#[Discontinued] LethalMin (LC Pikmin Mod)
1 messages · Page 14 of 1

I can host
like right now or just saying you will host it
But yeah I’d love to join a stream
Currently me and my buddy are doing programming
surprised creaturemin etc. aren't included
not a fan of it
oh i dont plan on streaming this session i gotta like make sure the vibes are good
oh in that case by all means enjoy the silly ass music
my lethalmin modpack is a lot more fuckshit compared to this one lol
btw
Vinny covered this last night
o awesome
:O
wanted to share last night but you were offline. so i waited for the vod, then only just remembered to share that a few minutes ago
so maybe expect a little more traction 
not 100% on the vibes i think
notes legs look nice
I’m about to prison shank one of you
Holy shit a dog spawned RIGHT UNDER ME when I was managing my pikmin
Fuck Eclipsed Alcatras man
I’ve never really had a problem with eclipsed moons (except for embrion)
I'm still trying to figure out why the glowpikkies get crushed by the lumiknoll.
Iv'e always had the worst luck going to eclipsed Alcatras, every other moon it's normallyy difficult but doable
the thing
yeah bucket does it vanilla 😔
*vanilla-ish
I like to see lethalmin interact with lethal company by itself with as little other variables as possible
All the other mods are quality of life/ui changes
I like model changes tho i cannot deny watching the Pikmin murder waluigi is funny as hell
me personally...
You say that as if it’s a bad thing
as if its not a good thing
Some people like playing games without mods that make it unrecognizable
Hm... I can't put away the pikmin-container on the ship
and I worked so hard to not get it too 😭
Then something bugs out and poof, now it's there being big and ugly
There, if it's out of the way it won't bother me (it's bothering me)
I think this is the first streamer to stream LethalMin VR
https://www.twitch.tv/miniorvr/video/2506900718
Content unavailable
prolly because it's marked as this
okay fuck lemmie turn on my pc I’m signed in on there
I like adding new scrap and moons and (sometimes) interiors
Btw note, as a reference to pikmin 4, can we have it so that if an onion happens to be purple/white (possibly specifically pikmin 4 style) have the scan called “purple jewel”and “white jewel”, maybe even allow custom type creators to determine if its called onion or jewel (rare ones)
strangely, when someone else hosts with my modpack
they cannot buy whistles
they can buy the pluckaphone tho
my modlist is truly cursed
you have this installed?
https://thunderstore.io/c/lethal-company/p/SylviBlossom/TerminalConflictFix/
I do not, but I do have a thing that eliminates furniture from the list once bought which did very similar.
TerminalConflictFix could fix that issue
Hey I want to ask right now cause I'm having trouble with this mod with LethalMin.
I've installed FairAI to use alongside Lethalmin for my friends and I, but I know what happens with Pikmin and quicksand.
Normally, the Pikmin walk on the quicksand just fine it seems. Though now with FairAI, the issue is the moment they step on quick sand, Pikmin die instantly but also make this very loud scream, repeatedly.
Is there a possible way for me to turn off dying to quicksand for the Pikmin?
Check if theres a blacklist for quick sand in the FairAI config
Uhhhh
Any idea what this means?
This popped up, and suddenly all my Pikmin are gone
Had to use a screenshot as clicking anywhere inside BepInEx's window crashes the game
what were you doing in game before this occoured?
Farming Nutcrackers on Wesley's Filitrios map
They all went inside the onion okay when I left the moon
Landed back on Filitrios (it's Flooded this time), went over to my Onion and they were all gone
It's not TOO big of an issue as I have some pretty reliable methods of getting massive amounts of Pikmin, but I'm worried this might lead to something more serious
It actually is a big issue

and a major oversight on my end
how many pikmin did you have before they disappeared?

I vaguelly remember doing the same thing in Pikmin 2 once by accident
So kudos on making it close to the source material
basically
The error happens on this line of code
what I assume is happening is that there are so many pikmin saved that an overflow is caused when trying to load it, via a clientrpc
I think I can fix it by just loading chunks of pikmin from the save instead of all of them at once
Oh what the fuck
I went to Galetry, and now they're all here again
and I completely overestimated how many pikmin in total I had
I have 1.3k
Come to think of it, the "Pikmin on field" counter was acting strange, it kept saying there was 1 pikmin out somewhere despite none being on the field
and I mean 0, I set the whistle radius to 10000 and didn't get a single one added to my squad lol
Maybe Filitrios got sick of me farming the nutcrackers there 
But speaking of Pikmin acting strange, I've never once gotten them to work correctly on Gordion/TheCompany
They only path correctly on Galetry
you have NavMeshOnCompany right?
I don't see that in the config
Ohhhhhh
Nope, don't got that lol
Thank you though, will be installing that shortly
The final Pikmin rush on Galetry
what could you have possibly searched for this
You don’t wanna know


volume warning
me when the eyeless dogs are ignoring the loud horn
me when I have to use the whistle to get the dogs to the ship to kill them
bucket finding out I changed it so eyeless dogs no longer go to the whistle zone
when was that ever a thing
they always went towards where the sound was (which was the whistle)
they did it in the beta
it was legit a strat to just lure dogs away with the whistles
I never remember that happening when I played
I accidently whistled in the beta and the dog got pissed and ran at me
I still use the whistle as bait for dogs
I lay out a group of white pikmin between me and it, use the whistle to call it over and the whites just poison it to death
Those are not pickles
those are baboon hauk samples
probably a issue on my end but pikmin seem to dupe sometimes
i had 5 white pikmin in the pikmin container and i moved them out to put into the onion and 5 kept appearing in the container
man that sounds liek a really cool item on its own... but also makes no sense lol
we need like, a tossable squeakie toy mod.
on topic I still cannot figure out why they get stuck inside the lumiknoll
me neither, they are supposed to spawn around it not inside of it
this is the function that determins the spawn location of the glow pikmin and nothing here seems to be indirectly effectible by other mods
hrmm...
I'm starting to think ghost configs are doing things again
this modlist is about 7 months old so I may just need to redo it all
for example, anyone else hosting with my modlist, it does not run like.. at all. every other item is broken, massive desyncing etc.
but when I host, smooth as butter (aside from the 1 or 2 issues with like the lumiknolls)
Actually, someone mentioned an issue with fairai up there
I wonder if that applies the stuck prevention to the pikmin that mobs get (killing them) before they even get the chance to pop out of the lumiknoll?
might also explain why random vertical terrain makes them scream a thousand deaths before finally dying
you have fairAI installed right?
yeah
well I see the issue with fairAI's quicksand
they do the same thing for random vertical geometry on occasion as well
it's only happened in the mansion interior for me though
But I believe that this is actually an issue with FairAI itself. As when an enemy dies in quick sand, FairAI just spams the kill function on the enemy in the quick sand. So you can see something similar happens with a baboon hawk. Except the baboon hawk doesn't despawn like pikmin so it will just spam it's kill sound for the rest of the round.
In Fair AI, the quicksand's OnTriggerStay function is modded to call SetSinking for an EnemyAI. OnTriggerStay is called every frame the enemy is in the quicksand's hitbox.
The dev knew about this as that's how the mod increases an enemy's "SinkingValue". Once an enemy's SinkingValue reaches the configured time limmit, kill enemy is called.
But the dev must've forgotten to make it to not call SetSinking if the enemy is dead, or make it so the Sinking Timer value is set to 0 and stopped when it calls KillEnemy() in the if statement.
So the mod will just be in an infinite loop of just calling KillEnemy() because the SinkingValue stays at the time limit.
Quicksand acting like water would be cool
how would i make sure this doesn't happen on my moon im making, i tried using the onion spawn object thing listed on the wiki page from lethal min, why is it over there. 😭
it does work nomally, when it finally decides to combine, but still inconvenient.
after changing their positioning, it fucked them up even more.
now all of them go away from the ship 😭
even the fused one moves over to the same spot
thats a bug
or is something wrong with how it's setup?
👍
ty
atleast, the weird position change stays consistently after a change, trial n error might work.
I wasn't able to find one.
heyo note is it possible for you to add custom pikmin types to the config?
no pressure again
actually I'm pretty sure there is a config for this in Lethalmin
its called, "Generate Pikmin Configs" or something like that
it does custom types too
It happened again, but this time on Wesley's Etern, also Flooded this time
Wonder if it's actually some weird crossover conflict between Lethalmin, Weather, and Wesley's Moons 
Okay... Now it did delete my pikmin this time, and it's not saving any new ones I put in
So I did get most of my pikmin back, but I had to sacrifice a specific type
Putting in a type overwrites the old number of that type, but saves the rest
and you must leave the moon without leaving any pikmin behind
Otherwise the new number doesn't save, and jsut makes all types 0 again
Well, at least Winged Pikmin finally have a use 
Does the LethalMin Pikmin 3 Mod still work? Its marked as deprecated
lethalmin has pikmin 3 pikmin by default now i think
Not really because it uses the old lethalmin library. (While it does work with the newer one the animations will be broken) , and every pikmin type is already in the mod now
oh okay
gotta catch up with the changelog
do the configs rewrite themselves when a certain new update that changes the config comes?
Its sad that what the "new" follow mode is isnt explained. or the new calculations for item weight
the top entry enables the configuration of all the rest following below?
yes
Is there a way to generally reduce the number of Pikmin needed to carry items in the config?
It seems a bit unrealistic that you need (I think it was) 14 Pikmins to carry a small metal sheet
@tiny sable
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalMin.PikminEnemy.Update () (at ./Scripts/PikminEnemy.cs:84) me and my friend where on march and he was getting spammed this
0197f5e3-f35c-0a6d-f6e7-3d33b7647e4d
i think the config i can live with is the old beta one which is there as an option
It was 10
Seems fair as it’s one of the heaver items.
It’s a pretty thick sheet I don’t think you know how heavy metal actually is when it’s a sheet
I mean cmon it’s friggin metal after all
dumb question but why are the numbers in the config negative?
is there a reason for that?
-1 means disabled
will look into that
Question was there a pikmin interior being made? not by you but by someone else?
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0011)
Unity.Netcode.BufferSerializerWriter.SerializeValue (System.String& s, System.Boolean oneByteChars) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0000)
Unity.Netcode.BufferSerializer1[TReaderWriter].SerializeValue (System.String& s, System.Boolean oneByteChars) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0000) LethalMin.PikminData.NetworkSerialize[T] (Unity.Netcode.BufferSerializer1[TReaderWriter] serializer) (at ./Scripts/PikminData.cs:36)
Unity.Netcode.FastBufferWriter.WriteNetworkSerializable[T] (T& value) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0019)
Unity.Netcode.FastBufferWriter.WriteNetworkSerializable[T] (T[] array, System.Int32 count, System.Int32 offset) (at <895801699cfc4b4ab52267f31e2a4998>:IL_002D)
LethalMin.Onion.AddPikminClientRpc (LethalMin.PikminData[] dats) (at ./Scripts/Onion.cs:356)
LethalMin.PikminManager.LoadOnionData () (at ./Scripts/PikminManager.cs:2166)
LethalMin.PikminManager+<WaitForAllOnionsToInitalize>d__134.MoveNext () (at ./Scripts/PikminManager.cs:1593)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
Now all the pikmin in the onion are gone
Ok new moon and some are back
This happened to me before too, both times was on a modded moon that was flooded
Best way to fix it (for now) seems to be to sacrifice one of your types by finding one of that type, putting it in the onion, and leaving the moon
Make sure you leave no pikmin behind when you leave, or else the bug will persist
If you did everything correctly, you should have your pikmin back the next time you land
Personally, I always sacrifice my Winged pikmin when that happens since they're pretty much useless 
that will be fixed next update
Yes by Pikmin 2 Modder JaySalt, but development progress is unknown.
wait
yes there is somthing wrong
theres a (1) after the name
it's supposed to be exactly
ONION_SPAWN_POINT_0
ONION_SPAWN_POINT_1
ONION_SPAWN_POINT_2
fixed that later on but one onion always went to the other spot.
has the fair ai quicksand been addressed?
No
It's broken
Like
It breaks any enemy
It's just Fair AI
ah. damn
I honestly just have it so that mimics fight flamingos and other silly little things.
Neat
its nice that they can clear traps and all but I'm tired of hearing a billion death screams overlayed ontop of eachother. lmao
didn't you see the messages I sent explaining that Fair AI is just broken???
I was on Exp
They dont trigger mines
They fly over water
Landmine triggers can be disabled in the config (or you can sacrifice a yellow to detonate the landmine if you want it to stay on)
Blues go through water and are slightly better fighters than Winged
weird, went to pull out a couple purple pikmin on zeranos when my shipmate couldnt and it crashed them. Not sure if it is related but was also unable to enter orbit afterward.
if you are using the same/simular mod pack that you gave me to debug the glow pikmin. The it's most likely not LethalMin
I've dropped quite a few mods from there (a big one was usefulzapgun) since and added a couple others.
Mostly what I'm worried about is that they saw 0 purples in the interface but I showed 4
and then the crash when I pulled them
You called them useless i was telling you how they aren't
just some idea i thought of maybe ice pikmin could freeze the slime allowing you to kill it?
that sounds amazing
The bug or(and) the winged Pikmin being useless?
joking winged Pikmin are goated they just need a few more braincells
☝️
YOOO YOU FIXED THE WHISTLE BUG LETS GOOOO
-# I've might have caused another bug that makes the whistle's model go invivsble instead of the zone

Ya my whistle started vanishing
also despite that friendly fire is disabled i can kill my pikmin
For some clarification, no friendly fire only effects pikmin that are in your squad. Pikmin that are not in your squad can be killed by you.
Hmm it may be that
I was killing a bird near my pikmin
a bird with a horn for a head
I feel like Pikmin in ANY squad shouldnt be harmed by the player
this thing?
Nvm (should be a config tho)
HEY WAIT A MINUTE IF PIKMIN IN YOUR SQUAD CANT BE KILLED BY YOU THEN WHY COULD THEY ATILL BE KILLED BY MY SHOTGUN
I can recall a time where I shot a dog with a gun and…. 15 Pikmin gone.
They were in my squad, not fighting.
when was that?
…..I don’t remember exactly.
⬛
i think it was the early access version you gave me
you know the early access versions were buggy, it could have just been bug with an early acess build
Can you just check to see if Pikmin still die to shotguns shot by their leader
Noted
Btw do Pikmin that are fighting something count as “not in your squad”? I wanna fight alongside my Pikmin but I’m afraid I’ll accidentally kill them in the crossfire.
Like let’s say theres some Pikmin on a baboon hawk, and I hit said baboon hawk with a shovel, will those Pikmin also get hit?

Dont know why youd be swinging a shovel when theres scrap around (besides maybe a scuffle with hoarding bugs) but hey I’m just curious
baboon hawks eyeless dogs and thumpers fear the white pikmin
not sure if i should be reporting this to the lethal min thread or "Melanie Melicious's utility furniture" thread, but Pikmin seem to walk to the "ship fire exit" and then turn around or get stuck instead of entering...
useful for when your pikmin accidently pick up an item you dont want to, so you uh... kill them... ( i feel like being able to pick up the item they are carrying to stop them from carring it would be good.)
is creaturemin also in there now?
CreatureMin is a sperate mod, it has been updated for the full version.
Where “add funi ragdolls”?
when i leave the moon with my ship and the doors closed... nothing happens afterwards. i dont get to the orbit
Oh ok
i just had a problem with lethalmin saving the wrong onions in the save. also the pikmins i put in my pikmin container just disappeared from the save
Bro fr went “give that shit back mf.”
This happened to me once when I was playing with you guys where the pikmin had the item and I grabbed it but the pikmin kept carrying the item but it was invisible, then I dropped it and the item became visible again.
bnuuy
pikmen
Btw note, can we have a complete visual redo for the whistle? At least its zome, i would like it to match pikmin 1/2 or 3/4 (obv configurable) i think 3 and 4 have the same one, only issue i see is making the mimic’s
The current mimic whistle has funny wonky bumps and a foggy texture
Pikmin 1’s is just pill shapes with an offset in a circle, so:
- make it go backwards
- Make the offsets a bit… offset from even
- Make it heavily tinted ourple
Ourple guy
Anyone got ideas for 3/4
Coderebirth is a mod i use very often and it just had a pretty big update and now require rexuvination to work, is there any plans for lethalmin to have compatibility?
Water wraith got me fired
XD i went to gal to sell as it was last day
water wraith showed up it was foggy i tried to kill him and he killed me
If that happened to me I’d probably leave the game and call note so I can yell at him
Again
XD
The compat with LethalMin and Galery was last minute, I just did it because it would be cool if pikmin would sell if Galery had a NavMesh. The last time I played it, it seemed like Galery didn't have any NavMesh so I'm not sure how people are getting pikmin to sell on Galery.
Theyre getting smarter without your knowledge
The mesh there is weird anyways
also [Warning: Unity Log] [Dissonance:Recording] (02:41:31.494) BasePreprocessingPipeline: Lost 960 samples in the preprocessor (buffer full), injecting silence to compensate does this error cause sound to vanish?
happens when theres lag
ah as i have had sound issues i thought i had dealt with it but i was wrong
i was on the black mesa interior a meteor shower started then the sounds stopped
Im a dumbass so i dont know
I think that's a thing with meteror showers in general
i second this
next we need a Glow Assault Rifle
Lmao
There are some modded moons where pikmin won't move anywhere unless there's a second group carrying an item, Galetry is one of those moons
I would just heap all my scrap into a pile, then chuck purples at said pile until all the scrap was gone, then follow the last/slowest group and pick up their item when they are the only group still carrying something
There was also one time where all my pikmin grabbed my stuff, clipped into a hill and couldn't path out
But I think that was a bug with Company Navmesh
The only time it happened was when I had CompanyNavmesh installed, Galetry worked fine again once I uninstalled it
Olimar is not getting off the planet anytime soon
@tiny sable
NEW BUG
I think
If you die to the nancy enemy in Code rebirth after being revived by the onion
You become immortal
and like you dont die you become a ghost of sorts
WHAT
Is there plans for like
Compat?
Also yeah
Rexuvination
Does not play nice either
Actually the mod recently gotten updated to prevent the bug with Pikmin not noticeing the whistle zones
-# but code rebirth targets and old version for some reason
oh wait
?
OH
Can we do patches now?
Or like some things
dont work
who's nacy
SORRY
I CHECKED AGAIN
ITS "Mistress"
It basically like chops your head off with a gullotine
But leaves a talking head?
BUT
When youre revived
Ig since its trying to spawn the body?
And when youre revived
you kinda turn into a ghost it cant and then bugs out
And then on top of more bugs
Pikmin lose their way in the new wesleys interiors
This is why being a dev is a nightmare so many changes
LITERALLY
tried ot spawn 12 pikmin but spawned 12 peace keepers instead
purple pikmins according to water wraith
you can now rudely take items from pikmin (config disabled by default)
couldn't you already steal items from pikmin
no you could not
I did steal an item from a pikmin though I swear
actually
maybe its cause they weren't actually carrying it
and instead trying to lift it
Ya you can take it from them when they are trying to pik it up
aw man XL Scrap is decrepated, I was thinking about adding compat for that mod.
also I noticed that Wesleys grand armory interior has a whole tile that just does not have a navmesh. Which could be part of the reason pathfinding is busted in there.
Not sure if he fixed it with the latest update
Why the heck doesnt it have a navme- wait i know, so the old bird cant move? Or does that not matter
that's just a map prop
Oh ok then i dont know why no navmesh
probably forgot to include one for that tile
Thats so stupid yet reasonable…
I am so tempted to just make a mod that automatically generates a navmesh for interiors after they are generated. To prevent pikmin getting stuck in interiors with mistakes like this.
Ya thats probably a good idea
90% of wesleys maps and interiors cause pikmin issues which suck as they are amazing maps
but the rubber rooms
and nope, that one tile still has a missing navmesh
doesn't it activate when the apparatus is taken?
leeme check
I think it does, sometimes
because I pulled it once and only like one oldbird spawned, but another time none spawned
AWESOME
Yeah wesley
Is making unique stuf
Looking at LC's code it seems like the game already generates a NavMesh for the interior, rather than having the interior itself have a NavMesh for each tile using DunGen's NavMeshAdapter.
Because looking at each tile's game object, none of them have a NavMeshSurface component on them.
Which is odd because the tutorial I used for a custom interior I was making said that I had to make a NavMesh for each tile
I tried making two interiors that I stopped, and yeah the game automatically generates Navmesh
maybe wheasly set the floors to the wrong layer so the game didn't generate a NavMesh for some tiles
like this other tile that doesn't have a NavMesh
oh right I forgot thats a thing that can do it
That's exactly what happened.
These are the only layers that the game will generate NavMeshes for
But the floor in that room is set to the defult layer, and so the game doesn't generate a NavMesh for it
might wanna tell Wesley that if he doesn't know it yet
hehehehe im gunna need a pluckaphone for this
Boom birds
what happens to pikmin that are plucked and there are max pikmin
do they gat placed in the onion?
as i have seen them vanish
They teleport into the onion
kk
No it’s not
wdym
Er, normal for the game.
so am I just a ghost or……..?
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I may just get sellenemybodies as monsters keep getting on my ship preventing the pikmin from taking it
Note should fix that
question how far does the pikmin caller go?
infinite
Infinite
I think
dang you 2 are on it
It’s infinite
k does it reach them while they are inside?
YES THATS LITERALLY ITS ENTIRE PURPOSE
notes legs
when we say infinite we mean it
Im asking because during a inside fight i lost 38 pikmin
Why are you obsessed with this image
yes any idle pikmin on the map will be effected by the signal, the only pikmin that aren't effected are "wild pikmin" pikmin that are spawned indoors that haven't been whistled
Notes legs are beautiful
and the caller did not call them back

Left Behind and Lost are different things
Does he mean lost as it they died or lost as in you couldn’t find them
sorry my bad they were alive but i LOST them
Yeah that’s what I was thinking
no they were alive
how much time was left in the day, the could have not made it in time
I think the caller calls them in a way where they always make it to the ship in a single file line
I was on the planet for a while after and they were white pikmin
they will all take the same route so I think that is true
Im a do some tests
so some Pikmin will stay still while the signal is activated while the Pikmin “before” it heads to the ship
it’s like one at a time but not really idk how to explain it
it happened twice it may be navigation
It’s not all of them at once, but it IS all of them.
the first time they were trying to pick up a butler body
There is a short delay between each pikmin responding to the signal to prevent lag
so if there were 100 pikmin that were idel it would take 10 seconds for the last pikmin to start going back to the ship
k
I left these guys trying to pick something up and left some others nearby then called
these guys where left here
dear lord
What about that?
this
never seen a LethalMin player get over 1000 pikmin
Those are in the onion
White pikmin and lots of hawks and dogs
019806d5-a268-d70c-e7e0-c5659a0a20ef
also the reason i have so much pikmin these guys come in packs right to my door step
boombirds are pretty much pikmin farms. it's great.
Anyway, any reason why blue pikmins suddenly forget they can breathe underwater and just scream really loud then die? apparently it's because I use fairai
I will say though, I love this mod so much it's pretty much one of my go-to mods, right up there with more company, facilitymetldown, pizzatowerescape, and mirage as "always installs"
Yeah, was reading up and saw the reason.
Damn, really like FairAI too
it's always funny to hear a distant yippie followed by an explosion
kinda weird that fairai breaks blues being able to be in water too. shame I can't just disable the quicksand part

what interior is that
Me too I wanna know
@green imp @glad mist
https://thunderstore.io/c/lethal-company/p/DemonMae/Raven_Manor_Interior/
thx
Playing with the pikmin is so fun
One day i'll be able to enjoy zeranos again. Maybe. For now, gotta find some maps that are peak for lethalmin
Of course it's louie
I vote for this
We actually made zeranos one of the few specific modded moons that are fully compatible with LethalMin
Yeah it just has a lot of its own issues, main one being that you cannot enter orbit properly after going there (unless its another mod pissing it off, removing zeranos fixes the issue tho)
I tried getting help for that issue but everyone in its thread just told me to stop using the mod, not worth trying to find the actual problem.
here's an example, normally Pikmin are unable to path up the ladder in the Sector0 Interior. (ignore the CodeRebirth stuff)
:D
ye if you click it it opens 🙂
DUDE
Ok i think luigis mansion is just bad
the pikmin dont follow they just clump on the ship
and inside they ether clump by main or walk in a line somewhere
locker compatibility hell yeah
Its been there
hmm no it happens on exp so ima test and get rid of wider ship
sorry 2 story ship
nope f### me
the weird navigation for the pikmin was fixed by using the legacybehind follow so yay
So I don't know if something broke or if I'm just not using the correct format, but I can't blacklist items for Pikmin anymore
Despite having this in my config, the little bastards still ran off with my Pluckaphone
The weird thing is, it used to work
Does it need to have parenthesis around it now?
Holy shit LethalMin just shit itself over something
...I think LethalMin just crashed me 
Something with the whistle broke if I'm reading this correctly
UnityEngine.AudioSource.Stop () (at <2b2e47a8d13e478fbaa048194b560eac>:IL_0001)
LethalMin.WhistleItem.WhistleUseOnLocalClient (System.Boolean IsButtonDown) (at ./Scripts/WhistleItem.cs:536)
LethalMin.WhistleItem.OnWhistleCanceled (UnityEngine.InputSystem.InputAction+CallbackContext callbackContext) (at ./Scripts/WhistleItem.cs:223)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_001B)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)```
I heard duck song thing, if you make him turn pikmin into grapemin, i will re-enable duck song
Pikscrap
the error is being thrown from this line of code.
Do you have any mods that mess with the audio in some way?
'Pluckaphone' is spelt diffently than that (captolization matters) it's spelt "PluckAphone"
whoops, it's actually spelt "PluckAPhone" Internally. Not sure why the scan node shows it differently
is lethalmin ever going to be compatible with problematic pilotry? i guess its hard to make it work together as the ship doesnt have a fixed landing point
theres an incompat?
Pikmin work fine for me on Luigi’s Mansion. Maybe it’s one of your mods that break it? Or maybe one of mine that makes it work.
Ya no i know its a mod given they did the same thing on EXP fucken dont know what given most of my mods are interiors and monsters
I fixed it by making them follow behind and not the main one
could it be my experimental NavMesh fixer for interiors?
I really dont think so given i may have seen the pikmin do this before
But ima test
These are my mods rn
No wait it cant be as i did a test that added that and the pikmin and nothing went wrong
Ima pull out my hair i swear
Good think note its not your mod the nav mesh fixer is disabled rn
phew
This is strange as your mod and StarlancerAIFix are the only nav mesh mod i have and i tested with both
and they are not the issue
its only with the default follow mode the legacybehind does not do this
legecybehind is the default
I feel cursed everytime i mod a game be it lethal or minecraft i encounter abug
Oh well the New follow is how these guys break
Huh
the new follow was the mod that was on by default for me
OR NOT????? this is a test profile i removed and redownloaded lethalmin
The world is messing with me
average modding experience
the pikmin work the enemys still go on top of my ship
If you mean boombirds, yeah. That’s normal. They nest up there and fuck with the ship
That’s pretty much their point
Wait
Their second unintentional point is they make nice Pikmin fodder once you get an onion
they are supposed to go ON to the ship?
Yes
They rest up there and fuck with the lights and doors, make noise, and draw other boombirds to the ship
The time the pikmin were bugged and clumping on a spot on EXP the birds went onto the ship so i thought the nav mesh was fucked
Nope that’s normal behavior.
I got a few, but not sure which one would break like this
This is the first time I got an error like this
So... Which one do I use 
Also for items with spaces in the name, do I include the spaces or no
like "Gold Crown" from LCGoldScrapMod
the one where I corrected my self obviously
PluckAPhone
Gotcha, ty
Since I can't find a thread for it on this Discord...
@tiny sable I think Singleplayer Pause causes animation desyncs in enemies? Giants and Masked have a chance to jsut start sliding around whenever the mod is active
and when I say "slide around" I mean "become completely silent killers" 
I've had that happen too with other enemies, not sure how that can happen, not entirely sure if it's Singleplayer Pause as I've seen it hapen before I made that mod
Hm... I think Singleplayer Pause may make the problem worse in that case, cuz I only get the animation-desynced enemies with it installed
I wonder what causes it
ALRIGHT WHERE IS THAT BIRD FROM
I feel like im gonna fuckin crash out bro
The boom birds?
I don't know where this fuck ass bird came from
Yes
Biodiversity
XD
Thought it was a mod I didn't know about that I had somehow
I wondered because one faithful Ultra Modded Lethal game
I saw them fuckers
and was confused sense
Picking up an onion right when it leaves fucks your controls
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
GameNetcodeStuff.PlayerControllerB+<GrabObject>d__396.MoveNext () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_00E3)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
My bad
yep, thats in the known bugs list on the github repo
XD
My bad
XD
Question tho is the Interaction bug still in the game normally or did zeekers fix it?
ah good then
@tiny sable
Trying so hard with the uh Armory
EVEN USED YOUR uh... Navmesh mod
Nothign is working
do you have any other mods?
has it worked once with the NavMesh mod?
was this the first round since starting the game?
Gods... I just realized why my friend is constantly crashing and now theres nothing I can do about it if she wants to play lethalmin.
I don't know why, but a lot of mods that make loading/networking better, make it worse on her end. monodetour included
freakin rip
even stuff that makes the camera resolution better, makes hers worse
all of the pikmin just slamming the shit out of the button in the playplace elevator makes me giggle everytime. Is it a little frustrating when your in a hurry? sure, but the thought of EVERY SINGLE ONE OF THEM just slapping the piss out of it is pure joy.
Do the Pikmin 4 Onions just not make sound when leaving or landing?
Yes
because I couldn't find proper sounds that I could use for their leaving/landing animatoins
Like that ingame i think
Or this
I may misremembering
Ah i see
thanks for answering
Yes
First round I don't think I checked if it worked with the others cause that's the one that breaks the most
Tons of other mods
It is relatively easy to get over 1000 pikmin when using SellbodiesFixed as enemy bodies give more pikmin
Do the Pikmin like
carry enemies without the mod too?
or no

they do
Oh
But if SellBodiesFixed is installed
does it
automatically disable that feature in favor of that mod?
more specifically if pikmin grab onto a body then they will bring it back to their onion if an onion is already there, but you can still sell it for scrap if you want. from what ive played thats the case at least
I have that washing machine mod so unless I really need more pikmin now I usually bring the body to the ship, wash it, and then turn it into more pikmin (it gives you a seperate coin item for the full worth of the scrap washed)
something something lethalpikmin picking things up something something sound? (this is my friends log)
what?
Those were the errors we saw when one of our players crashed, unsure if it was related
Hmmmm
tbh it may not have caused their crash now that I think of it. they kind of have a 20% chance of crashing on like every error or warning it seems.
When a unity game closes, every gameobject in the game is destroyed. This can sometimes cause scripts that are running code to throw null reference errors right before the game is closed. By looking at the log, I can see the whistle null reference error is thrown after the game mentions disconnecting due to the crash. So it is most likely he sound error not the cause of the crash.
I see
@tiny sable
OH MY FUCKING GOD
I FINALLY FIGURED OUT THE BUG FOR THE BROKEN PIKMIN GUI
Okay so basically any mod that revives a player breaks the GUI IF REVIVED
Dude
Damn
what was the broken Pikmin GUI bug again?
KkH basically
You try to open the GUI and the screen is just blank or black
No Pikmin selection no nothing
KkH?
alr
What revive mod have you used to cause this bug to occour?
I guess the game kinda freaks out you're alive again
Emergency dice
Specifically emergency dices revive
Does that only work in multiplayer?
The harp ghosts harp is strange
how do I access that btw
Config!
I have the config on yet I don't see a way to open it
Under the admin tab
Using...
Like a mod manager config
Or utils
Also it's Numpad Minus or -
ah alr
Finally figured it out I was so stumped dude
It has to do with this variable
Some mods with a revive function forget to call this function when reviving the player
This function basically makes the player's hud fade back in after being revived when it fades out upon death
So because emergency dice doesn't call this, hudHidden is still set to true
Which makes LethalMin automatically close the Onion HUD
So...
Should I go ask Slayer?
Probably, yeah
Usually when revive mods don't call that function, the players hud stays invisible when revived. But this doesn't happen with emergency dice for some reason.
So if I was to ask slayer
What would he need to change
Just add a line of code like this to the revive function
if (playerControllerB.IsOwner)
{
HUDManager.Instance.HideHUD(false);
}```
The cheese moon has the worst fire exit XD
Spotted in the wild
May I suggest something?
sure
You know the pellets that come from the flowers?
I think it would be great if you can buy them from the store
The reason I suggest this is that way you have a way to gather more pikmin without taking down monsters
I was thinking about making an "Extras" mod to implement Pellet posies and Cadypop buds. But I haven't gotten around to starting work on that.
Oh ya that would be neat
I got pushed under the map by the ship
i survive and get out
go into the building
only for the water wraith to fall on my head and kill me
i finally found out what was causing the inexplicable winged pikmin deaths lmao
Survival of the fittest
enable it and find out
👀
a rather angry (and british) onion
lmao the onion
if I randomize generations, will the onion randomly split when it chooses pikmin 1/2?
I imagine not, just curious.
probably not since the pikmin 1/2 onions can merge here
but that’s just a guess
ahh, sweet
what is wrong in this image btw
One of my mods was causing the pikmin when the new follow mode is active they would path find into a single spot on the map
Ah gotcha, thought it had to do with Boom birds
i’ve had this happen too, actually
i don’t know what causes it
Surfaced's clownhornfish causes infinite speed boost else i would have it
i know its a mod on my end but i dont know what it could be
Yeah sometimes it glitches out
im sure it was a mod of mine
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
MattyFixes.Patches.ItemPatches+NetworkSpawnPatch.Postfix (Unity.Netcode.NetworkBehaviour __instance) (at ./Plugin/src/Patches/ItemPatches.cs:155)
(wrapper dynamic-method) Unity.Netcode.NetworkBehaviour.DMDUnity.Netcode.NetworkBehaviour::OnNetworkSpawn(Unity.Netcode.NetworkBehaviour)
Unity.Netcode.NetworkBehaviour.VisibleOnNetworkSpawn () (at <895801699cfc4b4ab52267f31e2a4998>:IL_0000)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn()
Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn()
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean)
Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean)
Unity.Netcode.NetworkObject:SpawnInternal(Boolean, UInt64, Boolean)
LethalMin.PikminManager:ConvertEnemyToGrabbableObjectServerRpc(NetworkObjectReference) (at ./Scripts/PikminManager.cs:916)
LethalMin.PikminManager:__rpc_handler_3917132973(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
LethalMin.PikminManager:ConvertEnemyToGrabbableObjectServerRpc(NetworkObjectReference) (at ./Scripts/PikminManager.cs:899)
LethalMin.PikminAI:GetClosestEnemy(Single) (at ./Scripts/PikminAI.cs:2619)
LethalMin.PikminAI:HandleIdleStateOnOwnerClient() (at ./Scripts/PikminAI.cs:953)
LethalMin.PikminAI:DoAIInterval() (at ./Scripts/PikminAI.cs:852)
LethalMin.PikminAI:ModifiedUpdate() (at ./Scripts/PikminAI.cs:795)
LethalMin.PikminAI:Update() (at ./Scripts/PikminAI.cs:569)
I dont think lethalmin likes mattyfixes
Lethalmin for some reason doesn't like most fix mods
Now, I'm no modder so you can tell me if this is a stupid idea but
If Masked are able to exit/enter interiors, but Pikmin can't (sometimes), why not just hijack the Masked's code that lets it go in and out of interiors for the Pikmin?
or build on the Masked's code, cuz I imagine there has to be extra hurdles to make carried items go through as well
sorry but that would not even remotely work
and why would they need to do that anyways?
the already go in and out when following/carrying items
There are some modded moons where they don't go out
It's not too much of a hassle since I always check new moons first and then disable "Path Outside" if they get stuck inside
But just figured I'd bring it up
In other news though... I think I've found the single heaviest thing in modding (at least for pikmin to carry)
that can some times happen if a modded moon doesn't have a proper navmesh that allows the pikmin to path from an exit to the ship.
1302
Ah, that makes sense, there are some fire exits on some of Wesley's Moons where they require player interaction in order to navigate them
I'm guessing if one Fire Exit doesn't work, it breaks the entire ability to exit interiors?
They should automaticly go to an exit that allows them to path to straight to the ship
for example they skip the fire exit on assurance because it's fire exit doesn't allow them to get down
Ah okay
Hm... Myabe at some point in the future I'll try to learn how to make navmeshs
Make a replacement navmesh for modded moons so Pikmin can work on it
If InteriorNavMeshFixer also doesn't work, I mean
...I should probably try InteriorNavMeshFixer first 
swear I had that installed
Christ what is that








That's pretty heavy... But a few hundred off from mine 
wait, what Item is that?
How much was that?
New enemy from Wesley's Moons
it looks like its 130
It's a reskin of a Forest Guardian, with a shit ton more HP
Nah
not 130
1302
That's why the numbers are all jumbled up like that
That's insane
Thats crazy
the pikmin carry counter overlaps because I didn't plan for an item to weigh over 999
With the pikmin cap you can't even carry that
question tho how do the pikmin get a number of how much needed to carry and item or enemy?
I just raised the cap on pikmin squad size
It's in the config
Don't even need to restart the game
I believe its based on weight
Nah
Oh?
I think it's HP
I was also talking about items
I didn't kill this guy with Pikmin, I set him on fire with the ZapGun
and he took a good 3 mins to burn
and burning Forest Guardians normally drop dead in seconds
so... yeah
what’s the shiploot-like label at right?
You can burn them with the zap gun?
he has a lot of hp
huh well then The gold items is weird then
ye, I'm pretty sure that's vanilla too
Cool
As i found a golden engine and it only took 1 pikmin to carry
Items don't have hp, and GOldScrap is buggy lol
Thats fair
But hey, I won't complain if an item that weighs nearly 80lbs only takes one pikmin to carry it
Right
Prob gunna get rid of it likely dont know what it will break
Nah keep it
GoldScrap is super cool
I've been using it in my modpack for a couple months now
er, I meant "It's safe to keep"
Don't let me, a random internet stranger, tell you how to use your modpack 
I think it's ShipLootPlus
Oh oops, yeah it is
My bad
This is my config for it if you want yours to look exactly like mine, just throw it into wherever your .cfgs are
ah i see
well excuse me for having fun
now i’m wondering how anyone gets enough scrap to make it to day 185 😵💫
Three things
Quota Rollover
Extend Deadline
and a lot of save scumming 
that explains it all 😭
can someone try and confirm whether or not Pikmin existing shunts you through elevators sometimes? especially on Zeranos
There isn't any error and we cannot figure out what it could be. Pikmin aren't always involved when it happens but they seem to increase the likelihood
for me (the host) it happens without moving. for other players they are fine until they try to go through the door
in the normal mines interior, sometimes touching the elevator just instantly kills you and deletes your body as well as whatever pikmin touched it the moment you did.
There used to be an issue in the beta that caused pikmin to make the player clip out of the mineshaft elevator. Because I forgot to make it so Pikmin don't push the player on collision.
That has been fixed in the full version. But it looks like the pikmin still push the player here, it could be a fix mod that changes player/enemy collision.
I tend to avoid base game tweak/fix mods because they sometimes end up causing more issues than fixes in larger packs.
Hmm.. I don't think any of the fixes I have currently mess with anything like that, but it could be a freak bug.
This error is caused by one of Matty's fixes. Specify the one that fixes the lightning particles on an item. And happens when LethalMin converts an enemy to an item that Pikmin can carry.
LethalMin does some janky things to make enemies grabbable which does confuse Matty's fixes
The error is thrown by the first line of this if statement in Matty's fixes.
Which is ran directly after an item gets spawned in.
if (itemType.isConductiveMetal &&
MattyFixes.PluginConfig.ReadableMeshes.Enabled.Value &&
MattyFixes.PluginConfig.ReadableMeshes.FixLightning.Value &&
!MattyFixes.PluginConfig.LightingParticle.Enabled.Value)
What this code does is just checks if an Item's item properties has it marked as conductive, meaning it can get targeted by lighting.
And if the player has it configured to fix lightning particles.
When LethalMin converts an enemy to an item, this code is ran on the server.
GameObject enemyGrabObject = Instantiate(LethalMin.EnemyItemNode, enemy.transform.position, enemy.transform.rotation);
enemyGrabObject.name = "EnemyItemNode_" + enemy.enemyType.enemyName;
NetworkObject enemyGrabNetworkObject = enemyGrabObject.GetComponent<NetworkObject>();
enemyGrabNetworkObject.Spawn();
SyncEnemyToGrabbableObjectConversionClientRpc(enemy.NetworkObject, enemyGrabNetworkObject);
What this code does is spawn in a dummy grabbable object that will be used to make an enemy grabbable.
This dummy grabbable object doesn't have any item properties attached to it when it spawns in.
Because Item Properties need to vary between enemies, and since item properties are Scriptable Objects.
LethalMin can't just have one Item Properties to be shared with multiple dummy objects.
So SyncEnemyToGrabbableObjectConversionClientRpc gives the dummy object item properties after it spawns in.
But Matty's fixes expects an item to always have item properties attached to it when it spawns in.
So because Matty's fixes code runs directly after the dummy object is spawned in,
Matty's Fixes attempts to check the dummy object's item properties before it is properly given one.
Causing the null reference error.
Hulk hogan died
Sometimes, mods do some things that go against the game's internal design. This can be an issue with fix mods as they sometime they rely on the game's internal design to be kept.
Like this for example.
With LC's internal game design, items usually have item properties attached to they when the get spawned in. But LethalMin goes against that by not having item properties attached to the dummy item when it gets spawned in.
Welp oof
Hmm, is it just the lightning setting for matty's, or something else that can't be turned off by users?
I don't actually have many "fix" mods left, so I'm kind of at a loss as to which one might be giving them temporary collision.
It looks like matty's fixes primailry fixes items/objects and not enemies to I don't see anything that could give them collision
also because the item properties is checked BEFORE the configs, disabling the lightning fix will not prevent the error from being thrown.
that's a good catch. i should move the check to after and add a null check just in case
Twice now i have been killed via falling thru the elevator of the mineshaft when i have a lot of pikmin never again
How many pikmin did you have with you?
i had this happen with 100 pikmin recently
i was waiting for them to enter the elevator with me and got pushed
100
hmmmm
I was messing with Lethal internship and pikmin and oh lord XD
the interns cannot be harmed by pikmin XD
I should probobly start adding modded entites to the default attack blacklist
Particularly:
All Workforce Entities from Code Rebirth (Don't attack the workforce!)
ClownHorn Fish from Surfaced (Pikmin aren't monsters)
Interns from Lethal Internship (Don't attack the unpaid interns)
also add coilcrabs from biodiversity
they kill themselves all the time it sucks
The TeraSpace Interior is super buggy and unbalanced and I love it because of that. Because it somehow prevents enemies from spawning and spawns all scrap close by. However the fire exits are messed up and the call button on the elevators don't properly work so it is very possible to softlock your self by falling down a shaft
That reminds me some interiors are strange because even tho i have the interiornavmeshfixer some maps like Castellum Carnis and weslys museum there are spots the pikmin cant path past, and on weslys moons even if the interior is a vanilla one they cant seem to path outside
unrelated, but what’s the mod that shows this information?
Oh shit my mod pack nolonger messes with the clownfish
Yay
so the clownhornfish from surfaced caused me to get infinite speed boost when i killed it
and it was likely one of my mods
are some of those from code rebirth?
yeah
huh
Does code rebirth work with the pikmin? it worked for me but i saw something related to hitboxes unless im dumb
the only problem i had with it was loading times
(no idea what happened with the audio)
Whoops put nancy twice
How'd only like 5 pikmin die from that 💔
from my guess, the pikmin that actually died where the ones caught by the locker.
The ones that got knocked back had the explosion damage negated because the door was closed.
oh I didn't even see the door closed
Wait did the game mute? or the recording
recording
ah
even without audio the locker is intimidating
the explosion is from the door being destroyed, but it deals zero damage
yeah that makes more since when looking back. Especially since the door got destroyed
It might be because the mesh for a tile's floor is unreadable, making it so navmesh can't be built.
Little company allows you to get carried by the pikmin XD
XD
XD gunna take a while there
Im in space the hell?
what did you do
is there any known incompatibility? i loaded into a game and everything was broken + this is being spammed in logs
profile code pls
01984e9d-9992-bce9-8c4b-c307d20ed3ed
u might need to turn glow pikmin back on
i just configged it to false after seeing that error
From experience it's most likely not LethalMin and could be another mod causing the StartOfRound script's Start function to break. Which will break the entire game and cause LethalMin to spam errors.
The profile is taking awhile to download, but does the game look like this when entering?
no, i can walk around the ship just fine
i havent tried starting the game, but the leave game button doesnt work and displays in the shop dont look right
Okay
yea pulling the lever to start just breaks the game when it tries to load the level
this modpack is from v69 and im trying to update it for v72
If I'm correct than the game could be breaking because of this:
(Which is caused seemingly because LethalLib is attempting to call a function from LethalConfig)
Yep, it seems like installing LethalConfig stopped the error spam
so im just missing a dependency?
Seems so
weird, idk how that happened then
thanks for the help
Oh yeah, I never posted how many Purples I had after carrying back the big boy
:O
I think I had like 200 something previously
Squad Goals
Need to add a white/black list to NavMesh Fixer because it does break the NavMesh on certain interiors rather than fixes them.
It could also be caused be lag



