#[Discontinued] LethalMin (LC Pikmin Mod)

1 messages · Page 14 of 1

next geyser
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we shall see

south apex
quaint echo
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I can host

south apex
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like right now or just saying you will host it

quaint echo
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I will host it

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Not rn I’m tired asf

quaint echo
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But yeah I’d love to join a stream

next geyser
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Currently me and my buddy are doing programming

quaint echo
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bc i forgot who you are

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im no longer tired asf i could host rn

next geyser
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owo

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same code as before?

quaint echo
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yea

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tho for you i'd might wanna turn off the captain toad ost mod bc copyright

next geyser
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surprised creaturemin etc. aren't included

quaint echo
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not a fan of it

next geyser
quaint echo
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oh in that case by all means enjoy the silly ass music

next geyser
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my lethalmin modpack is a lot more fuckshit compared to this one lol

knotty phoenix
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btw

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Vinny covered this last night

next geyser
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o awesome

tiny sable
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:O

knotty phoenix
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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

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so maybe expect a little more traction yoiled

next geyser
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not 100% on the vibes i think

south apex
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notes legs look nice

quaint echo
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I’m about to prison shank one of you

harsh umbra
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Holy shit a dog spawned RIGHT UNDER ME when I was managing my pikmin

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Fuck Eclipsed Alcatras man

quaint echo
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I’ve never really had a problem with eclipsed moons (except for embrion)

formal fog
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I'm still trying to figure out why the glowpikkies get crushed by the lumiknoll.

harsh umbra
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Iv'e always had the worst luck going to eclipsed Alcatras, every other moon it's normallyy difficult but doable

hexed olive
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the thing

tiny sable
quaint echo
main blade
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yeah bucket does it vanilla 😔

quaint echo
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*vanilla-ish

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I like to see lethalmin interact with lethal company by itself with as little other variables as possible

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All the other mods are quality of life/ui changes

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I like model changes tho i cannot deny watching the Pikmin murder waluigi is funny as hell

tiny sable
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me personally...

quaint echo
quaint echo
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BRO NO WONDER YOUR PC CONSTANTLY SHITS ITSELF

main blade
quaint echo
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Some people like playing games without mods that make it unrecognizable

harsh umbra
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Hm... I can't put away the pikmin-container on the ship

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and I worked so hard to not get it too 😭

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Then something bugs out and poof, now it's there being big and ugly

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There, if it's out of the way it won't bother me (it's bothering me)

tiny sable
quaint echo
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Content unavailable

tiny sable
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prolly because it's marked as this

quaint echo
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okay fuck lemmie turn on my pc I’m signed in on there

next geyser
remote tree
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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)

formal fog
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strangely, when someone else hosts with my modpack

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they cannot buy whistles

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they can buy the pluckaphone tho

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my modlist is truly cursed

tiny sable
formal fog
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I do not, but I do have a thing that eliminates furniture from the list once bought which did very similar.

tiny sable
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TerminalConflictFix could fix that issue

compact elk
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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?

tiny sable
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Check if theres a blacklist for quick sand in the FairAI config

harsh umbra
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Uhhhh

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Any idea what this means?

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This popped up, and suddenly all my Pikmin are gone

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Had to use a screenshot as clicking anywhere inside BepInEx's window crashes the game

tiny sable
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what were you doing in game before this occoured?

harsh umbra
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Farming Nutcrackers on Wesley's Filitrios map

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They all went inside the onion okay when I left the moon

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Landed back on Filitrios (it's Flooded this time), went over to my Onion and they were all gone

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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

tiny sable
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It actually is a big issue

harsh umbra
tiny sable
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and a major oversight on my end

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how many pikmin did you have before they disappeared?

harsh umbra
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Like

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3k

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I don't remember the exact number

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Was it an integer overflow?

tiny sable
harsh umbra
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I vaguelly remember doing the same thing in Pikmin 2 once by accident

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So kudos on making it close to the source material

tiny sable
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The error happens on this line of code

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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

harsh umbra
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Ah... Yeah I did have a lot of whites

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That was the vast majority of my legion

tiny sable
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I think I can fix it by just loading chunks of pikmin from the save instead of all of them at once

harsh umbra
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Oh what the fuck

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I went to Galetry, and now they're all here again

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and I completely overestimated how many pikmin in total I had

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I have 1.3k

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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

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and I mean 0, I set the whistle radius to 10000 and didn't get a single one added to my squad lol

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Maybe Filitrios got sick of me farming the nutcrackers there jerrylaugh

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But speaking of Pikmin acting strange, I've never once gotten them to work correctly on Gordion/TheCompany

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They only path correctly on Galetry

tiny sable
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you have NavMeshOnCompany right?

harsh umbra
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I don't see that in the config

tiny sable
harsh umbra
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Ohhhhhh

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Nope, don't got that lol

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Thank you though, will be installing that shortly

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The final Pikmin rush on Galetry

south apex
south apex
quaint echo
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You don’t wanna know

south apex
tiny sable
south apex
harsh umbra
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me when the eyeless dogs are ignoring the loud horn

south apex
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me when I have to use the whistle to get the dogs to the ship to kill them

tiny sable
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bucket finding out I changed it so eyeless dogs no longer go to the whistle zone

south apex
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when was that ever a thing

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they always went towards where the sound was (which was the whistle)

tiny sable
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they did it in the beta

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it was legit a strat to just lure dogs away with the whistles

south apex
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I never remember that happening when I played

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I accidently whistled in the beta and the dog got pissed and ran at me

harsh umbra
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I still use the whistle as bait for dogs

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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

marble mesa
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Once you get the white onion baboon hauks and dogs are dead

marble mesa
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those are baboon hauk samples

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probably a issue on my end but pikmin seem to dupe sometimes

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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

formal fog
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we need like, a tossable squeakie toy mod.

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on topic I still cannot figure out why they get stuck inside the lumiknoll

tiny sable
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me neither, they are supposed to spawn around it not inside of it

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this is the function that determins the spawn location of the glow pikmin and nothing here seems to be indirectly effectible by other mods

formal fog
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hrmm...

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I'm starting to think ghost configs are doing things again

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this modlist is about 7 months old so I may just need to redo it all

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for example, anyone else hosting with my modlist, it does not run like.. at all. every other item is broken, massive desyncing etc.

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but when I host, smooth as butter (aside from the 1 or 2 issues with like the lumiknolls)

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Actually, someone mentioned an issue with fairai up there

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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?

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might also explain why random vertical terrain makes them scream a thousand deaths before finally dying

tiny sable
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you have fairAI installed right?

formal fog
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yeah

tiny sable
formal fog
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they do the same thing for random vertical geometry on occasion as well

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it's only happened in the mansion interior for me though

tiny sable
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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.

tiny sable
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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.

south apex
bronze plover
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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. 😭

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it does work nomally, when it finally decides to combine, but still inconvenient.

bronze plover
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after changing their positioning, it fucked them up even more.

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now all of them go away from the ship 😭

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even the fused one moves over to the same spot

tiny sable
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thats a bug

bronze plover
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or is something wrong with how it's setup?

tiny sable
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a bug with lethalmin

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will fix

bronze plover
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👍

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ty

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atleast, the weird position change stays consistently after a change, trial n error might work.

compact elk
frail mirage
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heyo note is it possible for you to add custom pikmin types to the config?

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no pressure again

south apex
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its called, "Generate Pikmin Configs" or something like that

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it does custom types too

harsh umbra
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Wonder if it's actually some weird crossover conflict between Lethalmin, Weather, and Wesley's Moons jerrylaugh

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Okay... Now it did delete my pikmin this time, and it's not saving any new ones I put in

tiny sable
harsh umbra
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Hopefully restarting fixes it

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Hm... Okay...

quaint echo
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Do you accept?

harsh umbra
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So I did get most of my pikmin back, but I had to sacrifice a specific type

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Putting in a type overwrites the old number of that type, but saves the rest

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and you must leave the moon without leaving any pikmin behind

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Otherwise the new number doesn't save, and jsut makes all types 0 again

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Well, at least Winged Pikmin finally have a use KEKW

main blade
short chasm
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Does the LethalMin Pikmin 3 Mod still work? Its marked as deprecated

dense turret
tiny sable
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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

short chasm
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oh okay
gotta catch up with the changelog

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do the configs rewrite themselves when a certain new update that changes the config comes?

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Its sad that what the "new" follow mode is isnt explained. or the new calculations for item weight

tiny sable
short chasm
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the top entry enables the configuration of all the rest following below?

tiny sable
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yes

short chasm
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Is there a way to generally reduce the number of Pikmin needed to carry items in the config?

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It seems a bit unrealistic that you need (I think it was) 14 Pikmins to carry a small metal sheet

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@tiny sable

marble mesa
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[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

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0197f5e3-f35c-0a6d-f6e7-3d33b7647e4d

short chasm
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i think the config i can live with is the old beta one which is there as an option

quaint echo
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Seems fair as it’s one of the heaver items.

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It’s a pretty thick sheet I don’t think you know how heavy metal actually is when it’s a sheet

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I mean cmon it’s friggin metal after all

frail mirage
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dumb question but why are the numbers in the config negative?

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is there a reason for that?

tiny sable
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-1 means disabled

marble mesa
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Question was there a pikmin interior being made? not by you but by someone else?

marble mesa
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[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)

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Now all the pikmin in the onion are gone

marble mesa
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Ok new moon and some are back

harsh umbra
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If you did everything correctly, you should have your pikmin back the next time you land

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Personally, I always sacrifice my Winged pikmin when that happens since they're pretty much useless KEKW

tiny sable
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that will be fixed next update

tiny sable
tiny sable
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yes there is somthing wrong

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theres a (1) after the name

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it's supposed to be exactly
ONION_SPAWN_POINT_0
ONION_SPAWN_POINT_1
ONION_SPAWN_POINT_2

tiny sable
bronze plover
formal fog
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has the fair ai quicksand been addressed?

glad mist
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It's broken

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Like

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It breaks any enemy

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It's just Fair AI

formal fog
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ah. damn

glad mist
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I recommend down grading or just removing it

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I removed it

formal fog
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I honestly just have it so that mimics fight flamingos and other silly little things.

glad mist
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Neat

formal fog
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its nice that they can clear traps and all but I'm tired of hearing a billion death screams overlayed ontop of eachother. lmao

tiny sable
marble mesa
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They fly over water

harsh umbra
# marble mesa They dont trigger mines

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

formal fog
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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.

tiny sable
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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

formal fog
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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

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and then the crash when I pulled them

marble mesa
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just some idea i thought of maybe ice pikmin could freeze the slime allowing you to kill it?

quaint echo
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joking winged Pikmin are goated they just need a few more braincells

tiny sable
quaint echo
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YOOO YOU FIXED THE WHISTLE BUG LETS GOOOO

tiny sable
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-# I've might have caused another bug that makes the whistle's model go invivsble instead of the zone

quaint echo
marble mesa
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also despite that friendly fire is disabled i can kill my pikmin

tiny sable
marble mesa
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Hmm it may be that

marble mesa
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a bird with a horn for a head

quaint echo
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I feel like Pikmin in ANY squad shouldnt be harmed by the player

tiny sable
marble mesa
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No modded

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from biodiversity

quaint echo
tiny sable
quaint echo
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HEY WAIT A MINUTE IF PIKMIN IN YOUR SQUAD CANT BE KILLED BY YOU THEN WHY COULD THEY ATILL BE KILLED BY MY SHOTGUN

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I can recall a time where I shot a dog with a gun and…. 15 Pikmin gone.

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They were in my squad, not fighting.

tiny sable
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when was that?

quaint echo
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…..I don’t remember exactly.

tiny sable
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quaint echo
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i think it was the early access version you gave me

tiny sable
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you know the early access versions were buggy, it could have just been bug with an early acess build

tiny sable
quaint echo
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Can you just check to see if Pikmin still die to shotguns shot by their leader

tiny sable
quaint echo
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Noted

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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.

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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?

tiny sable
quaint echo
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Thank god

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What about carrying Pikmin?

tiny sable
quaint echo
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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

marble mesa
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baboon hawks eyeless dogs and thumpers fear the white pikmin

south apex
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he is off to go buy imaginary groceries

eternal pewter
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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...

eternal pewter
short chasm
tiny sable
quaint echo
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Where “add funi ragdolls”?

tiny sable
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farther down the list

short chasm
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when i leave the moon with my ship and the doors closed... nothing happens afterwards. i dont get to the orbit

quaint echo
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Oh ok

short chasm
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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

tiny sable
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could you provide your modpack code?

quaint echo
south apex
# tiny sable

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.

main blade
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Oreo posting

next geyser
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bnuuy

south apex
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pikmen

remote tree
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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

quaint echo
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The mimics whistle might be the easiest one actually

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It’s just yours but…. Ourple.

remote tree
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The current mimic whistle has funny wonky bumps and a foggy texture

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Pikmin 1’s is just pill shapes with an offset in a circle, so:

  1. make it go backwards
  2. Make the offsets a bit… offset from even
  3. Make it heavily tinted ourple
remote tree
remote tree
marble mesa
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Any mods for the outside in space?

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celestial tint is outdated

hot slate
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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?

marble mesa
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Water wraith got me fired

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XD i went to gal to sell as it was last day

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water wraith showed up it was foggy i tried to kill him and he killed me

quaint echo
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You poor, poor bastard.

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I am so sorry for your loss

marble mesa
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Nah its good

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its just funny

quaint echo
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If that happened to me I’d probably leave the game and call note so I can yell at him

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Again

tiny sable
marble mesa
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XD

tiny sable
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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.

quaint echo
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Theyre getting smarter without your knowledge

marble mesa
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The mesh there is weird anyways

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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?

tiny sable
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happens when theres lag

marble mesa
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ah as i have had sound issues i thought i had dealt with it but i was wrong

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i was on the black mesa interior a meteor shower started then the sounds stopped

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Im a dumbass so i dont know

tiny sable
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I think that's a thing with meteror showers in general

marble mesa
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huh

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well thats a problem given its base game XD

south apex
marble mesa
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Lmao

harsh umbra
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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

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There was also one time where all my pikmin grabbed my stuff, clipped into a hill and couldn't path out

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But I think that was a bug with Company Navmesh

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The only time it happened was when I had CompanyNavmesh installed, Galetry worked fine again once I uninstalled it

marble mesa
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Olimar is not getting off the planet anytime soon

glad mist
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@tiny sable

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NEW BUG

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I think

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If you die to the nancy enemy in Code rebirth after being revived by the onion

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You become immortal

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and like you dont die you become a ghost of sorts

tiny sable
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who is nancy

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and Code Rebirth is like 50% incompatible with LethalMin btw

glad mist
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Is there plans for like

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Compat?

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Also yeah

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Rexuvination

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Does not play nice either

tiny sable
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-# but code rebirth targets and old version for some reason

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oh wait

glad mist
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?

tiny sable
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i'mma check somthing

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ok nvm Rexuvination does work with LethalMin now

glad mist
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Can we do patches now?

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Or like some things

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dont work

tiny sable
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who's nacy

glad mist
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I CHECKED AGAIN

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ITS "Mistress"

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It basically like chops your head off with a gullotine

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But leaves a talking head?

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BUT

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When youre revived

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Ig since its trying to spawn the body?

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And when youre revived

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you kinda turn into a ghost it cant and then bugs out

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And then on top of more bugs

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Pikmin lose their way in the new wesleys interiors

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This is why being a dev is a nightmare so many changes

tiny sable
glad mist
tiny sable
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tried ot spawn 12 pikmin but spawned 12 peace keepers instead

hot slate
tiny sable
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you can now rudely take items from pikmin (config disabled by default)

south apex
marble mesa
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no you could not

south apex
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I did steal an item from a pikmin though I swear

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actually

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maybe its cause they weren't actually carrying it

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and instead trying to lift it

marble mesa
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Ya you can take it from them when they are trying to pik it up

tiny sable
tiny sable
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aw man XL Scrap is decrepated, I was thinking about adding compat for that mod.

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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.

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Not sure if he fixed it with the latest update

remote tree
tiny sable
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that's just a map prop

remote tree
tiny sable
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probably forgot to include one for that tile

remote tree
tiny sable
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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.

marble mesa
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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

tiny sable
hot slate
tiny sable
#

leeme check

#

I think it does, sometimes

#

because I pulled it once and only like one oldbird spawned, but another time none spawned

glad mist
#

AWESOME

glad mist
#

Is making unique stuf

tiny sable
#

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

south apex
#

I tried making two interiors that I stopped, and yeah the game automatically generates Navmesh

tiny sable
#

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

south apex
#

oh right I forgot thats a thing that can do it

tiny sable
#

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

south apex
#

might wanna tell Wesley that if he doesn't know it yet

marble mesa
#

hehehehe im gunna need a pluckaphone for this

south apex
#

dear lord

#

what happened

marble mesa
#

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

south apex
marble mesa
#

kk

glad mist
#

@tiny sable

#

Rexuvination is

#

Doing something I think

quaint echo
#

No it’s not

tiny sable
quaint echo
#

That always happens to purples when they carry that

#

it’s normal

glad mist
#

On

#

Or the mineshaft

quaint echo
#

Er, normal for the game.

glad mist
#

Pikmin are now

#

Lost AGAIN

#

Why always the mineshaft

quaint echo
#

so am I just a ghost or……..?

tiny sable
glad mist
#

Sorry Bucket

#

I heard u

marble mesa
#

I may just get sellenemybodies as monsters keep getting on my ship preventing the pikmin from taking it

quaint echo
#

Note should fix that

marble mesa
#

question how far does the pikmin caller go?

south apex
#

infinite

quaint echo
#

Infinite

south apex
#

I think

tiny sable
#

dang you 2 are on it

quaint echo
#

It’s infinite

marble mesa
#

k does it reach them while they are inside?

quaint echo
#

YES THATS LITERALLY ITS ENTIRE PURPOSE

south apex
#

notes legs

quaint echo
marble mesa
quaint echo
tiny sable
#

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

south apex
marble mesa
#

and the caller did not call them back

quaint echo
south apex
tiny sable
quaint echo
#

Does he mean lost as it they died or lost as in you couldn’t find them

marble mesa
#

sorry my bad they were alive but i LOST them

quaint echo
#

Yeah that’s what I was thinking

marble mesa
#

no they were alive

tiny sable
#

how much time was left in the day, the could have not made it in time

quaint echo
#

I think the caller calls them in a way where they always make it to the ship in a single file line

marble mesa
#

I was on the planet for a while after and they were white pikmin

south apex
marble mesa
#

Im a do some tests

quaint echo
#

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

marble mesa
#

it happened twice it may be navigation

quaint echo
#

It’s not all of them at once, but it IS all of them.

marble mesa
#

the first time they were trying to pick up a butler body

tiny sable
#

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

marble mesa
#

k

#

I left these guys trying to pick something up and left some others nearby then called

#

these guys where left here

tiny sable
#

first of all

#

second of all could you provide a modpack code?

south apex
#

dear lord

marble mesa
tiny sable
#

never seen a LethalMin player get over 1000 pikmin

marble mesa
#

Those are in the onion

south apex
#

oh yeah forgor

#

also yeah I've never seen anyone with 1000 pikmin

marble mesa
#

White pikmin and lots of hawks and dogs

marble mesa
quaint echo
marble mesa
#

Lethalmin needed updating mid game

#

XD

marble mesa
#

also the reason i have so much pikmin these guys come in packs right to my door step

tardy quarry
#

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"

marble mesa
#

Do you have FairAi??

#

ah i see

#

the edit XD

tardy quarry
#

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

tiny sable
quaint echo
green imp
glad mist
tiny sable
green imp
#

thx

marble mesa
#

Playing with the pikmin is so fun

harsh umbra
#

Agreed!

#

It's fun full clearing a moon, very satisfying

formal fog
#

One day i'll be able to enjoy zeranos again. Maybe. For now, gotta find some maps that are peak for lethalmin

glad mist
#

@tiny sable

#

Woah...

tiny sable
glad mist
quaint echo
formal fog
#

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.

tiny sable
#

here's an example, normally Pikmin are unable to path up the ladder in the Sector0 Interior. (ignore the CodeRebirth stuff)

signal grotto
#

:D

marble mesa
novel turtle
marble mesa
#

I did not know that

#

i just sold it

tiny sable
marble mesa
#

oof

#

and thats it im cursed

marble mesa
#

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

dense turret
marble mesa
#

Its been there

marble mesa
#

hmm no it happens on exp so ima test and get rid of wider ship

#

sorry 2 story ship

#

nope f### me

marble mesa
#

the weird navigation for the pikmin was fixed by using the legacybehind follow so yay

harsh umbra
#

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?

harsh umbra
#

Holy shit LethalMin just shit itself over something

#

...I think LethalMin just crashed me jerrylaugh

#

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)```
remote tree
remote tree
glad mist
tiny sable
tiny sable
#

whoops, it's actually spelt "PluckAPhone" Internally. Not sure why the scan node shows it differently

short chasm
#

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

tiny sable
#

theres an incompat?

tardy quarry
marble mesa
#

I fixed it by making them follow behind and not the main one

marble mesa
#

Oh its everything

#

Something fucked the nav mesh hard

tiny sable
#

could it be my experimental NavMesh fixer for interiors?

marble mesa
#

I really dont think so given i may have seen the pikmin do this before

#

But ima test

marble mesa
#

Ima pull out my hair i swear

#

Good think note its not your mod the nav mesh fixer is disabled rn

tiny sable
#

phew

marble mesa
#

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

tiny sable
#

legecybehind is the default

marble mesa
#

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

marble mesa
#

THEY NOW SUDDENLY WORK

#

😭

tiny sable
#

average modding experience

marble mesa
#

the pikmin work the enemys still go on top of my ship

tardy quarry
#

That’s pretty much their point

marble mesa
#

Wait

tardy quarry
#

Their second unintentional point is they make nice Pikmin fodder once you get an onion

marble mesa
#

they are supposed to go ON to the ship?

tardy quarry
#

Yes

marble mesa
#

Huh

#

welp im dumb

tardy quarry
#

They rest up there and fuck with the lights and doors, make noise, and draw other boombirds to the ship

marble mesa
#

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

tardy quarry
#

Nope that’s normal behavior.

harsh umbra
harsh umbra
#

Also for items with spaces in the name, do I include the spaces or no

#

like "Gold Crown" from LCGoldScrapMod

remote tree
# glad mist

Also, these do definitely look tasty, i see why loouie eated thems

tiny sable
#

PluckAPhone

harsh umbra
#

Gotcha, ty

harsh umbra
#

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" jerrylaugh

tiny sable
#

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

harsh umbra
#

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

iron sky
#

I feel like im gonna fuckin crash out bro

marble mesa
#

The boom birds?

iron sky
#

I don't know where this fuck ass bird came from

iron sky
marble mesa
#

Biodiversity

iron sky
#

Actually that honestly makes a lot of sense

marble mesa
#

XD

iron sky
#

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

marble mesa
marble mesa
#

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

tiny sable
#

yep, thats in the known bugs list on the github repo

marble mesa
#

XD

tiny sable
marble mesa
#

My bad

#

XD

#

Question tho is the Interaction bug still in the game normally or did zeekers fix it?

tiny sable
#

not sure

#

It's kind of hard to cause the bug without mods as far as I can remeber

marble mesa
#

ah good then

glad mist
#

@tiny sable

#

Trying so hard with the uh Armory

#

EVEN USED YOUR uh... Navmesh mod

#

Nothign is working

tiny sable
# glad mist

do you have any other mods?
has it worked once with the NavMesh mod?
was this the first round since starting the game?

formal fog
#

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

formal fog
#

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.

signal grotto
#

Do the Pikmin 4 Onions just not make sound when leaving or landing?

tiny sable
#

Yes

#

because I couldn't find proper sounds that I could use for their leaving/landing animatoins

remote tree
signal grotto
#

thanks for answering

glad mist
tiny sable
#

It is relatively easy to get over 1000 pikmin when using SellbodiesFixed as enemy bodies give more pikmin

iron sky
#

carry enemies without the mod too?

#

or no

tiny sable
iron sky
#

But if SellBodiesFixed is installed

#

does it

#

automatically disable that feature in favor of that mod?

dapper sapphire
#

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

formal fog
#

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)

formal fog
#

something something lethalpikmin picking things up something something sound? (this is my friends log)

formal fog
#

Those were the errors we saw when one of our players crashed, unsure if it was related

tiny sable
#

Hmmmm

formal fog
#

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.

tiny sable
#

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.

formal fog
#

I see

glad mist
#

@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

marble mesa
tiny sable
glad mist
#

KkH basically

#

You try to open the GUI and the screen is just blank or black

#

No Pikmin selection no nothing

tiny sable
#

KkH?

glad mist
#

OK

#

I meant to say Okay basically

#

Mb

tiny sable
#

alr

glad mist
#

But yeah

#

Die and then revive and try to access the onion

#

Nothing!

tiny sable
glad mist
#

I guess the game kinda freaks out you're alive again

glad mist
#

Specifically emergency dices revive

tiny sable
#

Does that only work in multiplayer?

marble mesa
#

The harp ghosts harp is strange

glad mist
#

It has a super awesome debug menu

tiny sable
#

how do I access that btw

glad mist
#

Config!

tiny sable
#

I have the config on yet I don't see a way to open it

glad mist
#

Under the admin tab

#

Using...

#

Like a mod manager config

#

Or utils

#

Also it's Numpad Minus or -

tiny sable
#

ah alr

glad mist
tiny sable
#

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

glad mist
#

Should I go ask Slayer?

tiny sable
#

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.

glad mist
#

What would he need to change

tiny sable
#

Just add a line of code like this to the revive function

if (playerControllerB.IsOwner)
{
   HUDManager.Instance.HideHUD(false);
}```
marble mesa
#

The cheese moon has the worst fire exit XD

main blade
#

Spotted in the wild

frail mirage
#

May I suggest something?

tiny sable
frail mirage
#

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

tiny sable
#

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.

marble mesa
#

Oh ya that would be neat

marble mesa
#

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

signal grotto
#

i finally found out what was causing the inexplicable winged pikmin deaths lmao

marble mesa
#

Survival of the fittest

formal fog
#

whats the funi onion option?

#

and giant whistle

tiny sable
#

enable it and find out

formal fog
#

👀

signal grotto
#

a rather angry (and british) onion

formal fog
#

lmao the onion

#

if I randomize generations, will the onion randomly split when it chooses pikmin 1/2?

#

I imagine not, just curious.

signal grotto
#

but that’s just a guess

hexed olive
marble mesa
hexed olive
#

Ah gotcha, thought it had to do with Boom birds

marble mesa
#

No i thought it was all enemys but no

#

Just the pikmin and new follow mode

signal grotto
tiny sable
marble mesa
# tiny sable

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

main blade
#

Yeah sometimes it glitches out

marble mesa
#

im sure it was a mod of mine

marble mesa
#

[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

south apex
#

Lethalmin for some reason doesn't like most fix mods

harsh umbra
#

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

tiny sable
#

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

harsh umbra
#

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)

tiny sable
#

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.

harsh umbra
#

1302

harsh umbra
#

I'm guessing if one Fire Exit doesn't work, it breaks the entire ability to exit interiors?

tiny sable
#

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

harsh umbra
#

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 fatcat

#

swear I had that installed

dry hedge
#

borb

harsh umbra
#

Christ what is that

dry hedge
harsh umbra
#

That's pretty heavy... But a few hundred off from mine KEKW

marble mesa
#

How much was that?

harsh umbra
#

New enemy from Wesley's Moons

marble mesa
#

it looks like its 130

harsh umbra
#

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

dry hedge
#

That's insane

marble mesa
#

Thats crazy

tiny sable
#

the pikmin carry counter overlaps because I didn't plan for an item to weigh over 999

dry hedge
#

With the pikmin cap you can't even carry that

harsh umbra
#

Reasonably so KEKW

#

Nothing in the -actual- pikmin series was ever this heavy

marble mesa
#

question tho how do the pikmin get a number of how much needed to carry and item or enemy?

harsh umbra
#

I just raised the cap on pikmin squad size

#

It's in the config

#

Don't even need to restart the game

dry hedge
#

I believe its based on weight

harsh umbra
#

Nah

dry hedge
#

Oh?

harsh umbra
#

I think it's HP

dry hedge
#

I was also talking about items

harsh umbra
#

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

signal grotto
dry hedge
#

You can burn them with the zap gun?

harsh umbra
#

he has a lot of hp

marble mesa
#

huh well then The gold items is weird then

harsh umbra
dry hedge
#

Cool

marble mesa
#

As i found a golden engine and it only took 1 pikmin to carry

harsh umbra
marble mesa
#

Thats fair

harsh umbra
#

But hey, I won't complain if an item that weighs nearly 80lbs only takes one pikmin to carry it

dry hedge
#

Right

marble mesa
#

Prob gunna get rid of it likely dont know what it will break

harsh umbra
#

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 KEKW

tiny sable
harsh umbra
#

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

signal grotto
signal grotto
harsh umbra
formal fog
#

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.

tiny sable
#

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.

formal fog
#

Hmm.. I don't think any of the fixes I have currently mess with anything like that, but it could be a freak bug.

tiny sable
# marble mesa [Error : Unity Log] NullReferenceException: Object reference not set to an inst...

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.

main blade
#

Hulk hogan died

tiny sable
# tiny sable This error is caused by one of Matty's fixes. Specify the one that fixes the lig...

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.

marble mesa
#

Welp oof

formal fog
#

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.

tiny sable
#

It looks like matty's fixes primailry fixes items/objects and not enemies to I don't see anything that could give them collision

tiny sable
chilly blaze
#

that's a good catch. i should move the check to after and add a null check just in case

marble mesa
#

Here they come with the spoils

#

Anyone order a T-rex?

marble mesa
#

Twice now i have been killed via falling thru the elevator of the mineshaft when i have a lot of pikmin never again

tiny sable
#

How many pikmin did you have with you?

signal grotto
#

i was waiting for them to enter the elevator with me and got pushed

marble mesa
tiny sable
#

hmmmm

marble mesa
#

I was messing with Lethal internship and pikmin and oh lord XD

marble mesa
#

the interns cannot be harmed by pikmin XD

tiny sable
#

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)

remote tree
#

they kill themselves all the time it sucks

tiny sable
#

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

marble mesa
signal grotto
marble mesa
signal grotto
#

oh i see

#

thanks

marble mesa
#

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

marble mesa
#

are some of those from code rebirth?

hexed olive
#

yeah

marble mesa
#

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

tiny sable
tiny sable
south apex
tiny sable
#

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.

south apex
#

oh I didn't even see the door closed

marble mesa
tiny sable
marble mesa
#

ah

dense turret
dense turret
tiny sable
tiny sable
tiny sable
marble mesa
#

Little company allows you to get carried by the pikmin XD

tiny sable
marble mesa
#

XD gunna take a while there

marble mesa
#

Im in space the hell?

south apex
#

what did you do

round flare
#

is there any known incompatibility? i loaded into a game and everything was broken + this is being spammed in logs

tiny sable
#

profile code pls

round flare
#

01984e9d-9992-bce9-8c4b-c307d20ed3ed

#

u might need to turn glow pikmin back on

#

i just configged it to false after seeing that error

tiny sable
#

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.

tiny sable
round flare
#

i havent tried starting the game, but the leave game button doesnt work and displays in the shop dont look right

tiny sable
#

Okay

round flare
#

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

tiny sable
#

Yep, it seems like installing LethalConfig stopped the error spam

round flare
#

so im just missing a dependency?

tiny sable
#

Seems so

round flare
#

weird, idk how that happened then
thanks for the help

harsh umbra
tiny sable
#

:O

harsh umbra
#

I think I had like 200 something previously

quaint echo
#

Wow

#

Thats uh

#

Thats a lot of bois

harsh umbra
#

Squad Goals

tiny sable
#

Need to add a white/black list to NavMesh Fixer because it does break the NavMesh on certain interiors rather than fixes them.

tiny sable