#[Discontinued] LethalMin (LC Pikmin Mod)

1 messages Β· Page 15 of 1

tiny sable
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because it happened to me

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twice in a row

marble mesa
tiny sable
marble mesa
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XD

formal fog
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The tesla gates are so whack. I love them despite this

harsh umbra
round flare
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was the config for making pikmin ignore fire exits when carrying loot removed?
i liked to have pikmin only return to main

tiny sable
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forgot

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my bad

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I knew I was forgetting some configs when reprogramming

round flare
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πŸ₯€

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will it be added back in future update then?

tiny sable
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yes

round flare
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thanks

harsh umbra
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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

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Like a beacon of sorts for them

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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

novel turtle
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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

harsh umbra
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That's the primary inspiration, but I didn't want it to be just for idling pikmin lol

vapid glen
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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

harsh umbra
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If you have LethalConfig installed, you can set it to 10 in the in-game config for LethalMin

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Then once you find (and sell) a specific item... Say like, Jar of Pickles, then you could increase your squad size by 10

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It's a self-imposed limiation, but could still be fun

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I myself have done something similar, started at 10 pikmin, get 10 more to my squad size with each Apparatus I sell

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I'm up to 340 now KEKW

vapid glen
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oh my gosh that sounds so fun!!!! :D ill have to try something like that for sure!!!!! :3

formal fog
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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

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so I may triple it and just pray it doesn't lag people out.

tiny sable
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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

marble mesa
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Hey can the cutiefly be added to the no target?

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I got fucked by 10 giant butterflies

tiny sable
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You can add them to the blacklist in the configs

south apex
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why is there big butterflies

marble mesa
south apex
formal fog
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why pikmin break :C

tiny sable
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?

formal fog
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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.

tiny sable
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could be poltergeist looking at the logs

formal fog
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I tried disabling that earlier and it was still doing it o:

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lemme grab the log from that as well I suppose

tiny sable
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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.
formal fog
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Oh. it does launch now but I am getting another error like 40x per frame about.. itolib?

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I musth ave disabled only the poltergeist sounds before.

glad mist
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Have a bounce shroom

tiny sable
vapid glen
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  • Modded Onions can now fuse with vanilla onions πŸ‘€
round flare
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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

remote tree
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so uh

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im here once more for once second

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have this
🟩 ⬛ ⬛ ⬛ ⬛ ⬛ ⬛
🟩 🟩 ⬛ ⬛ ⬛ ⬛ ⬛
🟩 🟩 ⬛ ⬛ ⬛ ⬛ ⬛
⬛ ⬛ 🟩 ⬛ ⬛ ⬛ ⬛
⬛ ⬛ ⬛ 🟩 ⬛ ⬛ ⬛
⬛ ⬛ ⬛ 🟩 ⬛ ⬛ ⬛
⬛ ⬛ ⬛ 🟩 ⬛ ⬛ ⬛
⬛ ⬛ ⬛ 🟩 ⬛ ⬛ ⬛
🟫 🟫 🟫 🟫 🟫 🟫 🟫
⬛ 🟫 🟫 🟫 🟫 🟫 ⬛
⬛ 🟫 ⬛ 🟫 ⬛ 🟫 ⬛
⬛ 🟫 ⬛ 🟫 ⬛ 🟫 ⬛
⬛ 🟫 🟫 🟫 🟫 🟫 ⬛

marble mesa
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WHAT THE HELL IS HE DOING HERE??!?!?!?!

green imp
marble mesa
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:c

tiny sable
tiny sable
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LethalMin Breaks LC Croud Control

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Because the mod doesn't have any null checks when attempting to make enemies spawn anywhere.

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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.

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This can be fixed with just one line of code that removes the AI scripts on the placeholder objects

marble mesa
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They are just silly little guys

tiny sable
tiny sable
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Now that PlayZone has Updated so pikmin don't spam the elevator buttons I can add Compat for it.

tiny sable
slate cape
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Hey there LumineWave

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

tiny sable
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Could you provide your mod pack code?

slate cape
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Of course, this is the code
01986c90-c49c-7be7-bf49-067c76e1224f

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I disabled LethalMin but naturally it was on when the error occured

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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

tiny sable
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alright

tiny sable
slate cape
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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

tiny sable
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It seems to only happen with enemy bodies, because this value is getting set to -1.

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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

slate cape
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I see
Do you have an immediate idea what might cause this?

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As in, why that value gets set to -1

tiny sable
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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.

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The oddest part is that I made sure that it was impossible for the carry strength calculation to output a value less than 1.

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So it might be a mod that messes with item properties

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Because for some reason, the item properties on the dead body is null.

slate cape
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Could it also be a mod that affects enemy despawning behavior?

tiny sable
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Not sure, as the issue just happens when a pikmin attempts to grab a dead masked, even when it's not despawning

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it could also happen with other enemies but I haven't tested it

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It only seems to only happen with maskeds, other dead enemies don't cause the issue

slate cape
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I see, alright
I appreciate you looking into it, and the mod itself of course Feria_heart

tiny sable
marble mesa
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Pikmin falls

tiny sable
south apex
remote tree
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Wait no this is better

quaint echo
dense turret
# tiny sable

this is what happens when you get shot by a shotgun

remote tree
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Looks like an interesting mechanic, cant wait

marble mesa
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WHAT IN GODS NAME????

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Thats sick

iron sky
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woaaaaah

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WAIT

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I JUST GOT A KILLER IDEA

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WHAT IF

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Right?

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instead of just the regular interior or whatever

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You can do that

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ALONGSIDES

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These things which would teleport you to unique Moon exclusive locations with look as well!!

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And these transporters would be located at different areas of the moons almost like fire exits except those still exist too

marble mesa
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Water wraith cannot spawn on oxyde right?

tiny sable
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oxyde?

marble mesa
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Company moon added by code rebirth

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Its a risk reward type moon with other monsters spawning on it

tiny sable
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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

formal fog
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do pikmin still struggle with wesleys interiors?

tiny sable
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Probably, but haven't played wesleys interiors in a while

formal fog
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Hmmm, apparently Pawsy found several lethalmin errors, don't know if its incompats or what

signal grotto
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didn’t Notezy want to implement a null check since lethalmin could spam errors from a different mod breaking something?

tiny sable
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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.

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There error is coming from this line of code

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Since ItemScript is referenced in an earlier line of code I can assume that this error is caused by an item not having itemProperties.

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I forgot to add a check to make sure an item has item properties before adding the PikminItem script to it, will fix.

glad mist
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Compat with lethalmin?

tiny sable
marble mesa
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I cannot wait to test that moon it looks SICK AS HELL

gray cedar
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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...

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...this, this is just a mock-up since I have the LCBetterClock Mod installed and wanted to move the element moreso up there

tiny sable
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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.

gray cedar
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Hmm... wonder if the color could be adjustable too, like via hex colors

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If not, that's alright

tiny sable
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The color can be configed, but by using (255,255,255,255) format

gray cedar
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ah

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RGB values

tiny sable
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*RGBA

gray cedar
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I guess the other number is transparency?

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Oh, A for Alpha

tiny sable
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yep

gray cedar
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Alrighty

frail mirage
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Hey is there a list of modded moons compatible with lethalmin?

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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

iron sky
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I feel like

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they should work by default?

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The Note man will decide

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omg hes here

tiny sable
gray cedar
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Yea, I think I ran into that with some of Wesley's Interiors, since you mentioned it

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One such interior is... I think this rocky area which floods when you take the apparatus

remote tree
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are we gonna get whistle styles?

glad mist
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@tiny sable

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This is new.

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After adding Parralax

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I can't seem to revive either...

tiny sable
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dym seem to revive

glad mist
glad mist
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To revive

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And I can't seem to revive ANYONE

tiny sable
glad mist
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Weird...

tiny sable
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-# fat figered enter

glad mist
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I do have this

tiny sable
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Again, This shouldn't effect anything with revives

novel turtle
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just to let you know, while testing some off-mesh links i added to my moons, i noticed a bug

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from what i can tell, their body kind of desyncs after going through an offmesh link and they ignore water

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pikmin definitely do register my water as water normally

novel turtle
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also something weird with them being able to cancel hazard effects like fire and continue carrying anyways

vapid glen
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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)

tiny sable
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I think I'll be able to do that

gray cedar
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Debug Show will have the countdown be visible regardless, correct?

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@tiny sable

tiny sable
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The animation will not play if debug show is on, but yes.

gray cedar
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Thank you for adding the config options

remote tree
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Hey note

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We want peakmin

tiny sable
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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.

remote tree
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Aw dang it

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Why don u likes peak btw, it is, quite literwally, peak

tiny sable
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physics

remote tree
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Oh

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Same as repost

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I see

signal grotto
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how does merging modded onions and vanilla onions work? is it automatically integrated or do modders have to update their lethalmin mods?

tiny sable
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modders have to update their lethalmin mods

glad mist
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Two things

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One how do I add the DLL to scrap I made? Is it just drag and drop?

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Two. Can I add the ability to make some scrap be able to be sacrificed

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  1. Secret question. Will this cause any errors?
tiny sable
tiny sable
tiny sable
glad mist
tiny sable
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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"

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@glad mist

glad mist
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Thanks

marble mesa
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IM IN SPACE

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HE FOLLOWED ME INTO SPACE

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HE THEN FOLLOWED ME BACK TO A MOON XD

tiny sable
quaint echo
south apex
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my leg hurts

remote tree
frail mirage
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sorry to ask again but is there a list for interiors that are safe with the lethalmin mod?

tiny sable
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not a list but I recommed avoiding Wesleys Interiors and Tolian Interiors with lethalmin

frail mirage
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Got ya

marble mesa
quaint echo
tiny sable
vapid glen
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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)

tiny sable
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There should be a template pikmin type

vapid glen
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i don't see it? but i could be missing something/have installed something wrong

tiny sable
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Unless you didn't install it

vapid glen
tiny sable
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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.

vapid glen
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!!!! oh awesome, thank you so much!!! :D

vapid glen
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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

tiny sable
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sure

novel turtle
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A lot of people start with simple recolors for that reason and pikmin fits pretty well for that tbh

real jay
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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

main blade
tiny sable
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and LethalLib's dependences

vapid glen
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thinking about the pikmin 3 prerelease pikmin again

novel turtle
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the scrunglos

tiny sable
dense turret
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what interior is that

main blade
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Me

marble mesa
dense turret
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no it isn't

marble mesa
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Looks like it

dense turret
ripe ruin
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i recall someone posting a few screenshots of it

vapid glen
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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)

vapid glen
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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

marble mesa
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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

south apex
marble mesa
#

I think its been happening

tiny sable
marble mesa
eternal pewter
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my god we NEED pikmin LOL

south apex
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Does this mod still work with v73?

tiny sable
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No

south apex
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I knew it

tiny sable
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V73 Onion

south apex
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this mod has too much code almost every update breaks it yoiled

tiny sable
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tbh V73 broke almost every large LC mod

south apex
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I wonder what’s knew in the update anyways

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oh damn

south apex
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How does that even happen

tiny sable
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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.

south apex
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sad

tiny sable
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The V73 fix is almost done I just gotta fix the RPC patches not working

tiny sable
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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

remote tree
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V73?

tiny sable
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The latest LC update that broke a bunch of mods (including LethalMin)

remote tree
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LC UPDATED? Hell yeah

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Also

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How many mods

tiny sable
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Almost Any mod that uses networking, Lethal Level Loader for example

remote tree
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Oof

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Also just checked the patchnotes and i overreacted

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But still lc main focus for zeekers in 18 days

tiny sable
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This also means old unmaintained mods that were working fine might break and won't be fixed until someone else unofficially updates it

tiny sable
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I don't think any of my other mods need to be recompiled since they are client-side mods that don't use networking.

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Aside from my moons, which I have to wait until Lethal Level Loader gets fixed

tiny sable
tiny sable
#

Re-writing the way pikmin route with items so hopefully there will be no more pathing issues in the next update

tiny sable
tiny sable
quaint echo
# tiny sable

Me and the boys escaping home depo after taking a
diabolical dump in each of the display toilets

tiny sable
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XD

novel turtle
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i did not know that you can put QUANTITIES

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into imperium (for spawning things)

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i will be doing that for future testing lmfao

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also nice responsiveness for the charging update

tiny sable
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well it kinda says it right there when you open the spawn menu lol

novel turtle
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ermmm....

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i have no excuse for this

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πŸ˜”

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or more appropriately PensiveClown

tiny sable
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This happened while testing the maneater with the new routing system (don't know what happened with the video quality)

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the bugged happened because I didn't correctly set the pikmin and the man eater as being inside when going back inside

tiny sable
tiny sable
tiny sable
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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?

novel turtle
# tiny sable

idk how you get the most hilarious clips on earth while testing

novel turtle
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so i'd say it's not out of line for the series and is pretty cool

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you could add a toggle for it, just in case people don't like it for some reason

glad mist
tiny sable
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need to figure out how the navmesh is set up there first though

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because some people say that pikmin cannot move there, while others say the can, and I haven't tested it yet.

glad mist
eternal pewter
tiny sable
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Apparently

eternal pewter
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insane

tiny sable
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probably because zeekees copied and pasted the data from the large axel (or cog in the game files) for the maneater

eternal pewter
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oh

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damn

tiny sable
glad mist
tiny sable
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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.

tiny sable
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got it working

main blade
#

Happy Thanksgiving

glad mist
tiny sable
glad mist
main blade
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Dinner

quaint echo
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Its been like that ever since i first installed it

novel turtle
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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

glad mist
novel turtle
glad mist
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Oh

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I didn't know that

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WHY DO YOU HAVE 96 SPICY JUICE

novel turtle
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oh that's my save file for messing around

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i used ar codes on it

tiny sable
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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

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The onion doesn't land on Deadlock

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probably because it doesn't have outside AI nodes, or it has one that's just out of bounds

cold wedge
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I think it’d be cool if certain pikmin types were locked to certain moons to incentivize going to different moons. You could theme them around the moons they’re found on, like having red pikmin in the arid moons and ice pikmin in the snowy ones.

tiny sable
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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

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I'm planning on adding spawning configs per-moon/weather aswell

novel turtle
novel turtle
tiny sable
tardy fern
#

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

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Was the ONLY issue we saw

tiny sable
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You on the latest version?

tardy fern
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Yeah, we had updated last night

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The only unupdated mod I have here is DawnLib cause an update came out between midnight of last night and now

tiny sable
#

could you provide a modpack code?

tardy fern
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Will do o7

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0199ffc8-5b9a-4d69-144e-be2e8d084829

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For the most part we played on Vanilla moons and hadn’t gotten into Wesley’s Moons content yet

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Unrelated question, but does LethalMin come with its own clock?

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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

tardy fern
#

Phone pic cause I’m conserving cpu rn

tiny sable
#

does this happen for all players?
does this happen in solo?

tardy fern
#

I’m gonna remove needy cats it’s just broken broken

tiny sable
#

So Onions usually go invisible when their start function breaks, preventing their model from initializing and working properly in general.

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Looking at the log from starting a round it seems some other mod is breaking the onion's start function

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Horn Moan?

tardy fern
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Oh my god

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it’s a sound replacement mod

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yeah lemme remove it and see if it fixes

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OH!

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I was using the one that was last updated in 2023

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The one from MetalPipeSFX I believe

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Strange, there’s another one with the same name and desc

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Either way I removed it to see if it functions, I’ll test the save where I already collected an onion and start a new one where I haven’t yet

tardy fern
#

That’s crazy

tardy fern
#

new issue, same modpack

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prevents us from leavbing

tiny sable
#

.log file plz

tardy fern
#

kk

tardy fern
#

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)
tardy fern
#

Happens when launching from a planet

#

Right before fully leaving it

#

And spams the error

#

Preventing me from saving

tardy fern
#

This was in single player

#

Though I saw it when I was playing with my friends in multi as well

tardy fern
#

Pathfinding in LCOffice seems to be iffy as well

tardy fern
#

Tried on a new modpack, the masked issue persists when launching from a moon, preventing the day from moving forward

tardy fern
#

AHA

#

it seems to be an issue with mirage

#

when masked hold items

tiny sable
#

I had to re-upload LethalMin's repository because I accidently deleted the main branch :D

tiny sable
south apex
novel turtle
tiny sable
signal grotto
#

I lost all my Ices but at least it looked cool.

frail mirage
#

I turned off taking items to the onion but the pikmin still take items to the onion

#

is there a fix for this?

tiny sable
#

Sorry I forgot to implement that when redoing the routing system for 1.0.23, will fix soon.

frail mirage
#

Thank you

frail mirage
#

when do you think the fix will be ready?

tiny sable
frail mirage
#

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

south apex
marble mesa
#

is there a setting to change the onions land position as it keeps landing in the ship with wider ship active

south apex
#

no I don't think so

quaint echo
#

WHY DOESN'T YOUR ONION SPAWN ON REND IT'S A PAID MOON HMGGGNFGNGGNFFG
AAAAAAAARGGGGHFHHHH

marble mesa
quaint echo
#

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

sour lake
#

since the rework has there been any new features

novel turtle
#

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

quaint echo
quaint echo
sour lake
quaint echo
#

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

tiny sable
quaint echo
#

See, he's fine.

novel turtle
#

Looks like I made some hasty assumptions, my bad

quaint echo
remote tree
#

Is bucket’s 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

quaint echo
dry hedge
#

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

quaint echo
#

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.

dry hedge
#

I dont know what exactly, but it's fixed as soon as that's removed

#

I think the compat broke somehow

quaint echo
#

Ill see if I can talk with note about fixing that

remote tree
#

Just a guess

#

Wait i’m 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?

quaint echo
#

Never got a clear answer

remote tree
#

Oh darn

tiny sable
quaint echo
south apex
novel turtle
quaint echo
#

cheers to a new year of meeting quotas with our feral baby carrots

dry hedge
#

CHEERS PartyPikminDance

dusky geyser
#

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?

quaint echo
#

Technically yes, there should be a config that allows you to switch to the old carrying formula.

dusky geyser
#

that doesnt seem like it'd let me change anything myself tho. I also cant find anywhere how they calculate that, now or beta

quaint echo
#

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.

dusky geyser
#

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.

quaint echo
#

17 to carry a flask??

#

Are your Pikmin malnourished????

dusky geyser
#

-shrug-

novel turtle
#

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

quaint echo
#

It does (with some exceptions)

molten widget
#

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

dusky geyser
#

I have pikmin on my ship with me as we leave but it still "leaves them behind"

tiny sable
dusky geyser
#

it clearly says on the mod page that as long as they are near the ship they will follow me to the next round

quaint echo
#

Thats IF they have the onion ya goof

dusky geyser
#

no

tiny sable
#

yes?

dusky geyser
#

it just says "If any of the following conditions are met"

quaint echo
#

Okay note, change the mod description to something easier to understand.

tiny sable
#

BRO

#

IT's UNDER THE "ONIONs" SECION

#

unless that's an outdated version of the mod description

dusky geyser
#

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

quaint echo
#

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.

dusky geyser
#

yes, obviously but the point im making is that its not "obviously on the mod page"

quaint echo
#

forgive us for not updating the mod page or making it simpler to read.

#

Its should just be common knowledge bro

dusky geyser
#

says who?

quaint echo
#

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?

tiny sable
#

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

quaint echo
#

Now go find something better to do than arguing about a lethal company mod

molten widget
#

Yeah.. don't bother changing the mod page, it's just a reading problem

dusky geyser
#

dude

quaint echo
#

THANK YOU

dusky geyser
#

Sorry, no, that isnt obvious, and its not a reading problem

quaint echo
#

problem solved. We told you what was wrong, its over.

molten widget
dusky geyser
#

no?

quaint echo
#

yes

#

We did

dusky geyser
#

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

molten widget
#

Man I can't be funny

quaint echo
#

As an autistic myself, it's understandable.

tiny sable
#

I can understand the misconception though

dusky geyser
#

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

molten widget
#

Are we all autistic here?

#

Rejoice

dusky geyser
#

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.

remote tree
#

no?

#

i have autism as well?

#

i was confirming we, yes we have trouble wording things sometimes

dusky geyser
molten widget
#

It did not but ok..

#

But also we should stop talking here

#

this is for lethalmin

quaint echo
#

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.

remote tree
#

and lsot my work because it didnt ask me what to name it

quaint echo
#

Yikes

remote tree
#

i would rather not go back to that 😭

quaint echo
#

Sorry man that sucks

remote tree
#

anywho

#

i despawn now

molten widget
#

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

remote tree
#

thats why (trust)

molten widget
#

Though I do know since this is a different version, that's why it doesn't work.

dusky geyser
#

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. =(

remote tree
#

no the pikmin decided to follow pikmin 4 logic trust

molten widget
#

This one specifically

molten widget
#

Anyway.

#

Right now I'm just disabling the gates from my modpack.

molten widget
#

Just thought I'd mention it since support for it again would be nice.

tiny sable
#

that's probobly why

molten widget
#

But if not that's fine

molten widget
#

Doesn't have the revolver or anythin yet

#

Just the rifle and telsa gates

tiny sable
#

oh that's a fork?

molten widget
#

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

tiny sable
molten widget
#

oh it is lol

#

Musta skipped that line while reading

#

But yaya,

#

It's the most recently updated

tiny sable
#

since it is under a different GUID I could add a compat for that and the original

molten widget
#

Ooo neato

tiny sable
tiny sable
molten widget
#

πŸ”₯

#

Can’t tell if the skeleton sprite pops up or not. nevertheless, I’m glad it works!

formal fog
#

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

novel turtle
#

i specifically have some things to make lethalmin work better with pikmoons, experiencing anything in particular?

formal fog
#

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

novel turtle
formal fog
#

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.

formal fog
#

I have narrowed it down. SellBodiesFixed breaks Lethalmin. OR, those two+something else yeets it.

south apex
#

At least last time I played

dry hedge
#

It's compat has broke

formal fog
#

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.

signal grotto
#

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.

formal fog
#

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.

formal fog
#

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:

quaint echo
#

Oh trust me buddy you are not alone ive lost countless pikmin to entrance turrets

tiny sable
dry hedge
tiny sable
#

was not awere it had broke

formal fog
#

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

tiny sable
dry hedge
#

Alright

tiny sable
formal fog
#

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.

molten widget
#

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.

quaint echo
#

I think thats because the purple and white onions have unique spawning mechanics separate from the normal ones

molten widget
#

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.

quaint echo
#

I gotchu

#

@tiny sable DO UR JOB

tiny sable
#

i'm updating lethalmin rn vro

#

trying to see why sellbodies fixed isn't working anymore

quaint echo
#

Ah

tiny sable
molten widget
#

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.

tiny sable
tiny sable
#

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)
dry hedge
#

I dont believe i have

tiny sable
#

ok I think it's just my build of the mod.

tiny sable
novel turtle
#

sfm type beat

remote tree
#

Hey note i just noticed they arent, would it be possible to make ice pikmin semi-transparent

tiny sable
formal fog
#

He dropped him eyeballs

tiny sable
south apex
formal fog
#

Noice

south apex
#

Also what happened to NoteBoxz mod role?

signal grotto
south apex
#

Oh dang

#

That sucks

signal grotto
#

maybe a moderator could give it back?

quaint echo
molten widget
#

[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.

formal fog
quaint echo
#

Sorry for lack of updates, Me and Note have been too busy playing die of death lmao

tiny sable
#

However this error should only really happen if there are any mods that duplicate the MaskedPlayerEnemy script

formal fog
#

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?

quaint echo
#

@tiny sable ADD THIS

formal fog
#

We had a thought but didnt have the onion to test it.... can the ice pikmin freeze hygroderes?

novel turtle
formal fog
#

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

novel turtle
#

it's like water, so you have to keep the ice pikmin there otherwise they break free

formal fog
#

ahh

#

well tahts neat

novel turtle
#

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

formal fog
quaint echo
#

They already do that lol

formal fog
#

oh.. weird, I wonder why they died then

quaint echo
#

Anything considered "crushing" in the games code they SHOULD be immune to.

formal fog
#

hmmm

quaint echo
formal fog
#

dunno why they died then v:

quaint echo
formal fog
#

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

quaint echo
#

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

formal fog
#

might be a neat/niche thing. Currently wouldn't serve much purpose for coderebirth enjoyers since Sam turrets just blow them up anyway lol

inland cave
#

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?

dry hedge
#

Isn't that already a thing?

inland cave
#

last i played no?

#

the hydrogere can be frozen with ice pikmin but it'll still trap blue pikmin and bulbmin

dry hedge
#

I thought blue pikmin didnt get affected

#

Huh, weird

inland cave
#

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

quaint echo
#

I swear to god if i have to remind him again to fix that im gonna lose it

austere musk
#

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

formal fog
austere musk
#

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

formal fog
#

friendly fire setting does not save pikmin from shotgun uwu

novel turtle
#

just curious, cause i seem to remember it being public before, obviously if note wants it private it's totally up to them

quaint echo
#

Oh yeah he made it private bc Nintendo is an absolute snake. And also to avoid anyone leaking future stuff.

novel turtle
#

nintendo does have those copyright hounds, understandable

tardy fern
#

are there any mods known to be incompatible with Lethalmin?

quaint echo
#

Not quite sure, but DEFINITELY moons with no navmesh

tardy fern
#

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

quaint echo
#

How many mods does the modpack have?

tardy fern
#

around 160

quaint echo
#

Yeah i dont think lethalmin is the problem lol

tardy fern
#

yeah, i wonder if its some mod that alters EnemyAI that is tanking things

#

the Pikmin are the most stable thing in the pack

quaint echo
#

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)

tardy fern
#

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

tardy fern
tardy fern
#

that fixed it

#

lmao

quaint echo
#

posting this without elaborating

dry hedge
formal fog
#

160 actual mods or 60 mods with 100 apis because people have no restraint?

novel turtle
#

so incredibly based that this script is randomly in lethalmin, thank you πŸ™

#

perfect for my current use case with a visual effect component i made

tardy fern
#

But I installed pathfindinglagfix and it solved

#

EVERYTHING.

quaint echo
#

@tiny sable Happy Birthday

novel turtle
#

Oh what?! Hbd Note!

marble mesa
marble mesa
#

Dont land there guys xD

novel turtle
#

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

novel turtle
#

nvm, ignore all that i guess, a restart of my pc and project the next day seems to have fixed the issue

marble mesa
#

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

marble mesa
#

[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

tame rain
#

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?

tiny sable
#

(Hiatus) LethalMin (LC Pikmin Mod)

quaint echo
dry hedge
#

Pikmin stickers arrived

green imp
round flare
#

is there any performance difference between these

#

ive noticed my game freezes constantly when theres over 20 following me

novel turtle
#

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

round flare
#

gotcha, i'll try it out

#

ive noticed its not as pronounced in singleplayer so it might just be network jank

novel turtle
round flare
#

rocket science

marble mesa
#

[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

marble mesa
#

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

south apex
marble mesa
#

Idk ill try and do that next time, i know i got them to pick up and item like this before

marble mesa
#

I may know whats causing this

marble mesa
#

I 100% know what caused it the fireexit on the ship from a mod

iron sky
#

I need to make a video on this mod

#

How the fuck have I not yet

frail mirage
#

So all of my pikmin just vanished after going to a new moon after selling my scrap at the company exspect my purple pikmin

candid marsh
#

ah... the creator is on a hiatus
i quite like this mod. hope that when they return, they will add truly great things!

marble mesa
#

There is not really anything else to add

candid marsh
#

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

candid marsh
#

But a blacklist could work in conjunction with that

round flare
#

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

candid marsh
#

wait thats the cause of the lag!? i thought it was from all of them being teleported at once

south apex
candid marsh
#

ah. that explains... quite a lot

quaint echo
candid marsh
#

oki

quaint echo
marble mesa
frail mirage
#

was this was around the time I installed a mod adding more so that probs did it

marble mesa
#

Ya that sounds like it

candid marsh
#

issue with pikmin on hometown

#

the onions will shoot sprouts into completely unaccessible areas

marble mesa
#

Thats a moon issue not a pikmin issue

#

Pluckaphone

candid marsh
marble mesa
#

Ah

south apex
#

i think

#

on assurance its the one big rock

dry hedge
#

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

candid marsh
#

you can get the pikmin if you absolutely BLAST THE SIZE of the sprouts ot 1E+9

south apex
#

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

dry hedge
#

Why would you do that pikcry

south apex
#

oh wait I read that wrong

#

but yeah still unfixable lol

candid marsh
#

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

south apex
candid marsh
#

ik

#

its that bad

south apex
#

what moon even is that

candid marsh
#

Hometown

novel turtle
#

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

remote tree
#

also i heard something about something related to this being taken down due to nintendo being stinky

candid marsh
#

THEY BETTER FUCKING NOT

remote tree
#

i remember scrolling in this thread

#

think it was something with the github?

novel turtle
#

i think that was a reason for keeping the github private, i don't remember hearing any actual communications with nintendo happening

round flare
#

i doubt nintendo will take action unless the mod starts getting monetized in any way

quaint echo
#

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.

marble mesa
#

man i cant catch a break, WHAT DID I DO???

candid marsh
#

pik it up and play it again. That should fix it

candid marsh
#

uhhh ya’ll might need to update

tiny sable
novel turtle
#

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

marble mesa
#

I could not interact with anything

candid marsh
#

you gotta restart

#

most likely

marble mesa
#

Thats what i did

quaint echo
remote tree
#

My pikmin after seeing ||the cat|| (its the ancient sirehound but a feline but the pikmin are big enough that its not a threat)

marble mesa
#

Im gunna test with v80 lethal min and see what happens

#

(instant crash)

#

no crash just no items or pikmin

quaint echo
#

Yeah its not ready for v80 yet unfortunately

south apex
#

||The Cadaver|| should be able to make Pikmin into Puffshrooms after a long time in it

marble mesa
#

I figured i just wanted to test

dry hedge
#

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

quaint echo
marble mesa
#

Ya they will get in, with wider and 2 story ship they can get stuck on the ship when its leaving

candid marsh
#

so.. should i turn off lethalmin til its off hiatus?

quaint echo
#

Unless you're planning on playing the v80 beta, nah.

marble mesa
#

Probably as until its updated for v80 it likely wont work

south apex
#

this mod will most likely need fixing for every update

dry hedge
#

Most content mods do

tiny sable
#

LethalMin (LC Pikmin Mod)

#

Wokring on V80 Patch, mind the dust

tiny sable
#

this mod hasn't been touched in months 😭

south apex
#

oh right

#

cough cough

quaint echo
#

Pls feed them they are starving

quaint echo
#

I have that whole script memorized

#

Including "grovers mad plan to kill god"

south apex
#

congrats

#

why does zeekers need 500 pounds of code just for a custom dead body

quaint echo
#

Spaghetti code probably

tiny sable
south apex
marble mesa
#

Note is back with the frame perfect death end xD,

remote tree
#

Nevermind

marble mesa
remote tree
#

The moment i sent the message

#

Fixed itself

#

Also can we have an extension mod for lethalmin that adds spicy and bitter spray?

marble mesa
south apex
remote tree
marble mesa
#

So maybe purchasable upgrade that takes that and adds that, but for now i think wait till lethalmin works for v80

tiny sable
novel turtle
#

good to have you back note ❀️

iron sky
#

holy shit note

#

He's back!

#

SelectableInterios is saved

tiny sable
#

1.25x more Pikmin will now spawn during rainy days

marble mesa
#

also pikmin that spawn inside can sometimes spawn in water and will get glitched making the drowning sound

tiny sable
#

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

tiny sable
iron sky
south apex
tiny sable
remote tree
candid marsh
#

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

south apex
candid marsh
#

It was?

#

Never saw it

tiny sable
candid marsh
#

pikmin with eachother

#

due to how intense the lag gets in transitions from inside to outside

candid marsh
#

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

inland cave
#

is that an issue? i play in a large mod pack focused around lethalmin once per week and have never experienced that

candid marsh
#

though it most often happens with custom interiors

inland cave
#

maybe that could be it? idk i only play on custom interiors that the pikmin don't have issues pathfinding through

candid marsh
#

its not pathfinding its collision

tiny sable
#

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

tiny sable
tiny sable
#

It's under general and should be on by default

candid marsh
#

ah nice

#

found it

#

and its on

tiny sable
tiny sable
#

Something to addon to V80's UI stylization

tiny sable
green imp
south apex
#

i remember shooting my pikmin when I used the shotgun

candid marsh
# tiny sable

funny thing, Winged pikmin for some reason will not fly over water

south apex
#

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

marble mesa
#

What will if any the interactions between the cadaver and the pikmin?

remote tree
#

note

#

playing lethalmin with aether...

#

why

#

doesnt the whistle

#

tell you how to throw?

marble mesa
#

aether?

remote tree
#

notezy knows em

marble mesa
#

ah

remote tree
#

hey note

#

can we get the pikmin singing?

marble mesa
#

OOoooo i hope so they are cute