#[Discontinued] LethalMin (LC Pikmin Mod)
1 messages Β· Page 15 of 1
What happened?
(ignore the custom death audio)
XD
The tesla gates are so whack. I love them despite this
"Ooooh... That look like it hurt"
-Pikmin, probably
was the config for making pikmin ignore fire exits when carrying loot removed?
i liked to have pikmin only return to main
yes
thanks
On the topic of making pikmin go where you want them to, I had an idea last night
An item you can buy from the store, that when activated and placed down, it will make pikmin path to said item while carrying scrap/gear
Like a beacon of sorts for them
There's been a few times where I'm out on a modded moon, and I have "Path Outside" disabled, and instead of going to the Main Entrance which is RIGHT IN FRONT OF THEM, they decide to go across the entire interior and deposit at a fire exit
this is already an item in pikmin 4 (sort of), with the idler's alert, good idea
could rename it to idler's beacon or something and change it so any pikmin path there maybe, set it up like a radar booster
That's the primary inspiration, but I didn't want it to be just for idling pikmin lol
would love to see flarlic implemented; i don't know how much of a pain in the ass it would be to code but having to start with a squad size of 10 and slowly improve it via finding flarlic would be really fun
If you have LethalConfig installed, you can set it to 10 in the in-game config for LethalMin
Then once you find (and sell) a specific item... Say like, Jar of Pickles, then you could increase your squad size by 10
It's a self-imposed limiation, but could still be fun
I myself have done something similar, started at 10 pikmin, get 10 more to my squad size with each Apparatus I sell
I'm up to 340 now 
oh my gosh that sounds so fun!!!! :D ill have to try something like that for sure!!!!! :3
I always feared increasing the pikmin limit but we're running into times where we'll have an entire pikmin squad go into the facility only to all be sent back with just 2 items
so I may triple it and just pray it doesn't lag people out.
Will add compat for this -> https://thunderstore.io/c/lethal-company/p/Beaniebe/Deepcore_Mines/
nvm they can't path into the elevator and there is a giant ladder they can use to move between floors so compat won't be needed
Hey can the cutiefly be added to the no target?
I got fucked by 10 giant butterflies
You can add them to the blacklist in the configs
what happened 
why is there big butterflies
Cutiefly is a little butterfly that can spawn on maps and if killed a BIG butterfly will show up and attack you
?
it's spamming an error about lethalmin and puts me in a black screen with fog and hud now, and something about "Soumdmanager" in between the lethalmin things.
could be poltergeist looking at the logs
I tried disabling that earlier and it was still doing it o:
lemme grab the log from that as well I suppose
I need to add null checks so players won't think lethalmin is breaking the game when it's most likely a chain reaction
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalMin.HUD.GlowMobHUD.Update () (at ./Scripts/GlowPikmin/GlowMobHUD.cs:22)
// usually Happens when the Pikmin Manager is null which happens when a mod breaks the start of round script or somthing else preventing it from spawning.
Oh. it does launch now but I am getting another error like 40x per frame about.. itolib?
I musth ave disabled only the poltergeist sounds before.
Do you perhaps
Have a bounce shroom
- Modded Onions can now fuse with vanilla onions π
minor issue with pikmin pathing on wesleys interiors
they try to take teleporting paths on the rubber rooms but dont get teleported, so they just end up stuck inside the teleporters
so uh
im here once more for once second
have this
π© β¬ β¬ β¬ β¬ β¬ β¬
π© π© β¬ β¬ β¬ β¬ β¬
π© π© β¬ β¬ β¬ β¬ β¬
β¬ β¬ π© β¬ β¬ β¬ β¬
β¬ β¬ β¬ π© β¬ β¬ β¬
β¬ β¬ β¬ π© β¬ β¬ β¬
β¬ β¬ β¬ π© β¬ β¬ β¬
β¬ β¬ β¬ π© β¬ β¬ β¬
π« π« π« π« π« π« π«
β¬ π« π« π« π« π« β¬
β¬ π« β¬ π« β¬ π« β¬
β¬ π« β¬ π« β¬ π« β¬
β¬ π« π« π« π« π« β¬
WHAT THE HELL IS HE DOING HERE??!?!?!?!
New friend
:c
LethalMin Breaks LC Croud Control
Because the mod doesn't have any null checks when attempting to make enemies spawn anywhere.
So when this for loop gets to the special pikmin AI script placeholder objects that don't have an enemy type attached to them. The mod breaks the game entirely due to an error.
This can be fixed with just one line of code that removes the AI scripts on the placeholder objects
They are just silly little guys
Now that PlayZone has Updated so pikmin don't spam the elevator buttons I can add Compat for it.
Hey there 
I'm coming across this bug fairly regularly, which unfortunately traps the game by not allowing the ship to depart from a moon fully and the round to end
Based on the error I assume one or multiple Pikmin are trying to drop an item that got despawned before they could drop it. However they indefinitely attempt to drop it which doesn't allow the round to end
In general I've noticed that some modded scrap cannot be picked up by the Pikmin, which I'm not sure is fixable from your end though
Could you provide your mod pack code?
Of course, this is the code
01986c90-c49c-7be7-bf49-067c76e1224f
I disabled LethalMin but naturally it was on when the error occured
I have noticed that the additional scrap from HSRScrapLIB could not be picked up by the Pikmin at all. Not sure why exactly, but it may be a lead
alright
I can replicate the error spam, and when I test it in a mod pack that just has LethalMin the bug does not occur so it could be caused by another mod.
I see, sort of to be expected, thank you
Later I might try to rip the game into Unity alongside all the mods and see what exactly is going on when this error occurs
It seems to only happen with enemy bodies, because this value is getting set to -1.
basically tricking the game into thinking that there is enough pikmin on the item when there is no pikmin on the item. So the mod is constalty trying to call GrabPikminItem() but because there is no pikmin on the item and there can't be pikmin on the item that error is spammed
I see
Do you have an immediate idea what might cause this?
As in, why that value gets set to -1
The CarryStrengthNeeded is -1 by default. However that shouldn't be an issue as when LethalMin converts a dead body to an item it should set the carry strength.
The oddest part is that I made sure that it was impossible for the carry strength calculation to output a value less than 1.
So it might be a mod that messes with item properties
Because for some reason, the item properties on the dead body is null.
Could it also be a mod that affects enemy despawning behavior?
Not sure, as the issue just happens when a pikmin attempts to grab a dead masked, even when it's not despawning
it could also happen with other enemies but I haven't tested it
It only seems to only happen with maskeds, other dead enemies don't cause the issue
I see, alright
I appreciate you looking into it, and the mod itself of course 
Pikmin falls
Had that happen way too much times
Wait no this is better
Hey look dats my art! :D
this is what happens when you get shot by a shotgun
Looks like an interesting mechanic, cant wait
thought this was wordle
woaaaaah
WAIT
I JUST GOT A KILLER IDEA
WHAT IF
Right?
instead of just the regular interior or whatever
You can do that
ALONGSIDES
These things which would teleport you to unique Moon exclusive locations with look as well!!
And these transporters would be located at different areas of the moons almost like fire exits except those still exist too
Water wraith cannot spawn on oxyde right?
oxyde?
Company moon added by code rebirth
Its a risk reward type moon with other monsters spawning on it
Oh that, unless the water wraith's moon spawn chance is set to 0 on that moon (not by default) then it can still spawn there
do pikmin still struggle with wesleys interiors?
Probably, but haven't played wesleys interiors in a while
Hmmm, apparently Pawsy found several lethalmin errors, don't know if its incompats or what
didnβt Notezy want to implement a null check since lethalmin could spam errors from a different mod breaking something?
I did add null checks to the parts of the code that were error spamming when a chain reaction happened.
But it seems like this error spam is from something else.
There error is coming from this line of code
Since ItemScript is referenced in an earlier line of code I can assume that this error is caused by an item not having itemProperties.
I forgot to add a check to make sure an item has item properties before adding the PikminItem script to it, will fix.
Compat with lethalmin?
Yep, Pikmin aren't able to grab items that aren't in the same dimension that their leader is in.
I cannot wait to test that moon it looks SICK AS HELL
For the End of Day Countdown, could there be a way to change the size & placement of the hud element? Was gonna do something like...
...this, this is just a mock-up since I have the LCBetterClock Mod installed and wanted to move the element moreso up there
Sure, I need to update End of Day Countdown again to tweak the countdown color anyways because I made it a bit too light orange.
Hmm... wonder if the color could be adjustable too, like via hex colors
If not, that's alright
The color can be configed, but by using (255,255,255,255) format
*RGBA
yep
Alrighty
Hey is there a list of modded moons compatible with lethalmin?
I would like some more moons that work with the pikmin's pathing but I don't wanna like download 100 mods at once with a modpack
Some of Weasly's Moons and Most of Generic Moons aren't compatible because the pikmin are unable to get onto the ship. Or cannot get from an exit back to the ship
Moons of the otherwordly
and Wild moons work well with pikmin
Yea, I think I ran into that with some of Wesley's Interiors, since you mentioned it
One such interior is... I think this rocky area which floods when you take the apparatus
are we gonna get whistle styles?
atlantean citadel
dym seem to revive
?
I use emergency dice
To revive
And I can't seem to revive ANYONE
Weird...
-# fat figered enter
Thank you
Again, This shouldn't effect anything with revives
just to let you know, while testing some off-mesh links i added to my moons, i noticed a bug
from what i can tell, their body kind of desyncs after going through an offmesh link and they ignore water
pikmin definitely do register my water as water normally
also something weird with them being able to cancel hazard effects like fire and continue carrying anyways
it might be outside the scope of this mod, but i'd love if there was some way to keep the autopilot from leaving while the pikmin are trying to revive me at the onion (i play solo, so i never get the chance to get revived before it does)
I think I'll be able to do that
The animation will not play if debug show is on, but yes.
Thank you for adding the config options
Hey note
We want peakmin
(I alr maked the suggestion threaded https://discord.com/channels/1363179626435707082/1405653262795018322)
I can't make PeakMin for 2 reasons,
1: I dislike Peak
2: The game is made with Photon which is a multiplayer service I'm unfamiliar with.
physics
how does merging modded onions and vanilla onions work? is it automatically integrated or do modders have to update their lethalmin mods?
modders have to update their lethalmin mods
Note
Two things
One how do I add the DLL to scrap I made? Is it just drag and drop?
Two. Can I add the ability to make some scrap be able to be sacrificed
- Secret question. Will this cause any errors?
What are you using to make scrap? Lethal Level Loader?
Are you refering to making items being able to be brought to the onion?
Yes...
Yes...
What are you refering to when you say "The DLL"
Usually when I wanna add compatibility I throw the DLL into the unity project it just works out the box is there some specific setup?
If you want your custom scrap to be taken to the onion, simply import the LethalMinLibrary.dll file into your project.
Then, add the Pikmin Item Settings Component to your scrap item and check "Can Produce Sprots"
@glad mist
Thanks
WHAT
IM IN SPACE
HE FOLLOWED ME INTO SPACE
HE THEN FOLLOWED ME BACK TO A MOON XD
Best we can give ya is this piece of art I made about a month ago
my leg hurts
Yeah iβd say
sorry to ask again but is there a list for interiors that are safe with the lethalmin mod?
not a list but I recommed avoiding Wesleys Interiors and Tolian Interiors with lethalmin
Got ya
Question tho what would the pikmin even do in peak?
they'd be moral support
this would probably be a huge pain in the ass but i would love to see a template pikmin included with lethalmin library, working on making a custom pikmin type and it's a bit overwhelming (but that might just be due to my lack of experience with unity/modeling)
There should be a template pikmin type
i don't see it? but i could be missing something/have installed something wrong
Try updating the LethalMinLibrary Unity package
Unless you didn't install it
aw beans, that might do it! i added it to dependencies but i didn't do anything else with it
Altertively instead of installing the LethalMinLibrary package, you could just import this example package
It's recommended to install the LethalMinLibrary package via git url if your project is only going to be used for creating the pikmin type.
But since it looks like you are using the project patcher, I recommend just installing the example package.
!!!! oh awesome, thank you so much!!! :D
is it okay if i use the template pikmin model as a base (with credit obviously)? i'm quickly learning i'm not a 3d modeler by any stretch of the word X3
sure
don't worry the bar for entry is super duper high imo, blender and/or maya feel like they're in a different language or something when you first start
A lot of people start with simple recolors for that reason and pikmin fits pretty well for that tbh
Does the lethalmin mod require something other than the dependencies listed to work? I'm getting the infinite seed glitch when I try to run it
Nope, it should only need LethalLib
and LethalLib's dependences
thinking about the pikmin 3 prerelease pikmin again
the scrunglos
what interior is that
Me
Dam
no it isn't
Looks like it
not really
https://thunderstore.io/c/lethal-company/p/MrKixcat/Junkrooms never been to it myself but i think its this
i recall someone posting a few screenshots of it
ye
sorry to bother, but i have a few questions:
is there a way to only allow certain onions to spawn on certain moons, or moons with certain tags? (eg. if i had an amethyst pikmin, could i set its onion to only spawn on moons with the amethyst tag?)
also, is there a way to make an onion purchasable? (eg. as part of my modpack i have a pikmin type that's extremely weak and terrible at everything, but i'd like it to be buyable for 30 at the start of the game)
As of now, no to both
aw dang, ty anyway! was workin on a fancy way of doing pikmin progression but i'll put it on the backburner for now :3
Enemy bodies on the ship cannot be picked up by the pikmin, and maybe when bodies get taken by the onion if say a giant body gets absorbed then while its creating sprouts another corpse gets absorbed it will override the giants sprout count
The first one is known but idk why it happens, and why would the second one be a good idea?
Thats not an idea it something i THINK happens
I think its been happening
Yummy
my god we NEED pikmin LOL
Does this mod still work with v73?
No
I knew it
V73 Onion
this mod has too much code almost every update breaks it 
tbh V73 broke almost every large LC mod
All networking code broke and onions use an RPC to initalize their models so I assume the onion couldn't properly initialize it's model when spawning in.
Okay there are a lot more bugs (unrelated to V73) that I realized should have been fixed ages ago, so the fix will be comeing a bit later
V73?
The latest LC update that broke a bunch of mods (including LethalMin)
Almost Any mod that uses networking, Lethal Level Loader for example
Oof
Also just checked the patchnotes and i overreacted
But still lc main focus for zeekers in 18 days
This also means old unmaintained mods that were working fine might break and won't be fixed until someone else unofficially updates it
Oof
I don't think any of my other mods need to be recompiled since they are client-side mods that don't use networking.
Aside from my moons, which I have to wait until Lethal Level Loader gets fixed
Re-writing the way pikmin route with items so hopefully there will be no more pathing issues in the next update
Win
Fixed Charging
Me and the boys escaping home depo after taking a
diabolical dump in each of the display toilets
XD
THANK YOU
i did not know that you can put QUANTITIES
into imperium (for spawning things)
i will be doing that for future testing lmfao
also nice responsiveness for the charging update
well it kinda says it right there when you open the spawn menu lol
This happened while testing the maneater with the new routing system (don't know what happened with the video quality)
the bugged happened because I didn't correctly set the pikmin and the man eater as being inside when going back inside
I've made it so pikmin now take non-scrap items to the ship instead of just entirely ignoring them resulting in scenarios like this.
Does this make the pikmin too autonomous?
idk how you get the most hilarious clips on earth while testing
i'd say this definitely makes them very autonomous, however, the pikmin themselves have been fairly autonomous since pikmin 3 when they'd go back and forth from berries and grapes
so i'd say it's not out of line for the series and is pretty cool
you could add a toggle for it, just in case people don't like it for some reason
Will there be galetry compatibility
Yes
need to figure out how the navmesh is set up there first though
because some people say that pikmin cannot move there, while others say the can, and I haven't tested it yet.
They really can't cause imma be so real I think the navmesh is under the floor of that moon
the man eaters conductive!?
Apparently
insane
probably because zeekees copied and pasted the data from the large axel (or cog in the game files) for the maneater
That's new
The NavMesh for is normal, but the issue is pikmin try to path directly onto the counter which does not have a navmesh on it.
got it working
Happy Thanksgiving
W
WIN
Dinner
Its been like that ever since i first installed it
in testing today, i had a group of like 25 bulbmin and dismissed them, and it sounded like a mixed group of pikmin. i went into pikmin 2 to check, and bulbmin do have a distinct dismiss sound from the other pikmin types that i think is not used in lethalmin currently
They don't have in general I don't think
if by in general you mean they don't have the sound in pikmin 2, they definitely do
It's hard for me to exactly tell which sound is which because pikmin 2's sound aren't nammed after dumping. What makes it worse is that the bulbmin's voicelines are not the same pitch as they are in the game
The onion doesn't land on Deadlock
probably because it doesn't have outside AI nodes, or it has one that's just out of bounds
Are they lower?
I think itβd be cool if certain pikmin types were locked to certain moons to incentivize going to different moons. You could theme them around the moons theyβre found on, like having red pikmin in the arid moons and ice pikmin in the snowy ones.
I might update the spawning system to spawn less wild/sprouts the more pikmin/onions you have. As there isn't a need for wild pikmin in mid/late game
I'm planning on adding spawning configs per-moon/weather aswell
yeahh it's a little annoying, it took me a long time to sort through the game's assets
i thiiiiink it's this sound? it's the one that fits best from the range of bulbmin sounds i got
Hiya, my friends and I were using Lethalmin last night and noticed each onion was invisible and when we got outside there was no onion entity (?) to return and pull pikmin from
Was the ONLY issue we saw
You on the latest version?
Yeah, we had updated last night
The only unupdated mod I have here is DawnLib cause an update came out between midnight of last night and now
could you provide a modpack code?
Will do o7
0199ffc8-5b9a-4d69-144e-be2e8d084829
For the most part we played on Vanilla moons and hadnβt gotten into Wesleyβs Moons content yet
Unrelated question, but does LethalMin come with its own clock?
Often when we played both the P4 clock and the classic clock overlayed over each other till I reloaded the config for pikmin styled clock every moon
Phone pic cause Iβm conserving cpu rn
does this happen for all players?
does this happen in solo?
Just recreated it solo, was happening last night in a full lobby as well for everyone, invis for all and did not appear for all
Iβm gonna remove needy cats itβs just broken broken
So Onions usually go invisible when their start function breaks, preventing their model from initializing and working properly in general.
Looking at the log from starting a round it seems some other mod is breaking the onion's start function
Horn Moan?
Oh my god
itβs a sound replacement mod
yeah lemme remove it and see if it fixes
OH!
I was using the one that was last updated in 2023
The one from MetalPipeSFX I believe
Strange, thereβs another one with the same name and desc
Either way I removed it to see if it functions, Iβll test the save where I already collected an onion and start a new one where I havenβt yet
.log file plz
seems I'm back
Stack trace:
GrabbableObject.FallWithCurve () (at <83220f1fc337491eba19b3618ec61339>:IL_00A0)
(wrapper dynamic-method) GrabbableObject.DMD<GrabbableObject::Update>(GrabbableObject)
[Info : LethalMin] EnemyItemNode_Masked is grabbing an item on local client
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalMin.PikminItem.GrabPikminItemServerRpc () (at ./Scripts/PikminItem.cs:323)
LethalMin.PikminItem.__rpc_handler_2246398377 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <b615471306cf4b10b39e6b8a4eaa5818>:IL_007B)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <d961951ab868489cbec1aa9b2480688f>:IL_00A6)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
LethalMin.PikminItem:GrabPikminItemServerRpc() (at ./Scripts/PikminItem.cs:322)
LethalMin.PikminItem:Update() (at ./Scripts/PikminItem.cs:987)
Happens when launching from a planet
Right before fully leaving it
And spams the error
Preventing me from saving
This was in single player
Though I saw it when I was playing with my friends in multi as well
Pathfinding in LCOffice seems to be iffy as well
Tried on a new modpack, the masked issue persists when launching from a moon, preventing the day from moving forward
I had to re-upload LethalMin's repository because I accidently deleted the main branch :D
Whatβs a repository and branch
A repository's the public (or sometimes private) upload of the codebase for the mod, in this case (and most cases) on github. The main branch is basically the central current stable version
I lost all my Ices but at least it looked cool.
I turned off taking items to the onion but the pikmin still take items to the onion
is there a fix for this?
Sorry I forgot to implement that when redoing the routing system for 1.0.23, will fix soon.
Thank you
when do you think the fix will be ready?
Thunderstore says the mod don't exist
also I can't update it
Yeah I can't update it
oh there we go
OH yeah and the onions persist between game saves and sessions
You need to wait from 30 minutes to 2 hours for any modding website to update when the mod is released
is there a setting to change the onions land position as it keeps landing in the ship with wider ship active
no I don't think so
WHY DOESN'T YOUR ONION SPAWN ON REND IT'S A PAID MOON HMGGGNFGNGGNFFG
AAAAAAAARGGGGHFHHHH
Hurt my boi again we are gunna have issues the white pikmin are my bois and must be treated with respect
lol no
I am literally the reason why white Pikmin are as good as they are and can just as easily reverse that.
jk I wouldn't do that
since the rework has there been any new features
the creator seems to be taking a break and/or have left after canceling work on their moons mod.
from the looks of commits, there have been no updates, and understandably so. canceling a large personal project like that is probably very discouraging
Plenty
He's not canceling nor stopping development on lethalmin, don't worry.
So what's been added?
Pluckaphone, pikmin signal, god knows how many compatibilities with other mods, reworked interactions, glow pikmin, ice pikmin, a whole config for literally everything pikmin related, smarter pikmin ai, and more i cant name off the top of my head
Oh and winged pikmin
The reworks been out since like June, you living under a rock? Lol
See, he's fine.
Looks like I made some hasty assumptions, my bad
Is bucketβs current pfp from DOD?
Btw note, is it difficult to make an enemies animations freeze when its frozen, i believe thats how it works in acual pikmin and doesnt seem that difficult
But idk that much about code
ye
LethalMin keeps making any and all items teleport to a specific spot out side the ship.
this is the error message
Stack trace:
LethalMin.Patches.GrabbableObjectPatch.CreatePikminItemOnGrabbableObject (GrabbableObject __instance, System.Boolean OverrideGrabableChecks, System.Boolean AddDirectlyToObject) (at ./Patches/GrabbableObjectPatch.cs:87)
LethalMin.Patches.GrabbableObjectPatch.StartPatch (GrabbableObject __instance) (at ./Patches/GrabbableObjectPatch.cs:21)
(wrapper dynamic-method) GrabbableObject.DMD<GrabbableObject::Start>(GrabbableObject)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<GrabbableObject::Start>?-389214866(GrabbableObject)
Dusk.Internal.EntityReplacementRegistrationPatch.ReplaceGrabbableObject (On.GrabbableObject+orig_Start orig, GrabbableObject self) (at ./src/Internal/Patches/EntityReplacementRegistrationPatch.cs:312)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GrabbableObject::Start>?2312368(GrabbableObject)
DiversityRemastered.Items.FloppyDisk.Start () (at <fad1116f15204d3d8a42f4c34ec158c2>:IL_0001)```
This is the modpack code:
019b3f87-9a6f-357d-f30a-36dad1634bdc
I love lethalmin, but Im not sure why this keeps happening. It was fine last time I played, but now its broken. I haven't added anything new I'm pretty sure.
It would be nice to be able to play lethalmin again though
Im not note, nor am I on pc rn, but I can try to help. Try uninstalling any mods that change how items work, and if you have any mods that changes how the ship works, throw them out.
It's something with sellbodiesfixed
I dont know what exactly, but it's fixed as soon as that's removed
I think the compat broke somehow
Ill see if I can talk with note about fixing that
Maybe its something to do with the βcompatβ note did that pikmin carry sellbodiesfixed corpses to the onion instead of the ship (since its technically a scrap)
Just a guess
Wait iβm meant to be the guy that was always on watch on updates for this mod and no longer exists since i think its only bug fixes now
Actually while I exist
Note
Can the default pikmin get decor from pikmin bloom for holiday seasons?
Youd be surprised how many times ive asked him that lol
Never got a clear answer
Oh darn
im going to kill you


cheers to a new year of meeting quotas with our feral baby carrots
CHEERS 
i might just be dumb and cant figure it out in the configs but is there a way to change how many pikmin it takes to carry something?
Technically yes, there should be a config that allows you to switch to the old carrying formula.
that doesnt seem like it'd let me change anything myself tho. I also cant find anywhere how they calculate that, now or beta
Yeah that seems like more of a "changing the mods code itself" thing rather than a config thing. I can ask note himself if there is a way to change said code, and then I'll get back to you.
its not the biggest deal. it was just odd to me that it was gonna take 17 pikmin to carry the lil glass bottle but only 7 to carry the giant axel.
-shrug-
i always thought it calculated automatically based on scrap weight (unless set by a mod creator using one of the LethalminLib scripts), that would make the most sense to me
It does (with some exceptions)
There used to be a setting where you could subtract the amount of pikmin needed.
When beta calculation was still the only one
(Subtract carry amount) So if you put -1, it would subtract 1 from something that would cost 4 to carry making it 3
I have pikmin on my ship with me as we leave but it still "leaves them behind"
Did you have an onion for that type?
it clearly says on the mod page that as long as they are near the ship they will follow me to the next round
Thats IF they have the onion ya goof
no
yes?
Okay note, change the mod description to something easier to understand.
BRO
IT's UNDER THE "ONIONs" SECION
unless that's an outdated version of the mod description
thats great? and the part that I linked is a specific reference to the exact conditions that are supposed to preserve your pikmin
If they are near or in the ship, or If they are near their specific onion, or If they are in their specific onion
With all due respect sir, we are only trying to help, theres no need to get snappy with us. You are arguing with the people who made the mod about the mods mechanics.
Do you know how ridiculous this is?
If the pikmin are in the ship, AND you have their onion: upon takeoff they will leave the ship and go to their onion.
yes, obviously but the point im making is that its not "obviously on the mod page"
forgive us for not updating the mod page or making it simpler to read.
Its should just be common knowledge bro
says who?
Says the dude who helped make the damn mod.
Now please stop giving us attitude
Ykw fine just for you we will put it on the mod page, happy?
I thought it would be common since for readers when reading the start of the Onions Section that clearly says "To preserve Pikmin between rounds, you must acquire each Pikmin type's Onion." and later on when it says "Pikmin will be saved at the end of a round if any of the following conditions are met:" it would be understood the conditions only apply if the onion of the pikmin's type as been acquired
Now go find something better to do than arguing about a lethal company mod
Yeah.. don't bother changing the mod page, it's just a reading problem
dude
THANK YOU
Sorry, no, that isnt obvious, and its not a reading problem
problem solved. We told you what was wrong, its over.
Blah blah blah, GET OUT!
no?
no im saying no to them
you cant tell me to get out.
I'm sorry if the way I speak has attitude, thats not my intention, its pretty typical as an autistic person to not truly know how to format things properly
As an autistic myself, it's understandable.
I can understand the misconception though
i can confirm
but the only thing I've been trying to do is explain why I was confused, because I think its pretty reasonable when it says to either do X or Y
no, the real pickle man was having a jab at me, I'm not sure why I dont even know who they are >=T
But then again thast also pretty normal.
no?
i have autism as well?
i was confirming we, yes we have trouble wording things sometimes
this being replied here sounds like "yeah I can confirm they're an asshole lmao"
Okay look, its 9 PM where me and note are, and we are both extremely tired. We helped you with your problem and told you why the pikmin didn't follow you. You can go back to fulfilling quotas with your pikmin, and me and note can get a good nights rest. Sound good?
So everyone, please for the sake of my sanity, just go back to doing what you were doing before this whole thing started.
well i was suffering with an advanced music program
and lsot my work because it didnt ask me what to name it
Yikes
i would rather not go back to that π
Sorry man that sucks
im NOT built for music, like, not this time but people can go hours for 15 seconds and its all gone like that
anywho
i despawn now
Change of topic, with the piggy's variety mod.
This is the "recode" version.
Something I'd thought I'd mention.
But also to bury some of the conversation before
The pikmin don't die, they just get knocked back
pikmin 4 electric gates
thats why (trust)
i do wanna say one more thing. i only started responding with any sort of hostility after i was caps spammed at and called a "goof". not that the latter is all that insulting. =(
no the pikmin decided to follow pikmin 4 logic trust
This one specifically
Don't worry, it's over with
Anyway.
Right now I'm just disabling the gates from my modpack.
Just thought I'd mention it since support for it again would be nice.
Oh it got updated
that's probobly why
But if not that's fine
Yep, it's a whole recode
Doesn't have the revolver or anythin yet
Just the rifle and telsa gates
oh that's a fork?
I don't know
There is a fork version made by somebody else but..
I don't t h i n k
it's a fork
More like from the ground up
oh it is lol
Musta skipped that line while reading
But yaya,
It's the most recently updated
since it is under a different GUID I could add a compat for that and the original
Ooo neato
π₯
Canβt tell if the skeleton sprite pops up or not. nevertheless, Iβm glad it works!
Is there any specific troubles with Pikmoons with LethalMin?
I suppose honestly, I should just ask if theres a really nice list of stuff that LethalMin works well with. in the past I only saw a select few things clash but I cant remember for the life of me after my hiatus lol
I've gotten most of the things that were listed as directly compatible already
i specifically have some things to make lethalmin work better with pikmoons, experiencing anything in particular?
Well, after mashing my brain into a blender for the past 3 hours
.... either LethalMin, or the LethalMinLibrary mayyyyy be setting min and max scrap to 0, or just stopping LethalLib from spawning items.. at all
testing right now.
*Or they are very angry at something else that I cannot pin down.
disabling both made items show back up. testing now wiht just LethalMin
i don't actually work on lethalmin, so i can't help you there, but if you have any issues you can pin down for pikmoons specifically, feel free to share in my thread https://discord.com/channels/1168655651455639582/1312933178398478396
Once I figure out what LethalMin is mad at, I will definitely try and look into pikmoons.
But, I have concluded... LethalMin definitely is what is stopping scrap from spawning.
Or atleast, it's angry with something but I can't seem to pin it down.
Hey uhh.. So, I figured out whats happening
LethalMin is making all the scrap spawn next to the ship in one clump....
and it despawns when I try to pick it up.
"despawns" its still scannable but no longer interactable, and effects such as the radiation from one of them still hurt me when I'm near it.
I have narrowed it down. SellBodiesFixed breaks Lethalmin. OR, those two+something else yeets it.
SellBodiesFixed works with LethalMin
At least last time I played
It's compat has broke
thats why I said it may be a combination of those two plus something else. but after disabling every by quadrant, I narrowed it down.
I think the same SellBodiesFixed update that fixed compatibility with SelfSortingStorage is what made Lethalmin break.
Or at least a patch around the same time.
having sellbodies and lethalmin activated makes all items spawn next to the ship, and be yeeted when you try to pick them up. atleast with my list.
disabling one or the other fixes the issue.
same
Any ideas on helping the lag from entering the facility with a buncha pikmin? I know moving away from the entrance helps but sometimes theres a turret and all hell breaks loose at 9fps v:
Oh trust me buddy you are not alone ive lost countless pikmin to entrance turrets
I could make it so instead of pikmin teleporting directly to your location when entering the spawn around you. That way they aren't all overlapping and causing lag
Are you also going to fix the compat with sellbodiesfixed?
was not awere it had broke
sounds like it could work v: it's weird because I know I didn't used to have the issue, or atleast it didn't happen every time the last time I ran with pikmin
will fix soon
Alright
I think it's mainly a rendering thing with a bunch of pikmin models overlapping each other causeing a bunch of Zfighting
ahh
actually yeah that makes sense. they do it sometimes too when you charge a full pack at a smaller enemy
where I assume they get confused because theres no more places to stand while attacking.
I've been messing with some of the config options and I've noticed changing the onion rarity is odd..
I don't know if this is the case- but when I set the onion rarity lower, the purple and white onions don't get theirs changed so, it's more likely to also find them.
I think thats because the purple and white onions have unique spawning mechanics separate from the normal ones
Yeah, that's what I was thinking.
Being able to change their rarity would be neat because as of now, I don't want to since it does so.
i'm updating lethalmin rn vro
trying to see why sellbodies fixed isn't working anymore
Ah
lowering it should make them even more rare since they lower the spawn chance multiplier config by 0.25 iirc
Huh..
So maybe I was just insanely lucky lol
Think I lowered it to 35 or 25
Since finding a onion every moon was too much for me.
pretty sure the reason it broke was because the dev changed the namespaces of the mod
Has anyone gotten these errors spammed before?
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkVariable`1[T].set_Value (T value) (at <d961951ab868489cbec1aa9b2480688f>:IL_002C)
LethalMin.Leader.Update () (at ./Scripts/Leader.cs:380)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkVariable`1[T].set_Value (T value) (at <d961951ab868489cbec1aa9b2480688f>:IL_002C)
LethalMin.PikminManager.Update () (at ./Scripts/PikminManager.cs:124)
I dont believe i have
ok I think it's just my build of the mod.
sfm type beat
Hey note i just noticed they arent, would it be possible to make ice pikmin semi-transparent
maybe
He dropped him eyeballs
Cuphead 
Noice
NoteBoxz left the server at some point, removing the role.
maybe a moderator could give it back?
Mugman 
[Error : LethalMin] Error registering MaskedPlayerEnemy MaskedPlayerEnemy as Puffmin Leader: System.NullReferenceException: Object reference not set to an instance of an object
at LethalMin.Patches.AI.MaskedPlayerEnemyPatch.RegisterAsPuffminLeader (MaskedPlayerEnemy __instance) [0x0020c] in ./Patches/Enemies/MaskedPlayerEnemyPatch.cs:53
at LethalMin.PikminManager.Start () [0x00075] in ./Scripts/PikminManager.cs:81
Not sure if this will cause issues.
the teleporting to entrance thing is a dream!
Sorry for lack of updates, Me and Note have been too busy playing die of death lmao
It shouldn't since the function is ran in a try catch block:
However this error should only really happen if there are any mods that duplicate the MaskedPlayerEnemy script
Peak
Just had a thought. What if Rock Pikmin were immune to CodeRebirth beartraps... OR, if possible, a rock pikmin getting snapped by the trap destroys them both?
@tiny sable ADD THIS
We had a thought but didnt have the onion to test it.... can the ice pikmin freeze hygroderes?
you can freeze them, but you can't attack them when they're frozen
ahhh I see. So it just stuns them for a while?
or does that kill them
So far we've always had someone either use a boombox or dance (music emotes work apparently) to get them away from our pikmin and then hurry by
it's like water, so you have to keep the ice pikmin there otherwise they break free
is the lethalmin github still private on purpose? i wanted to try looking at functions and messing around now that i kinda code sometimes (badly)
it would be understandable if it was, in case of nintendo ninjas
oh, and make them immune/get planted by spike traps too
They already do that lol
oh.. weird, I wonder why they died then
Anything considered "crushing" in the games code they SHOULD be immune to.
hmmm
That sounds like a
dunno why they died then v:
lol
we were also thinking, since they can break armor in the game... make them able to beat up old birds. Probably still wouldnt be worth because the grab can yank so many
Hmmmmm
Thats.... not a bad idea actually.
but it would also be unbelievably hard to implement
It was already difficult getting the old bird to pick up pikmin
But ill ask note about it
might be a neat/niche thing. Currently wouldn't serve much purpose for coderebirth enjoyers since Sam turrets just blow them up anyway lol
this has probably been feature requested before, but would it at all be possible to at least add a config option that allows water-immune pikmin types to ignore the hydrogere?
Isn't that already a thing?
last i played no?
the hydrogere can be frozen with ice pikmin but it'll still trap blue pikmin and bulbmin
my brain always makes the connection of the hydrogere being like the goolix so i can understand if the mod creators have a different idea of what the enemy is made out of, still wanted to throw it out there nonetheless since me and a few friends talk about that a lot when playing
and i figured it'd give blue pikmin more of a use because outside of flooded moons they're a little bit underutilized if you're playing with no other mods
So did I. NOTEBOXZZZZZ
I swear to god if i have to remind him again to fix that im gonna lose it
would it break a lot of things if pikmin didnt push enemies on collision? i've had some really goofy but frustrating deaths because of it, such as charging a large group of pikmin at a dog only for them to basically crowd surf its gaping maw directly into me, or my squad getting captured by a hygrodere and then pushing it right under my feet at really high speeds
gotta love charging pikmin at a bracken or thumper only for them to catch a stray coilhead aroudn the corner and push him at mach-10 when you least expect it and get yourself killed
yeahhhh
i havent had that happen with a coilhead yet but ive definitely had things get pushed into me and absolutely annihilate me
it is very funny though when your squad bullies something into a corner though
friendly fire setting does not save pikmin from shotgun uwu

just curious, cause i seem to remember it being public before, obviously if note wants it private it's totally up to them
Oh yeah he made it private bc Nintendo is an absolute snake. And also to avoid anyone leaking future stuff.
nintendo does have those copyright hounds, understandable
are there any mods known to be incompatible with Lethalmin?
Not quite sure, but DEFINITELY moons with no navmesh
that one makes sense yeah
I ask because I'm trying to run a modpack i mentioned in #help-and-troubleshooting and I'm getting some S E V E R E lag with enemy ai so i;m trying to troubleshoot out what the issue is
How many mods does the modpack have?
around 160
Yeah i dont think lethalmin is the problem lol
yeah, i wonder if its some mod that alters EnemyAI that is tanking things
the Pikmin are the most stable thing in the pack
That or the amount of mods you have plus the game running the enemy ai and the pikmin is causing the lag. Do you have any mods that adds or changes enemy AI? (Besides lethalmin of course)
Ill comb through, i used to have Natural Selection but I nuked it last night
BarberFixes, ChuxiaFixes, SmartEnemyPathfinding (LCOffice Dependancy), Mirage, MaskFixes, PathfindingLib, SpiderPositionFix (a desync fixer), StarlancerAIFix
I'm noticing I don't have PathfindingLagFix, AsyncLoggers, or LethalFixes because I didn't want to cause any conflicts
Ill add the last three and see if there's a difference
the lag always manifests as perfect fps at the start of the round or slightly lowered, then a slow degradation over time
posting this without elaborating

160 actual mods or 60 mods with 100 apis because people have no restraint?
so incredibly based that this script is randomly in lethalmin, thank you π
perfect for my current use case with a visual effect component i made
The latter πππ
But I installed pathfindinglagfix and it solved
EVERYTHING.
@tiny sable Happy Birthday
Oh what?! Hbd Note!
I am going to kill you for exposing me to that
Dont land there guys xD
not quite sure what happened as it was working semi-recently, but these pikmin type scriptable object things no longer show up in the preferred type field of PikminItemSettings script
i still have the same one note included, but they just no longer register as the same thing, i guess?
i also can't directly drag them from my project file inspector, either
it stopped working before i updated lethalminlib and lethalmin in my project, also, i just updated them to check if that'd help and it didn't
i do have a workaround, by pasting component values from pikminitemsettings of the pellets i made when it was working
nvm, ignore all that i guess, a restart of my pc and project the next day seems to have fixed the issue
Ok so i am not losing it, if the onion takes 2 corpses side by side it can ignore some of it, i.e i got 2 pearls from the pikmin moons and they give 50 each and a nectar and only came out with a flat 50
[09:42:21.6121049] [Info : LethalMin] Setting Ice Pikmin_MJ1N to the onion
[09:42:21.6512093] [Info : LethalMin] Cleaning up 3 excess pikmin (103 total) on map...
[09:42:21.6532171] [Warning: LethalMin] PikminData (5_Red Pikmin_mn8P2Fm_2026-02-15 21:11:04) is already in the Onion. Not adding again.
[09:42:21.6532171] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalMin.PikminManager.DespawnPikmin (LethalMin.PikminAI pikmin) (at ./Scripts/PikminManager.cs:1474)
LethalMin.PikminManager.CleanUpExcessPikmin () (at ./Scripts/PikminManager.cs:2318)
LethalMin.PikminManager.Update () (at ./Scripts/PikminManager.cs:146), oh god what did i do
Just landed and already there are 24 pikmin on the map
i cant get 100 with me
My friend however has 0 on the map for him
That error happens when He pulls out 100
Its prob my dumbasses fault, i will fuck around with my modpack and see if i cannot fix this
When me and my friends play with this mod, we encountered a masked enemy who was killed by the pikmin, after that when we tried to leave the moon we got out but it wouldn't proceed to the next day, no results or save so we had to reload the save and redo the day. Any idea how to fix this?
(Hiatus) LethalMin (LC Pikmin Mod)
No idea, maybe try to keep pikmins contact with the maskeds to a minimum. The masked were always buggy, i'm sorry.
Pikmin stickers arrived
It makes salmon??!!!!
is there any performance difference between these
ive noticed my game freezes constantly when theres over 20 following me
i'd assume that's them colliding with each other, and that the "new" one would be better for performance, as it keeps them kind of in formation rather than clumped up
gotcha, i'll try it out
ive noticed its not as pronounced in singleplayer so it might just be network jank

rocket science
[11:32:33.9264859] [Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0009)
LethalMin.PikminItem.GrabPikminItemServerRpc () (at ./Scripts/PikminItem.cs:319)
LethalMin.PikminItem.__rpc_handler_2246398377 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <7a0f9096547448ebaf28661833d61acf>:IL_007B)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <d961951ab868489cbec1aa9b2480688f>:IL_00A6)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
LethalMin.PikminItem:GrabPikminItemServerRpc() (at ./Scripts/PikminItem.cs:318)
LethalMin.PikminItem:Update() (at ./Scripts/PikminItem.cs:983) had this show up in my logs
also stuff like this
No clue whats going on, i know the dev has taken a step back, just placing this here incase they come back or if anyone else knows whats going on, note the error and the inability to pick up are not the same issue as the error did not happen at the same time
My guess but idk is how many scrap items there are
like if i have 2 mods that add 100 scrap each
It may be over loading the items the pikmin mod has to track but no clue tbh
Have you tried whistling them back and throwing them on the scrap slower?
Idk ill try and do that next time, i know i got them to pick up and item like this before
I may know whats causing this
I 100% know what caused it the fireexit on the ship from a mod
So all of my pikmin just vanished after going to a new moon after selling my scrap at the company exspect my purple pikmin
ah... the creator is on a hiatus
i quite like this mod. hope that when they return, they will add truly great things!
There is not really anything else to add
yeah⦠aside from like, a unified pokmin selector (to let you select your pikmin from all sources because on some moons some of the onions decide to hide away, or the Lumiknoll eats them)
plus on some moons, the onions will LITERALLY JUST MELD TOGETHER. Leading to a LOT of finagling
Also perhaps a config for the pikmin depositing items straight to the company? A config since they will steal guns to sell them
But a blacklist could work in conjunction with that
i wonder if itd be possible to add a setting to disable pikmin on pikmin collisions
it seems to lag me quite badly
especially on multiplayer when i host
wait thats the cause of the lag!? i thought it was from all of them being teleported at once
If I remember Pikmin collision make the game lag a lot
ah. that explains... quite a lot
We're just waiting for the new lethal company updates to release so we can quickly add compatibilities to all the new stuff.
oki
they probably just went on a lunch break
Strange how much pikmin did you have?
was this was around the time I installed a mod adding more so that probs did it
Ya that sounds like it
issue with pikmin on hometown
the onions will shoot sprouts into completely unaccessible areas
it can't reach past the trees that the sprouts go over
Ah
thats kind of unfixable
i think
on assurance its the one big rock
The pikmin mod doesn't work well with moons that don't have open space near the ship
Unless the moon already has support for the pikmin mod
you can get the pikmin if you absolutely BLAST THE SIZE of the sprouts ot 1E+9
im guessing if there is a terrain that has a tag of room, it will predict where the sprout will spawn and do the thing
Why would you do that 
to save the pikmin from being stuck in the gaster room
hometown also just has the issue of being UNGODLY DARK
during the evening
like its not even the lighting
inside ship
outside shipo
its clearly
OVERDONE
im blind
what moon even is that
Hometown
There is a way to set where the onions land on moons, but the moon creator has to add the compat, no way to do it on the user's/lethalmin's end
also i heard something about something related to this being taken down due to nintendo being stinky
THEY BETTER FUCKING NOT
what.
i think that was a reason for keeping the github private, i don't remember hearing any actual communications with nintendo happening
i doubt nintendo will take action unless the mod starts getting monetized in any way
Yeah we wont do that
No money will be made off this mod, and donations won't be accepted. Spend your money on more important things, like food.
man i cant catch a break, WHAT DID I DO???
pik it up and play it again. That should fix it
uhhh yaβll might need to update
The repo was taken down for reasons completly unrelated to nintedo btw
Understandable, totally your right to do what you want with it
I just saw this message and it made it sound like that was at least part of the reason #1284350018001571893 message
No i tried
I could not interact with anything
Thats what i did
Lethalmin fans when v80 comes out:
My pikmin after seeing ||the cat|| (its the ancient sirehound but a feline but the pikmin are big enough that its not a threat)
Im gunna test with v80 lethal min and see what happens
(instant crash)
no crash just no items or pikmin
Yeah its not ready for v80 yet unfortunately
||The Cadaver|| should be able to make Pikmin into Puffshrooms after a long time in it
I figured i just wanted to test
Dont know if this necessarily matters right now since the mod is on hiatus, but on assurance the onion likes to spawn with two of its legs in the mountain, so not all pikmin make it inside the onion when you're leaving. They just stare longingly at the wall
Dont worry they still get in at the end
Ya they will get in, with wider and 2 story ship they can get stuck on the ship when its leaving
so.. should i turn off lethalmin til its off hiatus?
Unless you're planning on playing the v80 beta, nah.
Probably as until its updated for v80 it likely wont work
this mod will most likely need fixing for every update
Most content mods do
this mod hasn't been touched in months π
Pls feed them they are starving
Spaghetti code probably
Wingeds now fly up to attack snareflees
nice
Note is back with the frame perfect death end xD,
Why the video not video-ing (its a still frame)
Nevermind
Blame discord
The moment i sent the message
Fixed itself
Also can we have an extension mod for lethalmin that adds spicy and bitter spray?
The Pikmin moons adds the berry's
in 42 years when lethal company is v90
Does it work tho
No just scrap rn
So maybe purchasable upgrade that takes that and adds that, but for now i think wait till lethalmin works for v80
good to have you back note β€οΈ
1.25x more Pikmin will now spawn during rainy days
also pikmin that spawn inside can sometimes spawn in water and will get glitched making the drowning sound
Fixed (hopefully)
Going to introduce a new mechanic to make wild pikmin a bit more useful during mid/late game.
The Falloff Mechanic: The more of a Pikmin Type the player has, the less of that type will spawn wild.
Every Pikmin type has a Falloff value 0 to 1, the higher this value is, the less of that type will spawn.
So if you have about 100 Reds in the onion so their falloff value is 1. Then almost no reds will spawn wild at all, giving the chance for other types to spawn more.
If Purples and Whites have a high fall off value, then Bulbmin will start to spawn in groups up to 3. This way bulbmin could be more useful during late game.
This entire mechanic can be configured
Hell yeah
ascention
will pikmin collision be a config? to reduce lag
or the lag caused by looking at the onions while using @marble silo's two story ship
also get pinged dingus
Wasnβt that always a config
collisiosn between what? the pikmin with eachother or with the player?
pikmin with eachother
due to how intense the lag gets in transitions from inside to outside
it causes MASSIVE lag spikes for all players
plus, could add a follow mode that goes along with that (compressed mode, to make sure you can have larger squads despite more dangerous conditions
(like pools and traps
is that an issue? i play in a large mod pack focused around lethalmin once per week and have never experienced that
this is a really nice feature
weird. i have had that happen a lot
though it most often happens with custom interiors
maybe that could be it? idk i only play on custom interiors that the pikmin don't have issues pathfinding through
its not pathfinding its collision
pikmin don't even have collision, at least I don't think
between eachother at least
the only thing that can be considered as collision between pikmin is their pathfinding avoidance quailty
Also I thought I fixed that by adding a config to make it so Pikmin don't all spawn ontop of eachother when entering/exiting
can't find that config
It's under general and should be on by default
Pikmin no longer absorb shotgun shots
Something to addon to V80's UI stylization
Holy shit, itβs alive
it took like 50 years for that to be patched
i remember shooting my pikmin when I used the shotgun
funny thing, Winged pikmin for some reason will not fly over water
if theres water can't it just
calculate the spot above a quicksand spot, and if the pikmin goes in that calculated spot it flies over it
also when I say quicksand I mean the script with the Is Water
What will if any the interactions between the cadaver and the pikmin?
note
playing lethalmin with aether...
why
doesnt the whistle
tell you how to throw?
aether?
ah
OOoooo i hope so they are cute

