩𝗶𝗱𝗲𝗼:
01947a89-e6b9-d070-d902-2f478f464b59
🌟 𝗦𝗲𝗿𝘃𝗲𝗿 𝗛𝗼𝘀𝘁𝗶𝗻𝗴 - 𝗡𝗼𝗱𝗲𝗖𝗿𝗮𝗳𝘁
Get 30% OFF any plan! Code: Mithzan
https://nodecraft.com/r/mithzan
____________...
01948055-b28d-b409-bc91-9583c5298a7e
(Crying)
the two mods that have dependencies for LethalMinLibrary, they look like brother and brother.
Is there any way to attack the WaterWraith using pikmin once its been stunned? I throw pikmin at it once its stunned and it doesn't do anything.
sorry
Also, I don't know if the WaterWraith can spawn outside. I set the config to Indoor and Outdoor spawning, but I've never seen him outside.
The water wraith uses nodes to determine it's spawn location, and because there tends to be more indoor nodes than outdoor nodes there is a higher chance for its to spawn indoors
Maybe a config for the WaterWraith to go outside using the main entrance like Masks
no
keep it inside
i dont want a water wraith getting into the ship
ʷᵃˡᵗᵉʳ ʷʳᵃᶦᵗʰ
Has anyone had any issues with the Water Wraith not moving after spawning?
I found out that you can get infinite common enemy essence with a yellow pikmin, tesla gate, and sellbodiesfixed.
wait how with a yellow though, aren't they immune to electricity?
It's prolly due to the way SellBodies work and the way I made Pikmin immune to the tesla gate. From what I can assume, SellBodiesFixed looks to see if an entity's kill function has been called. When it is, it spawns in the body. However, SellBodiesFixed does not check if the enemy is actually dead before spawning in the body. So, because I wanted to make yellows immune to the tesla gate without any compat issues, I modded the tesla gate's script to check if it will zap an enemy, if it's a pikmin that is resistant to electricity, then give the pikmin temporary immunity before zapping. Durring the zap, any enemies within it's trigger will have their kill function called. This also goes for pikmin, but due to the immunity, calling the kill function does not kill the pikmin. After the tesla gate is done zapping, it disables the immunity. This works normally, but because the tesla gate calls the kill function, even though it does not really kill the pikmin, SellBodiesFixed still spawns the body, or in this case common enemy essence. So, you can get infinite common enemy essence.
In lethal company, there is a variable on every entity's script to check if it's dead. This variable is usually set to true when the kill function is called. But, I assume SellableBodiesFixed does not check if this varible is true before spawning in the body. Because, when I was testing the water wraith and called the kill function, even though it did not set the variable to true, SellBodiesFixed moved the water wraith in an attempt to spawn in a body. This just ended up making it look like the water wraith vanishes in the middle of its dying animation. So, I had to work around that by only calling the kill function after the water wraith does it's death animation.
We have SellBodiesFixed and that doesn't happen to me when the WaterWraith dies.
it just kinda sits there dead on the ground forever.
(I might have messed up with calling the kill function manually)
looking at the repo code, It does appear that SellBodiesFix just spawns the body after the kill function is called and does not check if the variable "isEnemyDead" Is set to true.
I assumed that the delay before spawning the body was to check if an enemy had really died, but it seems like it's just used to let the enemy play its death animation before spawning the body.
So it waits 4 seconds, then spawns in the body because I don't think any vanilla death animations are longer than 4 seconds.
I can imagine that it waits 4 seconds just to be safe, because enemy death animations in lethal company are very short.
Also maybe because since it has compatibility with custom enemies, it waits 4 seconds just in case for any modded enemies.
Acutally, now looking back. I prolly did not have to do the whole protection thing with the tesla gate because it kills enemies in an OnTriggerStay function. That function is called once for each enemy that stays within the tesla gates kill trigger. So, I could have just modded the method to be skipped when it's called for the Pikmin if it's immune to electricity and there would likely be no issues.
pikmin seem unable to be crushed by the dropship
thats because there is no death triggers for entites under the dropship.
this is so sad
I imagine since its being made for this, are the pellet posies breakable in pikmoons? I hear noises when I hit them but we punched at them from 7:45am-12:45pm with no luck
Noteboxz hasn't added a feature for that, neither on custom moons, so no.
I figured it out, requires an actual weapon to knock it down apparently
woah thats cool
sadly they cost basically nothing
hey what mod dose the tesla gate on
They cant drop :c
Navmesh issue
I wonder if I can make the Pikmin detect when they are on a ledge like this to make them down warp to the ground.
That would probably need to rework some code to make it work
I'm already re-programming the mod so might as well try
I mean
I'm gonna be real
Even zeekers doesn't know what to do
OH YEAH
I forgot to mention there were some issues with one moon and Pikmin
Add navmesh links.
🤦
I think it was Tunere from Rosie's moons
Why? They forgot to add fucking navmesh
By the fire exit
I think

There are just some areas where he didn't add navmesh links because he didn't expect entitys to get into areas where they can't get down from. Like the fire exits on offense and assurance
Can we just delete lethal company
Simple solution!
those pikmin are very intimidating
You fool I told you not to do it you fool use integrated John pikmin fools all of you fools
how does the obstacle avoidance work? which value should i set?
Can this mod be made compatible with ProblematicPilotry?
The onion would probably land in the same area that the ship lands at Vanilla, but probably yes.
the problem is that they get stuck below the ship all the time when they try to carry items there. i thought thats because of problematicpilotry as its not the default landing spot
Maybe no navmesh is in the new ship area, or Pikmin just cannot find a way to get onto the ship.
No the ship lands on navmeshes ofc. Otherwise outside enemies couldn't go there as well. As the minions go to the ladder of the ship every time this seems to be the ancor point. Ofc the ship has a different rotation everytime but im confident that you could make it work with lethalmin
Oh sry xD I wasnt familiar with the pikmin lore before ... Guess I missed sth
@tiny sable
Here i wanna summarize the questions again that i currently have and that arise from the gameplay and the mod page on thunderstore:
- Will the pikmins eventually unstuck themselves when they are stuck pathing in the interior? They also get stuck on the yellow pipe in the apparatus room in facility btw. i know that if you wait long enough they somehow manage to free themselves most of the time but it may take almost the whole ingame day. when youre too late into the day, they wont make it.
- how does the obstacle avoidance work? which value should i set? whats the difference? There is no explanation given on the mod page or in the config files. the existence of options concerning that implies that they each have advantages and disadvantages in certain situations.
- Can you make the pikmins come back to you from the ship/main entrance after they deposited their items?
- Will you make it possible to cancel pikmins carrying items in the future (for example if they are stuck and you wanna get back the scrap and the pikmins)?
- Do the pikmins count to the interior enemy pool (as they are marked red when scanned)?
Also the stats at the end of the round dont seem to be correct
For 3 no not at the moment
But plan to be an item also errrm (puts up nerd glasses) the plural to pikmin is just pikmin only a true gamer would know that nerd🤓🤓🤓🤓🤓🤓(jk I don’t really care
Kill me
i didnt know pikmin before :D shame on me. this mod was my first encounter with the lore
Yeah, don’t worry I’m just pulling your leg
Pikmins
- You can call pikmin off an item by buying a whistle to get them unstuck. Their pathing is screwed in the apparatus room for some reason, so you need to place items outside of the room for them to carry.
- A little complex, but the simple answer, "No Obstacle Avoidance" means that pikmin will walk through each other and doors. Complex answer (From unity docs) Obstacle avoidance quality. If you have high number of agents/entities, you can save CPU time by reducing the obstacle avoidance quality. Setting avoidance to none, will only resolve collision, but will not try to actively avoid other agents and obstacles.
- Like quack said, no right now.
- You can buy a whistle from the store to call pikmin off items. It is literally implied that on the mod page, but now looking at it now, I should have clarified that more. The amount of people I've seen that just does not even know that the whistle exists, or that it is even realized to LethalMin is insane.
- Yes, in the game they are counted as enemies. Meaning that if pikmin are near a door, it will show up as "nearby activity".
Oh okay so the best way to go here is essentially no obstacle avoidance so they can just pass through stuff (even props in modded interiors they would get stuck on if they were set to high avoidance).
Oh alright. Now i understand the whistle better.
5. yes that it noticed
I was only concerned that the pikmin took the spots (spawns) away from the other monsters.
Do you think when obstacle avoidance is set to none lethalmin might also work with problematicpilotry as they prob wouldnt get stuck below the ship anymore?
I'm not sure, because there still needs to be an actual navmesh on the ship. Setting the obsticle avoidence to none will only affect collisions with other agens and objects
I'm not sure if that really happens because pikmin do not change the power level at all. However, you can disable them from being spawned by the game by turning on this config
Oh btw note
I forgot the mod that adds the "AC units"
Wait im srupid
Ok so.
Ship turrets
They target pikmin
Do you have fix? 🥺
Does the mod have an enemy black list in the configs?
Nah, whitelist
Or, wait yes
Its a whitelist for what not to target
So i suppose that is a blacklist lmao
Pikmin iirc are all named "pikmin" in files right?
Red blue yellow etc, all just pikmin
wdym
Mm i suppose you might not know what those other pikmin mods name their piks
Nvm, I'll do that uhhh later
are you refering to the custom pikmin type mods
Yes
Yeah, every Pikmin type, including Custom pikmin types are registred as just one enemy in the game
So adding "Pikmin" To a White/Black list will count every pikmin type.
Oooh intrigue, I avoided whitelist since I didn't know it targetted pikmin, and once it did, I figured I'd check out here beforehand
Goog to knoog thx bb ily
Also, do blues really have any practical use?
There's hardly any water in snethal
so when this is disabled the pools will be seperate? they will be spawned by the mod and not by the vanilla algorithm?
flooded moons
Yes, they will only be spawned by LethalMin's spawning system and not the Vanilla system when the config is on
is there a noticable difference?
Hm. Wondering
When the config is off, random pikmin types can spawn in on the moon. This happens more often on moons with high power levels. However, this does not really happen too often so it's not really noticeable.
Im using LethalQuantities and usually you have to manually add enemies to your customized lists per moon. otherwise they just wont spawn (thats what ive been told multiple times). i didnt add the pikmin but they still spawned.
Are you refering to the pikmin that spawn indoors?
oh i saw just now that its disabled by default already.. so they already use the mods spawn algorithm. so nvm
I won't be using AI nodes anymore for sprout and onion spawn locations because they have been proven to be quite problematic on custom moons.
I'm going to pay a lot more attention to the performance and the client-side this time. This is how the game runs when testing 100 Pikmin, currently.
I only lag at 300 pikmin
wow
Unless im on laptop
In which case i lag with only framerate IMPROVING mods let alone no mods
Gaming laptop i dont have gaming laptop
Only gaming pc
My brother has a gaming PC, I don't sadly.
Gaming laptops are enough honestly in my opinion
Which i dont have
The people have spoken
What really matters to me is if the game could be up to at least 60 fps with 100 pikmin.
Thank you
The amount of times I have mentioned the fps shit
When using lethalmins spawning system... will they be able to spawn on modded moons outside?
Have it so you can switch it in settings
All because there is a slight chance that you can indoor pikmin to spawn outside btw you can change this in config
Also take very thing I say will caution because I did not make lethal min or had anything to do it with this is just what I know with me just using logic
couldnt find any option that enables indoor pikmin to spawn outside
also i noticed pikmin get killed by baboon hawks. theres no option to turn that off in the config. the baboon hawk is not one of the enemies you can configure in the lethalmin config
Pikmin first person shooter confirmed?
i cant really estimate how much a change in for example +0.05 for spawn weight (for example for the onion or indoor or outdoor pikmin) does. it seems like even small changes make a huge impact
Also what if you set the maxradius for the whistle to 1000? can pikmin hear it on the entire map?
Is the hoarding bug eat buffer in seconds?
Well yes but no you can slow down there kill rate and how many they can eat
for the hoarding bugs yea but for the baboon hakws? couldnt find that option
You can switch it, just that a lot of people don't do so. So, I'm wondering if I should change the defult keybind.
Yes, but only on the server side iirc
oh so you mean it works only for the host if you play multiplayer?
If you are in single player, or if you are in multiplayer and you're the host of the server
Unfortunetly, there is no way to change their attack rate because thats just the way their AI works. They have a really quick attack buffer and instatly attacks anything they come into contact with. But I think I'm change that in the Reprogram.
oh yea sure okay. me and my friends always make sure to have the same profile anyways
oh so its also not possible to introduce an option to turn off baboon hawks attacking pikmin?
Ship turrets???? what where how why
Killing dog day nets a bunch
you have not seen what it looks like to bring back a giant
the dog gives nothing compared to a giant
Doesn't it take like 140 pikmin to carry a Giant
Around there
But you guys haven't even seen what a redwood giant does
How’s the compatibility with this mod and pikmoons
It only takes like 14 purples to carry a giant
Decent, I have had issues with onions landing way too close to each other though.
they jumping me
Yeah, basically the name you see in the on the ship's screen is the name you put in the config.
So far, the Reprogrammed throwing system is looking much better on the client side (Mostly). Now that is actually using the pikmin's rigid body and not a network rigidbody.
i feel like it'd be easier to do the regular name (one you see on the terminal) like every other custom enemy instead of the name with the number...
I would have done that, but from what I could find there is no easy way to get the numberless name without risk. Because in the game's code the "regular name" is the one with numbers
And I keep the space right? Like this: 61 march:30,
I was testing on my moon with the Company Cruiser and whenever it blows up, the pikmin are still in the back, acting like nothing happened.
The exploded car kept bouncing for like 10 seconds too.
Should I switch the throw key bind to [R] in the Reprogram?
6
8
2
Switch it to [R]
Me
So when lethal min is installed
With other players they can see an orange circle by their feet
Like a
Hitbox?
are you talking about the videos I've showed or the release version of lethalmin?
No
Release
Like in my mod pack
People can see orange circles
r2r code now please
That is a debug trigger that visualizes the range pikmin notice the player. It is supposed to be removed once it is first initalized. The fact that it's still there means that something is screwing up the initialization processes.
Still need that code?
Please help me fix it
ye
My friends are getting mad about it
ye ye
anddd i can't replicate it :D
did the circles show once the game first started?
@tiny sable is the "damage multiplier" in the cheats section responsible for how much damage the pikmin do to enemies?
So whats the default damage? I need a reference
It say it what are you using for the configs
Are you used g lethal config or are you use the config in thunderstore/r2modman
1... so 1 damage point? So if a spider has 20 health points (idk) a pikmin does 1 point. im using gale btw. also have lethalconfig for ingame yea
Don’t use lethal config
i mean lethal config is useful for ingame but because many settings are applied with a game restart anyways you would have to restart the game anyway
Yeah but sometimes key information does not show up
yea i noticed
Most of your questions at this point should be answered if you just spend 1015 minutes just looking through that not with lethal config but with your mod manager
so do you know anything bout this?
Yes
The answer to the question is yes
sorry went I wee bit on a rant
am i missing something? :D
i think you didnt answer the "1... so 1 damage point? So if a spider has 20 health points (idk) a pikmin does 1 point?" part.
Less than a shovel around (0.01)
I think all Pikmin do 0.05 damage, while Red Pikmin do 0.1 (same to 0.10)
@tiny sable what mod is the Tesla gate in
Piggys Variety Mod
Thanks
np
It stayed
Remember it was on other clients
I never saw them
Only they did
Also yes and for the whole game
still cant replicate it :DDDDDDDDDDD
inproved throwing system
That is
So weird
If it happens again I'll make sure to ask them to record
Understood
I can’t seem to get the spawn config for the water wraith to work on the pikmoons
btw
I never really did give you that list of interiors
but here's an error that i spent 2 seconds looking at lmao
For some reason I am unable to buy the pikmin container?
The terminal just says
“This action is not compatible with this object”
or just type "pik"
I managed to angle my Pikmin at the right angle to attack the hygrodere
How the heeee-
Note, patch this bug by making the hydrogere unlatchable
If u can/wanna
Could it be that the water wraith is incompatible with certain interiors or is it that if pikmin can spawn in them he will spawn in them
nevermind, he works in the interior. I think the config isnt working. When i used the individual weights he wasnt spawning, but when i changed the main spawn rate to 99 he did
heres the config i was using
0194af43-86c2-a3d0-789e-059b97f9b4ba
I've decided to no longer update the Beta (public) version of the mod to work on the Full Version of the mod.
herobrine pikmin
Players will be able to switch between Pikmin game models.
This only affects the local client side
hey can you fix the onion spawn on motra for Wesley moons journeys and asteroid-13 idk if other moons in that one have bugs too have not unlocked them yet
Does this apply to the water wraith mod?
No, that will still be updated.
Ok cool. Did you happen to see my comment about the water wraith moon config? It seems to not be working
Could you show me your configs?
Here’s the code I was using
0194af43-86c2-a3d0-789e-059b97f9b4ba
173 mods
aw crap
yeah because I was to lazy to implement my custom spawning function I just used lethal company's spawning function which reqiures the waterwraith to be in the enemies list. Some mod must be affecting what enemies can spawn on what moons so I'll change the code to use a custom spawning function
Acutally I didn't know the enemies list was a list and not an array so I can just add the water wraith to the end of the list
Oh that and also due to an extra comma at the end of the list, I think the spawning system breaks entirely
Fixed it
Water Wraith somehow fits into LC's style I like it
Thank you for the help!! That damn extra comma lol
So we can still play lethalmin but when the mod is done we can’t and we will have a different mod right
The Full Version will just be a major update to the original so you can still rollback to the beta version
Kk
Reginal for lethalmin full version
I beg you
Regimin
Due to the complexity of the new Pikmin Type code, The Library will also be Reprogrammed. However custom Pikmin Types (CreatureMin/RockPikmin) made from the Beta version will be compatible with the full version.
Woohoo

thank you NoteBoxz
Once again, awesome work
So is the mod just completely being redone?
Yeah
The throwing system is now 10 times better on both the Client and Server sides.
And its r, right?
Goog
when hey pikmin models
when i find a way to dump hey pikmin models
found a way
take pikmin 2, put big eyes, good enough 
Do you think it’s possible for the Crumbug to be ripped too?
It might be the next type for CreatureMin if yes
Got it
Can you make a toady bloystmin?
Make it so its 7 tongues latch itself on harder than others, meaning it cant be shaken off, and does .07 more damage
Looking at both Red Pikmin's 1 and 2 Models, I don't think there's that much of a noticeable difference between the 2.
the eyes are basically the only difference
and thats only because I had to kinda mess with the UVs on the model I dumped because the textures were broken. I'm not even sure if that's how it actually looks in Pikmin 1.
I was testing on my moon and I got the Meteor Shower event, and the pikmin are kinda buggy with it
Sometimes if a meteor lands on them, they won't die, or will
its like a 50%
Also what is the Squashed Animation for custom pikmin used for? I've never seen the animation actually be used (Like Spike Traps)
The if the breadmin gets squished turn him into a toasted loaf of bread
For gits and shiggles
It's UNused :D
But it will be used in the full version of couse
I think instead of Brackens just doing nothing to Pikmin should be changed to like being able to kidnapp 2 at a time (When angered)
in the full version, will crush resistant pikmin be turned into sprouts when crushed?
like in the games with rock pikmin
As an option yeah
Will we get upgrades?
For the whistle and container
Like, “container: bulbmin” to upgrade per type that cant be stored
Like
You have to buy an upgrade for each of the types individually but u can choose which type the upgrade lets u store
Probably yes, because I think Noteboxz has said yes to the Pluckaphone (idk if I spelled it correctly)
Obv custom type makers can choose if even that wont let u store them
Ye
I wonder if/what upgrades will be not from the games
Like the better container
I suggested above
Ye whati was thinking
To get all unstorable types so far including what u made would be like, 2800 because of bulb, blax, parasite, and orange
(The upgrade would only allow one extra type to be stored at a time)
And i hope they fix the custom onions not merging
Maybe custom type makers can change the price too.
Ye
cause like Parasitic Pikmin being stored would also be pretty OP
Honstly the rarity balances it
Fair
Note, we (i) would like:
- purple and white onions as config
- per onion rarity configs (for the type makers)
- container upgrades (buy for one extra type containable, type makers can change price for their types upgrade and even block it from being upgraded to be stored in upgraded container)
- pluckaphone upgrade (not a separate item, upgrades whistles)
- whistle+ (range upgrade, also not a separate item, upgrades normal whistles)
- desync fixes
- Force onion in cheats (dynamically makes an onion for each pikmin type including custom ones)
- carry weight overrides (so i can actually harvest the giant)
I wonder which ones are: confirmed, possible, impossible, “no, just no”
I know I should, but I hate brackens so much that I might not even do it
Make the bracken moss
Also
Let him carry 4 at a time (i would be able to take 2 in each hand) or even 10 (aforementioned and his leaves)
Also i forget/hadnt seen, can the pikmin and puffmin fight
And can pikmin attack masked
They cannot
Mainly force onions or atleast purple and white onions
Pluckaphone
Better container
All of them are Confirmed
I also hate Brackens 
are we also getting custom onions fusing with the main one
of course
Prepare to see this
brackens should atleast be able to shake pikmin off
what mod works well for making enemies drop corpses as scrap for pikmin
The Whistle no longer cause lag and no longer buffer Pikmin
Have it not kill them you can use this as a warning then when 2 get taken they scream so you know that you should attack or run
Only when that go crazy is when they should kill pikmin and have them go after pikmin with scrap rarely though
The reason the Beta version lags so much when whistling is that, when a Pikmin is whistled, instead of calling just a single server and client RPC as it does now, it calls multiple Server RPCs and Client RPCs. (I believe it’s around 2 Server RPCs and 3 Client RPCs, possibly even more if the Pikmin is holding an item.) I can’t determine the exact number because the code is tangled in a mess of spaghetti code. For example, when the whistle method calls a Server RPC, that Server RPC might call another Server RPC, which could then call a Client RPC, and so on, (Not to mention the hundreds of if statements the code went through). The buffering between each Pikmin was just a Band-Aid solution to address the lag. Because at the time, I didn't understand that you only needed to call one Server and Client RPC.
interesting ideas, although I kind of prefer if the bracken didn't kill Pikmin and only went after players in its angry state.
Yeah k but make it so you can out run it like the more pikmin on it the slower it will go
I meant like it only kidnapps them, he doesn't kill them though
Yeah thats what I ment
Btw note
Can we pls have, atleast as a config
A way to stop pikmin carrying the whistles
(They steal it when me/my friend try to kill snare fleas)
There is a way currently via this config
Ah ty, whats the whistle name in the code so i can do that later
Ty
I’m stoked for the big update
pikmin bomb
I legit guessed most/all of the features lol
I'm focusing more on Item Routing this time so that Pikmin won't get stuck on walls so often. Here is what I have so far
i wonder if you could make them take a more central route instead of hugging the walls
This i want
Seems more cosmetic than anything
wdym by cenreal route
walking in the center of the room instead of by the walls
ohhh okay i get it
kinda just seemed like they were taking an optimal route, not trying to stick near the walls lol
I also wonder if that is possible, because I'd like it if the pikmin were to stop at the point they get blocked off at, and while sometimes they do, other times they go into a random wall that is nowhere near the point they are blocked off at (kinda like in the video), and that has to do with the way Unity's pathfinding works.
he loves playing with key
Got some basic carrying working
Unlike the beta, the full version now dynamically switches the primary Pikmin that is on the item. Meaning that if the first pikmin on the item is called off the item, the primary pikmin carrying the item will switch to the next pikmin that is carring the item.
Instead of just removing every pikmin on the item
@tiny sable I don't mean to be a broken record
But the spawning and taking Pikmin out the onion is gonna be improved right?
Cause pulling pikmin would cause a spike
And don't even tell me about the onion
I really recommend testing with some mods
Cause it gets... Bad.
Can we add vitamin C to the gamw
Know that I know what I'm actually doing when it comes to networking, onion withdrawing will be improved.
That's great
I just don't wanna have a lag spike or have the game move to 12 frames from removing just 10 Pikmin
😭
The weird thing is that like I think it's with certain mods???
Just Pikmin alone didn't do too much
What kind of mods?
Is it the performance? Is it the other mods?
I have no idea
Theres like 86
So you're saying when lethalmin is installed with few other mods the game does not lag as hard when withdrawing?
Yeah
I don't know what I did
But with a pack it was HELL
And with like idk
20? It was fine
hmmm
I think before you did that onion performance update
It performed better
It's odd
Pink!
Subspace tripmine
weird looking risk of rain item
What did bro see
How did bro see the waterwraith he isnt blue
[WIP] New logo
make orange leafs more yellow, and make the flowers more pink, less orange
i wonder if you could make the lethal part also flowers, but with bracken leaves and a white flower
I think lethal is fine as is
it shows that its not a unique mod, it's an exapansion to the game
not meant as a replacement
I'm going for more of an autumn look.
Instead of just removing every color aside from red
Its so dark eugh
Fitting but the flowers look ew
ikr
My eyes
Its so brignt
I didn't mean that saturated but uhh, I do think darken it like, 20% and maybe it'll be goog
This is the bst so far tho
I think I got it now
there we goooo
yeah, even tho the leaves are brown, those flowers are much more pink than orange
perfect
does feel very autumn-y
Got the new carrying system working on the client side
It takes more Pikmin to carry objects now, nice.
Breadmin are going to be useful
Yeah, I've recoded the weight calculation to be more accurate to the item's actual weight
hey note
why are pikmin dragging bodies to the ship and not their onion?
i thot onion worked?
does having sell bodies mess it up?
Are you playing on the latest beta version?
Could you provide your config file
Okay
So the issue has to do with lethalmin, throwing an error right on the line code that allows pikmin to carry it to the onion
I have no idea what could be causing this though
sellavle bodies is supposed to be compataible with lethalmin. Infact the line of code that is throwing the error is what allows sellable bodies to be brought to the onion.
It does work when sell bodies is disabled
Was it tested with blue pikmin?
The blue onion wasnt gunnin it
I tested it with multiple onions and they all didn't work with sell bodies
wondering, cause i launched it again with sell bodies off, and blues still wouldn't bring to onion
(it may have to do with using the same save file though)
no sell bodies, and it was taken to the ship
😭
what enemy body is that?
In the beta, Pellet Posey's cannot be converted into sprouts, with or without sellbodies
Only enemy bodies can be converted
ripppp
also is there a way to use pikmin to latch onto mimics?
i throw pikmin but they wont touch em
There is no way to make pikmin latch on to mimics
That is because the game mostly considers mimics as players, and so, pikmin cannot attack them
not even if leader config is on?
not even
zamnnnn
ok ig that makes sense, thx bbgirl
also, how to buy pikmin container?
i set config to 150, and tried typing it in every which way
never worked
pressing enter just makes it use enter
So there is a problem where if you try to shoot a shotgun itll most likely hit the Pikmin behind you instead of the enemy, will that be fixed?
I’ve tested with Imperium and it says “Pikmin have been hit by 3 damage”
Yeah
[WIP] new latch on system
Any idea on when the big update is dropping?
Awesome, can’t wait
Take all the time you need
Something that I just realized is that In Pikmin 4 (not sure about the other games) Pikmin will actually automatically jump and latch onto enemies and not try to hit them when standing like they do in the Beta.
Pretty sure that’s only in 4 but I’m not 100%
Personally to me it makes more sense they don’t jump because it highlights the symbiotic relationships between them and the captains. Because they can throw them and make them more effective
That is not a regular thing
Btw
Only Pikmin 4
Okay, I'm gonna make that a config then.
I think the do also do the same thing in Pikmin 3 when you charge them at somthing
Noteboxz, I think the eating damage when a Pikmin dies is somewhat broken if its a high number.
Example: My Parasitic Pikmin deals 3 damage when eaten, but it takes 3 Parasitic Pikmin eaten by a Hoarding Bug to die
and last time I checked Hoarding Bugs only have 3 HP
Okay
Charging doesnt make them lunge onto the enemy
They stay on the ground pretty sure
Knockback test
I just know this could bug out and send a Pikmin to outerspace
yeah
Drowing Test
(The blue debug cube is water)
The way drowing works now is that you have to keep your whistle zone on the pikmin for them to move out of the water
Meaning that if you stop whistling or move the whistle zone out from the Pikmin, they will stop moving.
finally, I can bring Pikmin that aren't blue into a mineshaft without them immediately dying
too much work, dont do this sbo
I Just realized that the Big Eyes on the Hey Pikmin model are removeable
Figured out how to fix the Pikmin 4 Animations from Fmodel
cone head
keep the eyes they’re funny
added some animations and sounds
New Latch-On System
(The Pikmin aren't supposed to get launched when the enemy dies, thats an oversight btw)
Anime Pikmin jumping 12 feet into the air after bashing my enemies to death
Bless
please
keep that as a feature
and call it "pikmin celebration"
on or off
ok
Me waiting for somebody to make bikmin stuff for this:
Question, is flower > leaf a planned feature?
Or are you thinkin of flower > bud
Better question: i would prefer nectar and being buried instead of glow pikmin function
wdym
Yeah, the full version will fix the accuracy issues with the growing system.
also will the pikmins speed be more similar to what it is in the pikmin games
cus leaf pikmin in lethalmin are way to slow
Pikmin 1 2 pikmin knocked off hanve a chance to lose their power
While in 3 4, its 1 stage
Pik 1 2 go fron flower >leaf
3 4 go from flower > bud > leaf
mabey
How's the progress
Why your ass on baldis basics plus
Please for the love of God play raldis basics
an update came out yesterday



