#[Discontinued] LethalMin (LC Pikmin Mod)
1 messages · Page 8 of 1
Have you played raldis basics
Also sweet!
Yeah, that mod with like 100 different endings?
The only way I can play baldis basics bro

zoomers 😔
I lost a bunch of pikmin because they got stuck attaking an enemy this enemy can be killed but it seemed like the pikmin got stuck like this same thing can happen when carrying something where once they are done i cant call them back and they are stuck idle
Was the somthing an enemy body?
its happened with normal items
nexttime it happens ima record a small video
Someone said something about a turret for the ship
LateGameUpgrades' Discombobulator would hurt Pikmin then right?
I should make time to test that, it's been awhile since I've played
Yes it does kill them
Damage test
Fly!
Now try clay shooting
I've now made it so that Pikmin actually have HP and don't instantly die when the Damage Function is called
The way the game works is that anything that is or under 1 HP, will be insta killed anyways.
Because HP values are intigures and not floats so they can't be decimals
Thats dumb, all my homies hate integers
??? so ig imperium handles it one at a time?
It has to do with the fact Imperium does recalculations for each enemy death.
eugh
Normally this is fine, however with somthing like LethalMin, having a bunch of pikmin die will cause the game to have a stroke doing that many recalculations
esp for me, cause i always boost the limit to 200 pikmin
:sbo:
imperium is a mod on its own, right? or is it a dependency
Yeah it's just a very helpful, but kinda unoptimized debug tool I use
it is not a dependency
thx bb, I pray every day for my 200 purple pikmin
oh also i never mentioned this
but there is a mod that adds pikmin 2 treasures as scrap
how does the carry mechanic work?
by weight, i assume?
Yeah the mod takes the weight from an item and calculates that to determine how many pikmin is needed.
However in the beta this mostly results in the number of pikmin need being 1 or 2
whats the ratio bb
wdym ratio
Most items in the beta just require 1 to 5 pikmin
yeah, but
mm, dunno how to phrase it
so anyways, whats the new system gonna be like?
because I would love to see some capatibility shenanagins with the pikmin 2 treasures mod
Meanwhile giant bodies:

The new system is more accurate to the actual item's weight, Like for example a bolt is 19lb, and it requires 8 pikmin to carry
Devs can actually set custom item weights for pikmin in the beta using LethalMin Library
i hate that, but honestly, so real, if you can breed pik, then it makes higher numbers more realistic
the only problem is, if unoptimized, peeps can't run snethal with a high pikmin count
which means the mod becomes essentially unusable, will item weights be reduced by a % or do you mean each individual item can be modified?
that's why I'm reprogramming the mod so it can be optimized for high pikmin counts
You will be able to change the item weights, both individually and globally, in the configs.
mmmmmm, icic
individually is like, changing apparatus, globally means lowering all items by a flat % right?
Yeah
very cool
@tiny sable
DO YOU THINK STARLANCERS AI FIX
MESSED WITH THE PIKMIN
WHICH CAUSED THE LAG BEFORE
🆔 🇰
New Ghost effect
I made it by stealing porting over the ghost shader from engine 404 to shader graphs
why does this look like its saying "you got games on yo phone?"
Client-Side test (Despite using imperium there is no lag because I modified imperium to not recalculate when an enemy dies)
I'm so excited to see no lag when taking them out the onion
DONT EVER SPEAK TO TETO THAT WAY
no
Die...
I'm gonna be real
Why?
Would you ever use full size Pikmin
0.7 makes the most logical sense

idk
I like to make the sprouts 1.4x the size
TELL ME
I like the jank
You can now switch between whistle sounds
i was not expecting the car horn
Its just chacho
And yet no Creaturemin 
rock pikmin is better
(i am not biased)
So when renaming this to lethalmin (noy beta)
when the full version comes out
Sad
cuando el
is there a way to stop baboon hawks from killing pikmins? couldnt find any option in the config
no
damn thats sad.. okay
are you going to add an option for that in the future? i dont see why that wouldnt be an option as its configurable for other enemies
yeah
So converting Custom Pikmin Types from the Beta is going better than expected.
looks like the only problem is sounds
oh no, its way more than that :)
the wollymin shall curse your LethalMin by shattering it
the animations are also screwed to hell, I'm not entirely sure if I can do anything about that.
But I'll try
If I do have to re-make every animation, I'd be sad.
I have like 50+ animations in CreatureMin
Nah it just has to do with the animation states and not the animation clips them selves
Actually it seems like the animations are my only problem now.
oh wow, good job
I really hate how the Wollymin sounds, but I don't got any other sounds to grab.
interesting :D
new pikmin types
im hyped
If your talking about the ones in the video, that’s CreatureMin
Although there is probably gonna be new types for LethalMin
Snethal needs more damage types to begin with
Baboon hawk is the only one with piercing
whats snethal
is it LethalMin
nah you still have half the keyboard to work with
you still have me 🥺
What even happened to it
Noooooo
So it turns out if you attempt to refernce a varible from a DLL in unity, unity will have a stroke and crash when attempting to recompile
Re added some basic UI
One question, why are you redoing it from scratch and not re-using assets from the beta? (like ui assets, chunks of code where possible ect)
Optimization
What Underground said and because the beta is really poorly structured, to the point that I can't really reuse a lot of the code. I'm also using new UI assets to fit with Lethal Company's UI a little bit more.
For example, in the beta every sound effect that is played by a Pikmin is a ClientRpc. Meaning every time a pikmin plays any sound, a clientRpc is being called. Which is an issue because Pikmin tend to play a lot of sound effects, especially when attacking something. Which equates to a lot of ClientRpcs being called
Unlike how it is now in the full version where only one Server/Client Rpcs are needed. I haven't even used the Rpcs for the sound effects yet because any time I needed to play a sound effect; it was in a part of the code that is running on all clients.
OR WHEN THEY LEAVE THE ONION

question
is it possible to make glass doors?
you know, like a wall that rock pikmin can break?
@tiny sable maybe add an option for bees as well
Mabey
also question, can there be compat between red pikmin and meteors?
i feel like they shouldnt die from meteros
The explosion would kill them
Like Landmines
dumb and stupid
are there really only 4 damage types? drowning, damage, fire and explosion
mm i guess lightning too
I wish it was get
That and them being crushed by a meteor
Whistle Performance Comparison
The Final version now uses sound culling so pikmin won't be nearly as loud as they were in the beta
holy fuck, i was gonna say
doesn't look that dif
and then you hit the new version
whistling 100 took nearly 4 seconds, now its about half a second
good job
Yeah, whistling is way faster now because the mod isn't calling like 100 Rpcs Per-Pikmin
W
Ah i see
I'm just excited to see the onion performance changes
oi
wheres the big man who made the big mod including big pikmin
not you note
the uhhh, pikmin3 pikmin mod maker uh,, thing
unless someone else knows, does rock pikmin have an onion?
thx
that would be me but someone answered your question already
There’s also Crushing and Poison
idk if crushing works
i gave rock pikmin crush resistance but they still get crushed i think
now post the entirety of the beta

each indiivdual line as its own message


The Pikmin AI script in the beta has 5360 lines of code alone! (4893 excluding empty lines)
yeah, i thought i remembered something like 6k
Could I be forgetting anything?
I dont think global call back is that important tbh
Onion revive? Is that the 0 pikmin thing?
Is a mechanic where Pikmin can take back player bodies to the onion to revive them
I'll try
Not necessary, but yk
Pluck a phone btw should be a seperate whistle
That you can buy
However, the downside is that they revive with like 25 HP and if they die again their body will become unrecoverable.
Yeah
Revive them as a pikmin with the pikmin model suit lmao
Sounds like hell but
If possible 
Thinking about it, that shouldn't be too hard to do, (if the pikmin model suit mod is installed).
Because I'll I have to do is run the code that swaps the player model with the pikmin model when they revive
Have you considered merging waterwraith into lethalmin?
Oh yeah
I'll just add compat
Are you considering other options at this time? Or are you trying to get the full one out as an improved beta?
Adding daytime enemies
Or something like functioning flowers
No more roaming whites and purps, now we get em in flowers like any other pik
Plus, yellow red and blue flowers that spawn outside naturally
I'd suggest pellet posies but those are boring and wont serve a purpose until you get onions, and even then might mess with the map
ngl I totally forgot Candypop Buds existed 
Smh going to throw you into one
Also if you wanna take a crack at the toady bloyster
I would be immensely happy to see you make it
Mabey but in a sperate mod
Like waterwraith is
Plz, I will givd yoy a kiss
I can give you a picture of my bnuy, this is oreo
Oh an ext is a great idea
Could formalize it into:
Base pack
Extended pack
Enemy pack
I'm thinking of naming it:
LethalMin Extras
Ver goog
Started Re-Adding Sprouts
The mod no longer uses AI nodes to dertmined sprout spawn locations, now it's determined by the map seed.
Your reliance on bees will be uour downfall
LethalMin: the Louie pack
Turning on the Pikmin ahh animation
Pluck Animation Comparison
An issue with plucking in the beta was that if you held an item with a special holding animation like a shovel, when the animation finished. It would default to the normal holding animation.
LethalMin uses unity's AnimatorControllerOverride to implement custom animations.
For some odd reason, in unity when setting an animator override, the parameters are not affected. But, when reverting back all of the parameters get reset. This is why in early versions, if you were holding an item when the plucking animation is played, the holding animation would stop after the animation is finished and the override is reverted.
At the time, the way I fixed this was just checking if the player was holding an item when the animation finished, if so then play the holding animation after reverting. This did kind of work, however this also caused items like shotguns and shovels to play the normal holding animation like in the video.
So now the way I do is that before reverting the override, the mod stores the parameters and resets them once the animator has been reverted.
This now makes it so that there will (hopefully) be far less animation bugs with the pluck animation.
Also the plucking animation will be re animated
Nice
Should things from the Pikmin games (Pellet Posies, Nectar, Spicy Spray, ect...) Be a part of the main mod, or be in a sperate "Extension" mod?
6
10
2
Add them as an Extension Mod
1202033479106175006
Code
ok
Sprouts can now grow
Now remove the plucked growing and add nectar
So it is +1% like the game
Also i dont like the glow functionality-
I didnt read mbmb
(This is what i didnt read)
Have you tested modded enemy interactions? Cause I remember them being pretty hit-or-miss in the beta
I haven't tested it much because modded enemies can have strange properties unlike vanilla enemies which I usually can't account for.
what glow functionalty?
They meant grow*, I believe
How glow pikmin grow without nectar
Ohhh okay
Players will no longer clip into the map when plucking Pikmin like in the beta.
He be the pikmin???
"Pretty sure that's Freddy..."
I eccomend making the stem move aswell as is being pulled up
It does but I think I messed up the animation for the sprout at the time.
Ok
Hey NoteBoxz will custom Pikmin immune to Lethal not be killed by stuff like Shotguns?
Cause my Breadmin dies when he gets shot by a Nutcracker
I have changed it so that shotguns are their own thing in the hazards list.
Oh hey note, you know that extension mod you're gonna make?
How about pikmin healthbars?
On the enemies, like the round circle that go on top of em
Realistic, or nah?
I made this mod awhile ago that has the option for circular health bars:
https://thunderstore.io/c/lethal-company/p/NotezyTeam/EnemyHealthBars/
So you have 
Should I make Pikmin 1 and Pikmin 2 the same Generation or keep them separate? (I'm 99% sure that Pikmin 1 and 2 use the exact same models)
9
10
1
Make them one generation
ok
What if
When the
Is is
hey note
real quic k
is this a problem?
friends can't join me
oh jesus chrsit

nitro detected
Yo I’ve been wondering for a while, bulbmin can still die to fire attacks, is that a bug or is it to make red Pikmin more viable?
I don't even know. They are supposed to be resistant but i must have forgot at the time.
I don't remeber if they are even resistant to fire in pikmin 2
Last time I checked their config it says the Bulbmin are immune to fire.
also note, if you didn't notice, lethalmin broke, baaaad, cant play it offline either
might wanna check the beta, in case it's a problem with one of the dependancies
ModMan Code plz????????????????????????????????????????????????????????????????????????????
thats odd, it works for me
does this issue occur when you do anything spesfic in game? Or does i just happen when the game is first started?
They were resistant to every hazard except crushing and being eaten.
Go it, thanks
No problem, I love the mod btw.
Another thing I’ve been trying to figure out, do purple Pikmin do damage on impact or is the slam sound simply to match the games?
They do deal damage when landing on enemies
You can kill an enemy by just throwing a bunch of purples onto it.
Thanks! I’ll be using purples more often now.
could you provide a .log file?
One more question lol, was there a mistake when white Pikmin were given their poison? In the games the white pikmins poison was enough to be lethal to a bulborb, but in this mod it takes 9 to kill a hoarding bug. Was this also a mistake or was this to prevent easy corpse farming?
tbh in the beta, white Pikmin poisoning was a last-minute thing that I had entirely forgot about until late in development. So, I didn't really test to see the how much damage should be taken so I just kinda made the poisoning damage an arbitrarily low number. So the answer is just yes.
Understandable lol, will they be buffed in the future?
Yeah

Will VR support be a possibility?
@glad mist
why do all of your clips end with you dying horribly
to get screenshots like this
Okay loving what I'm seeing
That spam will cause lag though no?
Not really
Okay
you're not the only one with goofy lethalmin clips
They want to revive you
Also note
Big problem
That function won't work in single player, right?
Since once you die, dont matter if they carry you, the game will take off
Yeah unfortunately :(
I don't have any ideas to solve that within lethalmin without risking breaking the entire game
Hmmm
Solution?
Whenever someones hp would go below 1, set it =
1
And then knock out the player, having them be carried?
Thots?
That wouldn't work too well because the game will still make the ship leave instantly after the last player alive dies, not matter their HP value.
Let's just
Not touch that
It's not a good idea to mess with the revive kinda stuff cause you're gonna have a hard time with compat and just errors nonstop
I know it is very possible because I have done it before.
And besides the mechanic is only intended to be used when there are other players alive.
Yeah fair
@glad mist @glad mist
The only issue now is that the console gets spammed with
[Warning: Unity Log] Some metrics in the collection went over the configured values limit. Some values were ignored.
[Warning: Unity Log] Some metrics in the collection went over the configured values limit. Some values were ignored.
[Warning: Unity Log] Some metrics in the collection went over the configured values limit. Some values were ignored.
[Warning: Unity Log] Some metrics in the collection went over the configured values limit. Some values were ignored.
[Warning: Unity Log] Some metrics in the collection went over the configured values limit. Some values were ignored.
[Warning: Unity Log] Some metrics in the collection went over the configured values limit. Some values were ignored.
[Warning: Unity Log] Some metrics in the collection went over the configured values limit. Some values were ignored.
[Warning: Unity Log] Some metrics in the collection went over the configured values limit. Some values were ignored.
[Warning: Unity Log] Some metrics in the collection went over the configured values limit. Some values were ignored.
[Warning: Unity Log] Some metrics in the collection went over the configured values limit. Some values were ignored.
[Warning: Unity Log] Some metrics in the collection went over the configured values limit. Some values were ignored.
[Warning: Unity Log] Some metrics in the collection went over the configured values limit. Some values were ignored.```
wh-
I think it's cause by 100 Pikmin being spawned in within a short interval. However, I'm not entirely brcause there isn't much explanation as to what causes "Some metrics in the collection went over the configured values limit. Some values were ignored." aside from "high network traffic". Despite the fact the beta does more networking this error barley shows in the beta.
It's also not just caused by the onion spawning pikmin, it's cause by 100 pikmin being spawned in at once in general. Because the same warning was getting spammed into the console when I used imperium to spawn 100.
ima be real
warnings and snethal go together like peanuts and butter
i dont even think it's possible to have a modpack not spawn a million fuckin warnings
Remember
No offense dude
Do it with a modpack
I stg
Some mod causes weird things to happen
At the end duh
I think it also causes the PikminAI to break
Wait
Body cams? Mod?
Why the fuck did you blow up
WAIT
A FUCKING MINUTE
Why IS BODY CAMS MONITORING A PIKMIN
That's probably the lag issue
These 2 mods:
https://thunderstore.io/c/lethal-company/p/NotezyTeam/MonitorEnemies/
https://thunderstore.io/c/lethal-company/p/Zaggy1024/OpenBodyCams/
I don't think so, because even when the game is running a 60fps, the Pikmin have trouble picking up items when that warning is being spammed.
That's so weird
Did you fix that metric thing
When throwing Pikmin?
wdym when throwing pikmin?
Oh yeah that has been fixed.
OH! AND UH...
Are you gonna work with the issues and Pikmin finding the ship?
Some modded moons would completely fuck up their AI
And don't even get me started with the 2 story ship mod...
The most I can do is add a warp point to the ship for moons that don't have a way of entites to get onto the ship. But other than that, I don't think I can really do anything if a custom moon has a crappy NavMesh.
I thought it was a Pikmin AI thing
That's fun to know
Unrelated but I found Pikmin 251's title screen music
https://music.youtube.com/watch?v=EfAVLHjMB6M&si=HFaDqeZWQKKMpl2_
Album: Pikmin World 2 - the Unofficial Soundtrack of "PIKMIN 2"
Game: Pikmin 2
Track: Picture Book (Unused)
Internal Name: book.w.32.c4
Composer: Hajime Wakai
Playlist: https://www.youtube.com/playlist?list=PLwyW5mbdZMGN8mGTqvDhsBs37SW4TkHcw
I wondered why it wasn't in any of 251's OST tracks, turns out it's because it's from the actual game.
Oh yeah, I made a mod with an explosion hotkey to get screenshots like this.
Awesome lol
So I found out the spam is caused by the NetworkTransform :D
Now I need to find a why, as the NetworkTransform never caused any issues in the beta.
The struggle of a dev
"I've been expecting you."
Shoot it

So it seems like the beta also has the same issue?
I wonder if this has to do with the new WIFI I'm using
Either way I see why Zeekers wouldn't use Network Transforms if he did know about them.
I could have sworn i've seen unused code refernceing Network Transforms in the item script
This issue does not occur with vanilla entities as far as I know.
Because I tested it with 100 hoarding bugs and no warnings
I guess don't use them for now?
I need to find another way to sync positions though.
And I have attempted to change the threshold settings, but it just made the client side look odd
Weird
It also causes this to happen on the client side
AHHHH
Wait a fucking minute dude
Why didn't you blow up...
I used a shot gun that time
Okay...
“You have denied us father, revenge awaits.”
I've made a Custom NetworkTransform script that doesn't spam the console when there are 100 pikmin. And doesn't make the pikmin float.
Thz bbgirl been waitin on this on
whats with the new fancy pikmin ui?
i like it
I've decided to re-designe it a little since I'm remaking the entire mod.
nice
hey is there a way to configure how many pikmin spawn outside?
or does the spawn chance config take that into account
i think wild pikmin spawn outside sometimes instead of an enemy, so if you got a mod that increased outdoor spawns, you might find more wild pikmin.
If you're talking about the Pikmin that don't spawn as sprouts, then it has to do with Lethal Company's spawning system and cannot be configured
ok so turning down the outdoor pikmin spawn chance will reduce sprouts right?
Yes
wdym
To finish
alot
I got stumped for a few days on the stupid metrics error so I couldn't work on other things until I got that fixed, so the final version will probably not come out this month.
I have gotten the new save system for onions and sprouts done though.
I never realized how by each game, purple Pikmin became more saturated in color
Pikmin now actually enter the onion like they do in the games
Hag, nice
The final version will allow players to change the generation of the models, I have it set to Pikmin 1 and 2
Oooooooh fancy
Keep up the amazing work! And remember to take a break if needed lol.
He will work for our amusement, and if he stops, we break out the whip
(We all share that sentiment, make sure you take care of yourself note)
This is awesome
You can now switch pikmin types while holding (ignore the bug)
1 thing 2 reasons, make the sound not play multiple times
- It doesnt in the games i believe
- MY EARS
Other onions!
Speaking of, a config for the pikmin sounds would be nice. I’d like to turn them down a touch, if possible
ok
did nobody notice the onions spawned in the trees 
They got caught like a kite 
I never noticed how different Bulbmin and regular dwarf bulboarbs are
they look so goofy
I thought you were just showing them off by having them spawn up there
Treemin
I will have to partially use AI nodes for spawning to prevent something like that from happening.
dont you already do that?
ive noticed that onions usually land on the ai node closest to the left side of the ship.
Yes but that has caused some issues with custom moons so I have changed it to no use AI nodes so much in the final version
https://youtu.be/1wEiWxrJ5cs?si=0J0tJH0HXqn-0G8F @tiny sable are you aware of this?
What's your favourite moment?
Friends in the video:
@DeadSquirrel
#H2ODelirious #Delirious #lethalcompanygame
Yep
The hell
?
why the right most one look so weird
Because it's the Pikmin 2 model.
The ring
Got the Pikmin Container working relatively easily.
Lmfao “wear the pikmin container” make this a feature enabled by configs and you just have it on your back facing forward so you can get the pikmin
I want to be the pikmin container
Pikmin container suit that changes color depending on how many Pikmin you have stored
every pikmin adds weight
Noteboxz, whenever Pikmin types are immune to crushing and about 10 of them go under one, there is a sudden lagspike
for like 0.20 seconds
Ok
Reimplumented onion fusions
What's the list like now?
Man...
Wow he managed to do a weeks worth of work in a several month long project
Gj
(Just gotta be patient my guy)
The first version of LethalMin took around 3 weeks, I thought that final version would take a little longer than that, but once again I've underestimated the amount of time devlopment will take.
Only 3 weeks? Surprising
But then again, first version didnt have all the new shit you added yk
So now redoing it all, you have a bigger laundry list than initially
yeah
Would you consider releasing some of it in the mean time or are you trying to do it all at once
wdym
Can we like have an update
With all of the updated stuff release first
And then like the new stuff that wasn't added last update be added later?
issue is, he's trying to undo the beta mess with clean code
he'd have to have the basics made for it to even function
and at that point, then he could release it and maybe update it
but I reckon he just wants to finish it and release it as a finished product
On one hand I want to see my carrot children again, but on another I can see why note is waiting till everything is finished.
Like I said before, V1.0.0 will be the final update with the future updates just being bug fixes, yeah like Eliza said it will be released as a finished product. I don't think I will release it until it's fully done.
But the LethalMin Extras mod will come at a later date and will not hold back the Final Update's release.
Extras??
I’m jumping for joy rn
How much will custom type makers have to change to fix with LethalMins full release?
Guess we’ll cross that bridge when we come to it, we still have 10 years till the full release.
Impatient bastarrs lmao
Animators and Sound Packs will need to be redone for the full release. I'm thinking of an easier way for type makers (and myself) to implement animations, The PikminType Scriptable Object will probably break some things, but not everything. So, all in all it might be best to reconstruct all of the Scriptable Objects from the start
It was a joke my guy

Once this mod is fully completed, do you think you’ll add the Pikmin to other games?
Other games? Like?
Murky divers, deep rock galactic, R.E.P.O., that sorta thing.
Probably not due to the fact I'm not very familiar with those games and how they work.
Drg in that list is wild, its just another team game lmao
Tho that'd be cool
Idk what they'd do tho
Idk Pikmin things
The lag was real and the circling is nuts
That was prolly due to imperium
i just realized I messed up the colors on the Pikmin 2 flowers again
History repeats itself
Speaking of, does orange have the right color flower?
i don't know
orange pikmin (bulbmin) have a white flower
i have played pikmin for almost my entire life, never doubt me again.
that one looks more blue
but i found a better image
same colour as red
i've played it for my entire life
specifically pikmin 2
consume bridge
even better image
Hd
Pov
hey using the configs for pikmin doesnt seem to change if they can use the pikmin container or not
like i set use pikmin container to true for bulbmin but it didnt change
thats due to the way the Pikmin Container assigns pikmin in the beta. Theres nothing that can be done about that
this better?
Will this be different in the final?
Yeah
Yes
Also, another thing on this is, pikmin particle accelerator
Tho i meant like in the games it only loops when the sound ends + a bit of time and not when the selected type changes, this is better anyway
btw, if your making the ui vanilla-accurate, the inventory ui isnt perfectly evenly dotted line, and it moves around a bit
nice
btw
is it going well making sprouts save when you take off and change moons
so they despawn only changing moons and respawn when coming back
Only sprouts created by onions are saved, and they only respawn on the moon they were planted at (ofc).
I found a way to extract animations and models from Pikmin 3 Deluxe
wait so they do do that?
In the beta, no but they will in the full version
Thank god, I remember I had like 30 sprouts I had to leave behind because it was midnight. So many potential Pikmin gone to waste.

The pikmin 3 onions looked the strangest to me, personally
Cool idea but I prefer 2 onions. 4 was ok too
Its optional bro
too overpowered?
No
Purples are rare, it makes sense for them to be this good.
nah i know just sharing my pikpinions lol
im stealing that word
Yeah probably
3 is a pretty small number to be doing that
Make their slam do like 0.65 damage
Yeah, I think I'm gonna nerf it a little
they aren't that rare
Maybe I have bad spawning luck then
All I get are bulbmin
I pray for whites
All I get is 4 whites 1 purple and 40 bulbmin
I'd say purples are rare lmao
For real they are a godsend for eclipsed expeditions
If you put enough flowered whites on something they can zoom past any dogs before they get pissed enough to attack.
I have a giant list of various tips and facts like this if anyone cares
they all literally have the same odds of spawning tho 
either the Beta's RNG system is busted, or the bad RNG in general
Dont baby fish me, I know you gave whites and purples a 0.0001% chance to not spawn 😭
But fr idk why those two are the rarer types
Snethal just loves bulbmin
finna make an announcement trailer

@glad mist @glad mist
the pikmin 3 onion looks really cool with the pattern thingy inside it
bothers me that its way smaller than the other but i know its like that in the games
is it gonna be like in 3 when fused?
so bigger and the colors are like mixed or whatever
Yeah
Comparison Trailer (Early Acsess)
Idk how I feel about that new UI thing I feel it kinda fits lethal? But also doesn't
UI as in I mean the uh UI that shows up when Pikmin pick up items
What if lethal adds new stuff? Will you add Pikmin interactions for that?
*Final major update
Yeah
Although now I'm not sure If I should call it the "Final Update" or "Full Version"
just call it full version
bc like you said youll update it later for bugfixes
plus "final update" makes me feel sad :(
I mean it is the final major update


last minute change
https://youtu.be/uE4WpQ5QclQ
NOTICE: All clips in this video was recorded with the Imperium mod installed. While Imperium is really good for development purposes, it can cause a lot of lag when too many entities are spawned in. This is primarily visible in the "before" clips showing item carrying and when Pikmin are exiting the onion. However, I need to emphasize that both ...
Whenever you throw a Pikmin onto an item and you’re close to it, they will just go back into your group.
Is that fixed in the final?
I'm not too sure, because the issue is caused by the Pikmin colliding with something at the start of the throw. Mabey I could add a slight buffer so Pikmin won't instantly go back into the player's squad
Wait, you're releasing a comparison trailer? You ain't dont yet with the remake, are you?
yeah
It's just a comparison trailer, not a release trailer
Same, but I wouldn't bet on it because I don't think he even does Modded entities in general.
he might
idk bro ur mod is sick as hell, if h2o delirious noticed it, im sure alter ego will too.
you gotta give yourself more credit
LethalModDataLib Will be the hardest compat to re-add, because I had to do some goofy stuff with System.Reflections so that it wouldn't be a dependency.
Mental
I've made a new config system that can be initialized with just 1 line of code So now I don't have to write 100 lines for code for every config that is added.
Wait
So
Pluckaphone, whistle+, and container+ are done?
I had more questions and i forgot 
Not this one but also can we have an option to randomize game models on lobby launch, or even takeoff
likely never due to how complex they are
If I can find a way to make flying pathfinding then I would add every single type to LethalMin.
sure
They don’t even fly they float,
nope
they still are complex...
Fair
Maybe have it as like an add-on and just work on it whenever you’re bored and eventually after 15-20 years we’ll have it.
Give them the basic Pikmin ai, make them immune to every elemental hazard, give them them the ability to teleport to the player who last threw them once they finish a task, bake 300 degrees until crispy, and BAM. Glow Pikmin.
Make the floating an animation rather than floating ingame
Is the “shiponion” the container?
the glow pikmin spiritbomb is still a problem
how do we implement that?
"we don't."
Is there a Pikmin "banlist", where certain type(s) won't spawn?
IE. Purples, Yellows, Blues are banned
So only Reds outside, and White & Bulbmin spawn inside?
“THINK FASK CHUCKLENUTS”
Make it act like homemade flashbang but no explode
the baboon hawk thinking he boutta get an easy meal but then me and my group of glow pikmin pull up:
yeah
Okay, I'm gonna admit. I think I can add the types from Pikmin 4, Glow Pikmin will just be a bit more complex but doable since they don't really fly and just teleport when out of their leader's squad. I think I can also recreate the freezing effect with Ice Pikmin for water and enemies. All I have to do with water is just add a solid collider when the water is frozen, and with enemies I can just apply a temporary frozen texture and disable their nav mesh agent when frozen.
But with Pikmin 3, I can make rock Pikmin because the only special thing I have to do with them is make them bounce off of things instead of latching on. However, and this is the only reason why I'm likely not adding the types from 3 and 4, Winged Pikmin can literally fly over obstacles. I can't just use a normal Namesh agent, because Namesh agents are locked to the Namesh, meaning that they can't hover off of it. So, if I just added pseudo flying, like just making a flying animation and not real flying. It would look odd because the Winged Pikmin will get stuck on other entities and not be able to really fly over obstacles. Yeah, I could just set their agent to have no obstacle avoidance, but another issue comes when flying between a gap in the NavMesh. For example, the bridge on adamance. When it collapses, with this pseudo flying method Winged Pikmin will take the long method instead of just flying across the broken bridge. I'd really hate to add all the types from 3 and 4 and just exclude Winged Pikmin because of this...
Not in the beta, but there will be in the full version
LETS GOOOOOOOO
isnt there alreadt a mod for rock and wings
#1307154045751918675 just rocks
i think hes working on winged
But still, it be nice to have to them added to full the mod.
since they are official (cool)
also because why not maybe add the 251 types to the main mod
please dont-
if they're okay with it
Personally, I think pik3 types should be left to the other mod
And once the other mod finishes, maybe work on incorperating it into the main mod, would be kinda ick to just make the pik3 pikmin while its being made by someone else
Oh, you could make glow and ice in the meantime! Pik4
pikmin 4 ever
bruh y'all dont want glow and ice pikmin?
I dont want them to work on pik3 when pik3 is bein worked on rn
they should have put that as one of the answers-
pik4 would be sick
btw note
PLEASE make pikmin bring beehives to the outside of the ship
and make the bess take more than 1 to carry to balance
in order to do that they'd have to change the weight of the beehive
also, 1 pik makes sense
just have electricity kills
aint no pikmin gonna outrun bees
the amount of pikmin needed to carry a peice of scrap is tied to the wight of the scrap
sends a requirement for yellers
i think its every 5 pounds = 1 pikmin
beehives weigh more than 5
this is all true
i spend too much time playing lethalmin lol
i have so much notes about it if anyone wants to read
bruh they're conductive but weigh 0 thats bullshit
light metals exist
to be fair, other scraps also weigh 0
yes
ridiculous how a bolt, single handed weighs more than a beehive made for electric bes
zeekers made it weigh 0 so its easier to outrun the bees while holding it
shhhhhhhhhh
i type too fast
anyways because of that, it causes the hive to only require a single yellow boi to carry
i will shove a purple pikmin down your throat i swear to god
petition to call the units that are used to determine how many pikmin it takes to carry a peice of scrap "pikmin pounds" or "pikpounds"
thoughts?
how many pp does it take to lift a clown horn
Uh-
1…. It takes one.
Just call them lps (get it because instead of lbs it’s lps because p because Pikmin hahhahahahah I’m so clever)
I've updated the way explosion damages are calculated so they are now 24% more lethal!
you know things don't have to be metal to be conductive right?
Btw, can we get a config to make the purples black or brown (and hairy) like the original plans
Maybe it would take to long for the models but just a thaught
Evil Pikmin be like: burymax
Pikmin no longer die from getting pestered by poltergeists
He already made Pikmin two bro
Is this a threat?
No, just somthing I find funny
Yeah but it looks threatening lmao
The yellow Pikmin turned off your life support, you are on your own, you are powerless against the feral carrot child.
I know
I'm saying don't dabble into 3 and 4
Smh...
Ok I understand not doing 3, someone else is already doing that. But actually declining having a chance of having glow and ice Pikmin in lethal company is insane
That's... Not good
Keep it in for the lols
omg I forgot to remove the default mesh collider on the ghost's mesh plane 
Truly a
moment
Re added cruiser interaction
You spin me right round
Well that's amazing, now we gotta ask for a Pikmin Ghost Collision config option
I've spent all day trying to figure out why the Pikmin would not carry items into the cruiser. So I ended up just using a hack to teleport them inside when they get close enough.
Pikmin now get squashed by spike traps
they dont squeal
tysm
does crushing resistance finally work
yeah
i got bulbmins as well
tysm!!
It’s no problem at all
If you need anything else let me know
For white Pikmin I guess speed up the sound or make it higher pitched
wait
i just remembered
as of pikmin 4
all types except red with blue have a different voice
can we config which games voices we get?
like we can for models
And these
I guess bc the normal whistle is being held backwards when you use it
well the whistle zone does come from the mouthpiece
You traumatized him
Not enough stuff to put into a ship
i am never going to unsee it now
I saw it like day one, and it never bothered me
I was able to get the ship whistle sound from Pikmin 3 Deluxe
I was gonna say something about how it's held but it's fine
What were you gonna say?
Like you see how it's aiming up?
I'd rotate it facing forward
Slightly at least
Okay
Cause RN it looks like it's like coming out like a mortar
YEAH
Mortar rn change it to like a cannon view
Both do the same thing technically
If that even makes sense I was kinda just trying to find something similar
I'm tempted to have the PluckAPhone just be held like this, but I think it's too long/in the way like this
honestly it feels like it takes up less screen space this way
Looking at it side-by-side, yeah, I think you're right
Plus, holding it out makes it more obvious what you're holding
@remote tree
Yippeeeeee
Me after murdering a forest giant and putting its body in my purple onion (i have an army now thanks to the pluckaphone giving me time)
Also
Make any item over 300 weight just automatically need 1000 pikmin to reference doomsday device and golden vaulting table
Or bodies over 300 hp somehow
cough anvil cough
Pikmin will no longer chase enemies outside of the ship unless the enemy is on the ship with them.
This was an Issue that happened a lot in the beta where Pikmin that were sent to the ship would run out and get the selves killed chasing something that was outside.
glad to see they still get absolutely slaughtered by a single baboon hawk
Yeah exactly
it looks like a cigarette when you hold it like that
I can see it lmao
you would not beleve how many times that happened
i lost a bunch of brave but stupid purples that exact way, they were chasing a baboon hawk like a kid chasing a butterfly.
nerf baboon hawks??????????? please???????
Make them not kill rocks
Enemy stun:
They cant impale them they cant kill them
But bulborbs can eat rock Pikmin
Baboon hawks kill by impale then eat
Hmm
I forgot about those
Impale Pikmin enemy
The one with the red nose and blue back
Burrowknits?
They can impale rock too
i hate baboon hawks theyre the reason why i stopped going to adamance to get pikmin
And whatever they were in 1 and 2
nuh uh
They cant though
THEY NEVER COULD
I swear I remember seeing it happen
Bro is on “arboreal frippery”
I'll give them a separate (slightly longer) interval for eating Pikmin as a config, because their regular attacking interval is 0.75 seconds long.
But high-risk, high reward tho. I think Adamance spawns the most sprouts because it has a lot of AI nodes
i knew that
i wrote that down somewhere
Adamance pluckaphone is free piked men
nvm adamance is the best
just land, whiste for like 5 seconds, then dip
I will change it so that AI nodes are not entirely depended on the average number a Pikmin will spawn per moon and instead make it dependent on the power level per moon.
But I will still give adamance a slight spawn multiplier
um-
yeah a rocky planet has a bunch of plant creatures yeah dat makes sense-
just imagine doing to embrion and there's like 50- 80 pikmin sprouts there
Then I'll have Emberion have a way lower chance of spawning sprouts
Nah
have embrion spawn only rock pikmin if that mod is installed lol
Embrion is perfect high risk high reward
Yeah
EMBRION LITERALY ISNT SUPPOSTED TO HAVE PLANT LIFE
Uhhhh
Make the pikmin dead before you pluck them
Wilted
Gone
unbreathable air,super hot surface, giant killer robots...
Red pikmin:
spelling mistake, i lose.
And bulbmin for the unbreathable air
thoughts?
cus according to lore, rock pikmin are like bulbmin, but instead of infecting a host, they infect a rock.
And reds could survive the heat
Which is funny since they arent immune to all elements
They are similar lore-wise
i meant similar via means of parasitism
yeah and the flamethower of the giant screaming robots
ik they're called old-birds but that name sounds dumb

