#Pikmoons(Pikmin-Themed Moons and Scrap)

1953 messages Β· Page 2 of 2 (latest)

high oar
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I can load in other moons fine

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What the hell is this

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Any of these?

heavy dove
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Not sure, but like I said i got work for the next 10ish hours so it'll be a bit before I can test with your profile

high oar
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And these are my fixes

heavy dove
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The only thing you could do rn is try to toggle mods one by one with lethalperformance on to find the culprit, which I'll probably do tonight

heavy dove
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Yeah unfortunately that's the only way to isolate the issue

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If you don't wanna that's understandable and fine though, I will investigate it

high oar
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I assume it's a performance mod or something right

high oar
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Tested with new version

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Nothing'

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0.0.131

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Of performance

high oar
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I stg I went through every single one and everything besides lethalperformance is not working

Really wanted to get this working for my friends for tmmw... Damn it. I'm tired. Good luck dude

heavy dove
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it is very funny to me that the music still plays while softlocked

heavy dove
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i enabled every mod in your pack except for the ones that use TerraMesh and TerraMesh itself

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and i can load into perplexing with your pack

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specifically just TerraMesh and Universal_Radar are all you have to disable

heavy dove
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actually, you don't even have to disable them

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as long as you go into the config for universal_radar and do this for all the moons

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as far as i can tell in my testing, anyways

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πŸ™‚

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my moons technically have a countourmap anyways

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so blacklisting them on that mod should affect basically nothing

high oar
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Nvm

heavy dove
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Ope

heavy dove
# high oar

Yeah you don't technically need to do it any more, but the mod creator is gonna do that for my moons by default in the future and also the bug is fixed on their end

high oar
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I'm dropping to like 24 frames

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It's weird

heavy dove
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wacky

high oar
heavy dove
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yeahhh i wanna add a slider for particle amount in the future

heavy dove
wheat nexus
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The impact site can spawn the big pumpkins and rocks that spawn on EXP and other moons, everytime those spawn on the map the pikmin bring stuff under the ship,

heavy dove
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i do intentionally have them as map objects, though i don't know why that'd make them path under the ship unless they're blocking the way onto the ship

keen prairie
heavy dove
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☠️

heavy dove
wheat nexus
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I see

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The spawn of satan

wheat nexus
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Why are these so heavy?

heavy dove
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I noticed that then forgot again

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They should be like 20lbs tops

wheat nexus
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XD

high oar
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Btw

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I think something with the audio reverb that's causing lag specially around the ship I checked for the triggers around the ship and I think you need to delete any extras that aren't needed

heavy dove
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Yeah ik it's reverb triggers, I haven't really had any lag issues with them since compat has been fixed with lethalperformance, especially with the vanilla ship

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There could still be issues with reverb triggers i guess, I haven't really noticed them in my play at all even with like 140 mods

high oar
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Did you want my code???

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Cause I cannot tell you the amount of lag I feel on awakening

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Or any moon with specifically particles

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Like 60 to like 24

heavy dove
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You may be missing a mod that fixes reverb trigger lag or something

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I forgor what's in my modpack

high oar
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I have this one

heavy dove
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Idk how that mod works, but it not having been updated in a year is concerning considering how much has changed in the game/modding scene in the last year

heavy dove
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Not sure, I don't think I even have a reverb trigger lag fix mod for my testing profile

high oar
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States the literal issue but only vanilla

heavy dove
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My reverb triggers should be copied directly from assurance, and so should be largely identical

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I have no proof there's any issues with ReverbTriggerFix in the first place, but I did a long play session with a lobby of people on my moons and noticed 0 reverb trigger lag whatsoever

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It may be that two of the mods you have both mess with reverb triggers or something, hard to pin down

high oar
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And it only happens on your moons so there's an issue

wheat nexus
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Pumpkins and rocks spawn on the pikmin moons

heavy dove
# high oar I don't use the other one

I didn't mean the two reverb trigger mods you sent, I mean any number of optimization/performance mods may touch reverb triggers that I'm not aware of

heavy dove
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It's kinda funny

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Although I think they currently spawn in some weird spots i'd like to fix

wheat nexus
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Ah ok because i have found something strange, when ever a pumpkin or rock spawn the pikmin seem to not be able to get onto the ship, this may be a 2 story ship or wider ship problem, tho they have worked before

heavy dove
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Oh yeah if a pumpkin or rock spawns on the off mesh links that go onto the ship that'll definitely mess with pikmin pathing

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Those objects mess with the navmesh so one end of the link may not be attached to anything

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I can look into making a "no-prop zone" near the ship/larger ship

wheat nexus
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πŸ˜„

heavy dove
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@here v.3.0.2 has been dropped with a couple tiny changes/fixes

leaden spear
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anyone else having trouble landing at the modded moons in multiplayer? it gets stuck on the loading moon text for me.

heavy dove
shrewd stratus
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is there a way to get past the bags?

leaden spear
heavy dove
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extension ladder/lethalmin make it way easier, but ones like the one in awakening can be bypassed by jumping on nearby level geometry to get on top

heavy dove
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it'll be inside the BepInEx folder and named LogOutput.log

leaden spear
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ok

dense holly
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If it doesnt fully crash the pause is normal, as the level has to load for not only you but every other person playing too

leaden spear
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the loading world text shows up only on the host's screen and not other players. to them its like the host never pulled the lever

heavy dove
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if you got a log, feel free to send it in this chat so i can look it over

heavy dove
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pikmoons has kinda sorta been on hold/in a lull since the last update while i work on another lethal project, just opened it back up again today to work on some stuff

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a few new scrap are planned, and all the base scrap are being migrated to the scrap mod to fix that bug people mentioned

heavy dove
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idk when this update will be out with... the incident... occurring recently...

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but i'll still be working on it

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until everything's set up for v73

heavy dove
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In the process of working on more config options, for people who don't like the new props such as walls and hazards (I haven't heard any complaints, but having more customization options is almost always nice)

heavy dove
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not again

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good news though, it looks like the config options i added and tested work

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no wall or water drain there

halcyon fable
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hmm, when I leave pikmoons, anything I get from it (not scrap, Pearly Clam & Pellets) gets turned pinkish purple and unable to be picked up

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anyone else got this problem?

high oar
halcyon fable
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V72

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Boutta find out if its a one time problem or not

halcyon fable
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it is not a onetime problem

heavy dove
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That's what im talking about fixing here by migrating them to the scrap mod, though there is likely a different way to do it too

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Unfortunately im probably gonna have to wait a bit to fix that, since I need to update my whole project and troubleshoot some other issues before I can upload

heavy dove
halcyon fable
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As much as I like the scrap mod, maybe the stuff used in maps should be its own mod?

heavy dove
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Why's that? I'm not exactly opposed, but the other mod is already named the same thing and exists

halcyon fable
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  1. Someone doesnt want the pikmin scrap mod as a whole, but still wants the maps to function
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  1. Potential map updates (if any should be made, bug fix or otherwise) would be tied to the scrap mod
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which is especially noteworthy if the other mod has a problem later on, and any fix would take a while because of it. IMO tie the maps to a new dependant mod

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or entirely optional and no pellet posies or nectar appear

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Also goes into potential expansion, where there could be a random pellet posy in Vow or somethin

heavy dove
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  1. I would rather have a config for the scrap mod to turn off all the natural-spawning scrap than a separate mod to hold moon scrap specifically
  2. This is true, but the scrap mod is pretty minor in comparison, and if it ever delays large updates to the pikmoons main mod it's by choice because I want to get some specific thing done before an update.
    Keeping it in a separate, smaller mod would be much smaller and even easier to update than pikmoons-scrap, but it's not too much worse.
  3. Pellet posies themselves are a pikmoons feature not a scrap feature, so I could technically already add pellet posies to other maps since I now dabble in coding
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I plan to do a "scrap-grouping" update where I make separate groups of scrap you can change in different ways in the config, such as turning off only the smash trophies, or only the ship replicas, etc

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This should also allow me to add a "pikmoons map scrap" category of some sort to turn off those scrap from naturally spawning, as well

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Just responding with my rationale, like I said I'm not super against it, and the scrap and other pikmoons related mod are also in the same project, so I could very easily do the same thing but with only map scrap

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I'll consider your suggestion regardless, because it might actually be better to have a separate small dependency than force users to download the whole scrap mod just to have to customize it themselves

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Now that I write it out that way it seems way more convincing...

halcyon fable
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ohyeah, that reminds me, i've definitely had "only libra" as scrap twice today

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one on pikmin map, one on assurance

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prob my fault with the mods I got

heavy dove
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Oh no, that can just happen also

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All x scrap days are coded into vanilla

halcyon fable
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oh, so thats just normal

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i've never seen it before

heavy dove
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Yee, though it should be semi-rare

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Yeah I've had like an all toy train day and stuff with friends

halcyon fable
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oh, yeah, have this I guess (I sold the head alone already)

heavy dove
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Cute

heavy dove
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Oh thats another thing, ill be adding a proper decal projector to the rusty pod replica scrap so the grid on the bottom actually projects on the floor like the light does rather than being a circle

halcyon fable
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cool

lofty imp
heavy dove
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oh sure i could do that

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i kinda forgor tbh

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fake fan πŸ˜”

heavy dove
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progress update
-i haven't really touched the scrap plans i have yet besides migrating scrap off of the main pikmoons mod
-my project is now usable and testable again after fixes and troubleshooting for v73
-most of the config options i wanted seem to work

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it was also pretty easy to combine some itolib scripts with a simple weight tracker script to make the seesaw blocks (the big weights) actually work, so that'll be a thing

sacred garden
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heya! i've been having some issues with Pikmoons this patch. whenever loading up a Pikmin moon, the game will attempt to load the moon after pulling the lever, but nothing actually loads and the game just freezes with the bepinex console outputting nothing about loading up the moon, it only outputs what players are doing in the ship.

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on the previous patch i had this issue with Repose specifically, but this one it seems to happen to every moon

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i'd love a solution for this if you could provide the steps towards finding one, this is one of the favorite mods that me and my group use, and we'd love to go back to using it again.

heavy dove
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Though I probably should have pushed a hotfix patch way faster and just waited on the new thing

sacred garden
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alright, sick. we'll wait patiently for it

halcyon fable
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oh you saw Quotes stream

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lol

heavy dove
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Yeahh where my shit straight up didn't load

halcyon fable
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tho me & quote did end up agreeing on even if these maps are peak and updates that made em even better, maybe the maps are scaled too big

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and after I told em to swap to LGU for an upgrade system

heavy dove
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Yeah LGU definitely helps, the newer updates also have a few more minutes in a day

halcyon fable
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its not about ingame time, its absolutely a slog to move through maps

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in whats basically just the biggest moons I can think of

heavy dove
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True, I've considered shrinking them, especially since a decent number of people have commented about that

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That'd be more of a major version overhaul, and probably after a minor update that fixes the current softlock

halcyon fable
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yeah...

sacred garden
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imo i like how big they are because the cruiser (mostly) works very well with them and i always like an excuse to actually use it

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but to each their own on that one

heavy dove
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yeahh it's nice for the cruiser, also i like the vibes of the larger map tbh, but i've played an actual file with friends and it does feel suuuper slow

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when i shrink it, i'll try to take care to make them truckable if possible

sly reef
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Hey, I've been having issues playing Pikmoons with my friend.
When I'm by myself, everything seems to function properly, but when I load up a server with my friend, it suddenly goes into infinite loading, and the round never actually begins.
And this is specifically with Pikmoons enabled. If Pikmoons is disabled, everythnig works properly.

heavy dove
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(in multiplayer specifically)

heavy dove
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not really but it's kinda close to halloween so that's gotta count for something

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anyways ermmm

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@sacred garden @sly reef @halcyon fable @leaden spear y'all should be able to play with your friends again πŸ™‚

heavy dove
heavy dove
pallid badger
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pik moon

heavy dove
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ah

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i put the wrong version as a dependency

heavy dove
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pushed another teensy update that literally only fixes the manifest

halcyon fable
coarse bluff
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Just wanted to say, i LOVE the pikmoons. The secret areas on the pikmin 2 maps, how interactable it is, its amazing! Once it works on multiplayer again, me and my sister are going to binge playing Pikmoons!

halcyon fable
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Just to play pikmoons, lethalmin and the pikmin scrap mods

heavy dove
coarse bluff
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Ive just tried it out, and im getting the same issue where it is stuck loading

heavy dove
coarse bluff
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ill try loading it again and send over a screenshot

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Im confused, when i loaded the impact site it didnt load in, twice, but the navel is working fine

sacred garden
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i used to have this issue with specifically the valley of repose, everything else worked just fine

heavy dove
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And then it should be the .log file in the bepinex folder

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You'll have to make it crash then get the log

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I'd test myself, but I already have and there are so many variables with custom modpacks that it's hard to know without a log

heavy dove
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i've pinpointed the still-existing issue, and by that i mean i had a vague suspicion and paco confirmed it

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his scrap spawners get very angry on clients if they start disabled

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awakening wood, valley of repose, forest of hope, and impact site all have spawners disabled in the hierarchy, so that's why those moons still crash

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should be simple to fix

heavy dove
heavy dove
wheat nexus
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Question ya think you will ever make the pikmin 2 scraps? as the current one is a year old and likely no longer works in v73

heavy dove
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i'd definitely not be opposed, though i'd probably ask that person before doing that

heavy dove
wheat nexus
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Ya no worries

heavy dove
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Yeah man

dense holly
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How it goes my beautiful people just checking up on yall

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Health wise

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Christmas is tn do that’s exciting

heavy dove
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A bit tired working more shifts than I usually do through December, but other than that doing great!

heavy dove
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anyone happen to have experience smoothly lerping fog color in unity? i have a coroutine doing it, but it basically freezes lethal during the color change, so i must be doing something wrong

heavy dove
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'twas my own blunder, for i forgot a yield return null in one of my coroutine loops methe

heavy dove
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happy new year, i caught the flu methe

bleak spruce
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is there a way to disable pikscrap spawns on certain moons? there's so many that i can't find any vanilla items. i can't find a config file for it and the pikmoons config only deals with audio.
also, hope you got better and if not, get better soon yoiled
nvm, LethalQuantities is pretty much exactly what i was looking for. still hope you get better tho

heavy dove
hidden shard
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While I want to use the scrap mod, I really don't want to use it when lethallevelloaderUpdated is being used since it's deprecated.

heavy dove
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Ah, I still have that set as a dependency huh

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According to paco, you should be able to run both with no issues, but understandable

hidden shard
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Alrighty, will you change it soon? Or should I just go ahead and use it anyway.

heavy dove
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Dependencies are pretty easy to change, but I'd probably want to fix a few other reported bugs while I'm uploading, so if you want to play with it very soon, i'd advise using both if it lets you

hidden shard
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Alright, thanks.

hidden shard
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So.. for some reason I wasn't able to type "moons".
Typing it didn't do anything.
But when I disabled PikmoonScraps it started working again

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I don't know if this is an issue with compatibility with other mods or what.
Thought I'd atleast let it be known

heavy dove
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Weeeird, the scrap mod shouldn't do anything with the terminal or moon stuff at all iirc

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Like I made it before I even started scripting, so it shouldn't touch anything besides adding the scrap

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Might be because of something with lllu being a dependency, that's all I can think of

hidden shard
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lllu doesn't do anything on it's own to mess up stuff. Atleast from what I've heard

heavy dove
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Not quite sure then, I'll see if I can see what's going on in testing

heavy dove
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moons seem to appear for me, and i can't even disable the scrap mod in r2modman because of the way my testing profile is set up

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weird

heavy dove
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anyways, new tiny update pushed that fixes a few bugs

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(for the main pikmoons mod)

placid acorn
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well I've atleast confirmed my issue isn't Pikmoons/scrap lol. now to try and figure out what LethalMin is mad at

heavy dove
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Good luck soldier 🫑

placid acorn
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figured it out! was a little worried that it was sellbodies, but with the new additions from here that let pellots work i don't actually mind that much!

heavy dove
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another new version of pikmoons with a few tiny bugfixes has been uploaded

placid acorn
heavy dove
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it be yeeted in the main mod, however i have not updated the scrap mod yet

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so it's probably still a dependency for that one

placid acorn
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hmm, it still says Pikmoons specifically wants it

heavy dove
placid acorn
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v:

heavy dove
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weird it still lists it, this is the manifest's dependencies

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which clearly has batby's back there

placid acorn
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huh

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oh well lol

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I want those giant pellets so bad >:v keep throwing pikmin at them hoping it works lol

heavy dove
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that would be super cool, however the only way to get pikmin to carry things to the onion atm is to make them scrap

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which would be really funny, however not really ideal since they're so big

placid acorn
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true, bit lorge

heavy dove
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with the assistance of paco, i will be swapping over to DawnLib for the scrap mod, as it allows for more direct scrap weight tweaking

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meaning hopefully in modpacks, my scrap won't be the only scrap showing up due to how many there are

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πŸ™‚

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i have all 196 of them that do not overlap with current scrap almost ready

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which means the new scrap total should be like, over 300

heavy dove
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sounds, weights, and scrap values are done for all the treasures, just gotta adjust the holding rotations, resting y heights, and spawn weights. Sisyphus

heavy dove
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added a proper shader for the electric gates, rather than the weird looking particle systems i was using before

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looks a lot closer to the games, just need to figure out how to render the electrical arc that goes through the center

dense holly
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oh very very cool

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sorry that i havnt checked up on a while

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aquired pikmin 1 for my gamecube

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sadly my gamecube disc drive is fried

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so that's fun ( im ordering the parts to fix it in the meantime)

dense holly
heavy dove
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Nice! Gl with pikmin ai jank once you have it fixed soldier 🫑

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And thanks!

heavy dove
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it may be a while until the next update, as it will basically be a visual overhaul of the maps, to be more game-accurate, with the assistance of a collaborator

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πŸ™‚

halcyon fable
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i'm back because I heard said collaborator gave you their things

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me, pestering said collaborator for months about it because I desperately desperately wanted their work to be released

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years?

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yep, years multiple πŸ˜“

heavy dove
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Oh they're really easy to put in once I get them, so it shouldn't be as long as I was originally thinking with the pace they work at

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Tbf, I dont think they were aware someone was doing pikmin maps in lethal currently unless you told them LOL

sacred garden
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will the scrap include the fruits/brawl trophies from the mod as well or will it just be the treasures from pikmin 2?

heavy dove
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Yeah, the scrap update will be adding the treasures to the current scrap, so the fruits and trophies will still be there

sacred garden
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nice

spring edge
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I got busy with other stuff that was higher priority

heavy dove
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This man's talents are needed in the pikmin 2 modding community, he busy

spring edge
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plus idk how the new tools here work so its just easier for me to lend my modeling talents out

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thats what im best at

spring edge
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got all the fancy blending and shadowmap textures

halcyon fable
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peakmin can be real

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-# i've waited so long...

whole seal
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i adore the lethalmin integration for safer early game pikmin propagation, but its definitely slow going without gunning for the clamclamps in the impact site (i dont actually know if theyre in any of the other moons, i havent been able to explore the paid moons very much)

heavy dove
heavy dove
whole seal
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discovering how many pikmin they give changed so much

whole seal
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just something more reasonable so they dont look goofy when held by a player or in the ship

heavy dove
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I might mess around with that a bit and see how i feel about it

whole seal
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i have a lot of fun in the early game just going to the impact site purely to make more pikmin so im excited to see how it goes

halcyon fable
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sometimes I think about how nice pikmin enemies would be, as absolute hell as they would be to add

heavy dove
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that would be cool, i feel like enemies are a whole other can of worms though πŸ˜…

placid acorn
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Theres making them work against players, which isn't too bad... and then making them interact in a way that makes sense with the pikmin

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animating, modeling

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behavior

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fun stuff

heavy dove
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Yeah, and the lethalmin github is no longer public either, last time I checked

heavy dove
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man, tweaking scrap holding positions and rotations is sisyphus

heavy dove
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going to do somewhat of a middle-ground, where the giant prop pellets are still there, but the small scrap ones spawn on top

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cause i like both the giant pellets, and the idea of farming pikmin with scrap versions

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oh wait that pic doesn't really have a sense of scale

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the scrap versions are quite shrunk comparatively

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i may adjust it and make the 5-20 pellets larger depending on how it feels in-game

whole seal
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pellets for the rest of the types too??? bless

heavy dove
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Those have technically been in the files for my project this whole time btw LOL

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(The one pellet versions)

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There is a hidden extra one pellet in every map that isn't usually there for each type in the respective game, so you can find a white and purple pellet in the current release on pikmin 2 maps

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But ye, you should be able to find all of these pellet types rarely in interiors as well once the update comes out

heavy dove
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they spawn on top, like that

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πŸ™‚

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should be in the next update

heavy dove
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i forgot The Forbidden Pellet

wheat nexus
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Kill that

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The moons still need lethallevelloaderupdated btw

heavy dove
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ye, they haven't been updated yet

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should be soonish though

wheat nexus
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huh

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i thought because it was deprecated that the other one got updated

heavy dove
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No it did, just my mod hasn't updated yet I mean

wheat nexus
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Ah also does the smoky progg egg do anything other then shake?

fierce sky
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i love hey pikmin

heavy dove
heavy dove
halcyon fable
heavy dove
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That is a good idea, but I do like having every pellet variant

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Plus it makes it more true to how many pikmin you can raise at each area in the games

heavy dove
halcyon fable
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it'd still be 10/20 when it spawns, it just splits when hit with a shovel or any damage

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is my thinking

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or you could just make 10/20's absurdly large and able to be picked up

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would be comedic in a sense 🀷

heavy dove
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Oh I totally get your idea, and I like it, I just wouldn't want it to be default behavior is all

heavy dove
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cute pfp btw

halcyon fable
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ty

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this one is from server of a mutual online friend of Quote/Salty, because they comm'd xmas art of entire servers (repeated) chatters

heavy dove
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that's cute

heavy dove
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as far as i can tell, everything in the maps has been tested and is ready for the update

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once i finish up this last round of scrap tweaking, it shall release

wheat nexus
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Oh question some of the pellet posies dont drop pellets

heavy dove
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That'll be fixed

heavy dove
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oh god i forgot i have to take pictures of the new scrap for the readme

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and new videos of the maps with the new materials

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may be a day or two later than i originally intended

heavy dove
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itolib has updated, the pikmoons update is imminent

heavy dove
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glad i got it in time for the weekend

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lmk if you have any issues πŸ™‚

heavy dove
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There is a known bug where gates cannot be destroyed by bomb rocks

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This should be fixed in a small patch tonight

heavy dove
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the update to fix the above bug has been uploaded

wheat nexus
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YOUR MEAN

sterile aurora
heavy dove
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Iirc it's worth a LOT too, though

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Might be able to cheese it with maxed back muscles, I didn't check

wheat nexus
halcyon fable
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my only complaint with the weight stuff is just the point the stuff is so small, and the point Pik1/2 kinda weighed stuff differently than 3/4 did

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I kinda miss the old weights from back when I used pikscrap

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and not needing 100 pikmin with me

heavy dove
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it's meant to match the games so your pikmin knowledge is rewarded, though it may be a little annoying

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more incentive to get purples, i guess?

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i'll take your complaint into consideration, if i can figure out a way to make pikmin carry weights customizeable through a config i'll do it

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thing is, i have them manually set for each scrap with a PikminItem script from Lethalmin, so i'd need to make the config change that somehow

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it requires Cookingβ„’

wheat nexus
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Red pikmin can be killed by the flare cannon

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also

#

Is how heavy the doomsday apparatus is with max back muscles

wheat nexus
#

also i dont know if it was the update or the protein shake upgrade but i cannot fully break the gates

heavy dove
heavy dove
heavy dove
#

Very weird, as with the way it's set up it should just work

heavy dove
wheat nexus
#

Ah hell ya

heavy dove
wheat nexus
#

Bettt

wheat nexus
#

I found something else related to the golden pikpik carrot

#

[02:59:38.3879502] [Info : LethalMin] golden_pikpik_carrot(Clone) is grabbing an item on local client
[02:59:38.3889563] [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)

#

This was spamming in the console and when i later found and stored the golden pikpik carrot the errors vanished

#

then when i brought it back out same errors

heavy dove
#

i'm not sure, seems like some network stuff i haven't messed with or changed

wheat nexus
#

Hmmm well shit xD

heavy dove
#

i have control over the PikminItemSettings component, but it's the PikminItem component that's throwing the error it looks like

#

and the PikminItem component is entirely handled by lethalmin as far as i can tell

wheat nexus
#

hmmm alr

heavy dove
#

mitzhan's group playing my moonsHOLY

heavy dove
#

i think had the networkobject configured incorrectly for some items (a good portion of em)

wheat nexus
#

also the black wall on navel to the fire area could not be knocked down

pallid badger
heavy dove
#

you should be able to break the wall from the other side though

wheat nexus
#

Oh alr

heavy dove
hidden shard
#

Will the pellets ever be added as "normal" scrap for moons that aren't pikmoons?

#

Would love to see the pellets spawn outside like the beehives

heavy dove
#

They already are normal scrap in the most recent update, they can spawn inside the facility like any other scrap

#

Most moons just don't spawn scrap outside, but if they do, pellets can be found there technically

#

I have spawners specifically for them outside on the pikmoons, I'd have to make some sort of scrap injection system to make them spawn outside on other moons

#

Plus they may spawn in weird spots

hidden shard
#

alright then, neato

hidden shard
#

Is there a way to disable the custom carry weights for the scraps?

heavy dove
#

Not currently, they're hard-coded in a component

#

I do want to add configs for that if possible in the future though

hidden shard
#

Awh, dang it

marble umbra
#

Why dont the pikmin carry the pellets to the onion :(

heavy dove
#

they shooouuuld?

#

lemme check

heavy dove
#

i mean looking at the script on em, they have "can produce sprouts" set to true, and the tooltip says that should make pikmin carry them to the onion

#

double checked all the pellets, and they all have it

#

seems to be a lethalmin issue? or something weird is going on

marble umbra
#

Yeah idk, the walls, bridges, and pearls also can't be hit by pikmin, but idk if that's on purpose, the rock walls work fine with the bombs

heavy dove
#

there isn't currently a way that i know of with the lethalmin library to make pikmin target structures

#

they can only target scrap for carrying, and enemyai for attacking, as far as i know

sacred garden
#

i as the host had to rehost frequently because my pikmin specifically lost the ability to carry stuff around, but everyone else in the lobby was able to farm pikmin by harvesting pellets

heavy dove
#

Maaan, I was just getting close to releasing a large update too 😭

#

Once project patcher is updated I'll work on v80 stuff, may release this update anyways on v73 first

marble umbra
marble umbra
heavy dove
#

that do be the script i was talking about, however it is there on the pellets

#

i double checked the prefabs when you asked

#

dunno what's going on with it

marble umbra
#

Yeah its weird, cuz the grubs count for sprouts

wheat nexus
heavy dove
#

I think they meant it's weird that the grubs are working but the pellets aren't

#

Not that they shouldn't give sprouts

marble umbra
#

Man idk

sly reef
#

Has the mod been updated for the most recent version of Lethal Company (V80/81)?

dense holly
#

hope everything is going well here

#

just stopping in to say hi and keep doing what you love

heavy dove
sly reef
#

Thx

waxen crane
waxen crane
waxen crane
heavy dove
heavy dove
waxen crane
#

Oh ok

sly reef
#

Well the Pikmin from lethalmin seem to be able to hit the flower things that have the numbered pods.
If you throw them at the correct spot

orchid ice
#

Anyone up to try this modpack with me?

heavy dove
#

Winged pikmin can't take em down

sly reef
#

Ah

waxen crane
#

update when? also idk if this has been fixed but in my opinion, considering how large the maps are, they feel so painfully empty

wheat nexus
#

Pikmin enemies when?

heavy dove
#

And the pikmin 1 moons have extra geysers, pikmin 2 moons have easter egg locations

#

Also I still haven't patched my project for v80 stuff

#

Fairly sizeable update is ready once I do and test though

waxen crane
#

Lmao

fierce sky
#

When are we adding hey pikmin as moons

hexed elk
#

Desert bus type geometry

heavy dove
#

large update incoming Soonβ„’

#

just need to do another round of testing, and see if i can troubleshoot one more thing

wheat nexus
#

Based

heavy dove
#

if anyone runs into any issues, let me know πŸ™‚

sacred garden
#

hooooly peak

#

now when can we expect a complete implementation of procedurally generated cave music for the next update 1icepikmin

#

fr though super excited to try this out with my weekend group, it's been weird playing with lethalmnin and not on the pikmin moons

wheat nexus
#

Sadly i dont know what happened to the pikmin cave interiors

sacred garden
#

was there ever a pikmin cave interiors mod?

#

i've always been saying that if i had any ounce of artistic or programming skill i'd love to work on a mod that adds in colossal caverns styled cave generation where it's just all the themes mashed up

wheat nexus
#

One was in development at some point

sacred garden
#

ah

heavy dove
#

Someone may or may not have taken that over from JaySalty and had a mostly-working version before the dungen update

wheat nexus
wheat finch
#

Hmmm, pikmin are not taking the pellets to the onions, anyone else having this issue? If not i may have a mod incompat

wheat finch
#

Did another test, even just lethalmin and the moons on and their requirements they wont carry them to the onions.

heavy dove
#

I'm assuming it's something on lethalmin's end, since I don't think I've changed anything with the pellets' PikminItemSettings component, which is the thing that lets you configure whether to route to the onion or not, and what type gets more sprouts

#

I'll double check when I open my project tonight

placid acorn
#

if it happens again I'll give a log, currently testing if turning off the music fixes it

#

but the console was very very very very very angry about the music

#

yeah still very angry

#

it also comes back even after disabling it once you go near the dungeon

heavy dove
#

i know exactly what that is, and the music system currently doesn't even use the thing it's looking for that's null, so i can just remove that line in the next update

#

(i have a few small things to fix so hopefully i can push that pretty quickly)

heavy dove
#

i've posted about it in the lethalmin thread, so hopefully they can investigate on their end

wheat finch
#

Thanks for the info and looking into that

heavy dove
heavy dove
#

an update fixing the music manager console spam and pikmin pathing on bridges is uploading :^)

heavy dove
#

just realized my moons have no normal trees for feiopars to climb

#

so they spam console and lag you when they exist

wheat finch
#

Oof, well at least now you know, right?

heavy dove
#

Yeahh, might have to remove them from the pool, luckily their spawn weight is pretty low on most of the moons

sacred garden
#

feiopars being able to climb up pellet posies would be really funny but yeah i get including them being a hassle

#

seems like an enemy that would work far better with pikmin 3's level design than 1 and 2's

heavy dove
#

The main problem is i'd have to reconfigure the pellet posies with whatever conditions it needs to consider something a tree, and then add a LOT more of them to every moon, probably

#

Paco suggested making them climb pellet posies actually, when the update first came out

spring edge
#

How’s things going with the mod?

#

Been awhile since I checked in lol

heavy dove
#

Oh, good! Just released a pretty big update that includes the new materials for the easter egg caves

#

And it has a new adaptive music system

spring edge
#

Oh nice

heavy dove
#

You can also run over stuff with the truck now, so that's fun

waxen crane
heavy dove
#

Yurrp

#

When you carry stuff or there are enemies, the music changes to the respective version of the track

waxen crane
#

hell yeah

wheat nexus
#

Strange interactions with the pikmin scrap, when dropping them on the elevator of the mines they fall up into the ceiling and show up near the ship

#
Stack trace:
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkObject:OnTransformParentChanged()
UnityEngine.Transform:SetParent(Transform, Transform, Boolean)
GameNetcodeStuff.PlayerControllerB:DMD<GameNetcodeStuff.PlayerControllerB::PlaceGrabbableObject>(PlayerControllerB, Transform, Vector3, Boolean, GrabbableObject)
GameNetcodeStuff.PlayerControllerB:DMD<GameNetcodeStuff.PlayerControllerB::DiscardHeldObject>(PlayerControllerB, Boolean, NetworkObject, Vector3, Boolean)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<GameNetcodeStuff.PlayerControllerB::DiscardHeldObject>?1421762396(PlayerControllerB, Boolean, NetworkObject, Vector3, Boolean)
CodeRebirth.src.Patches.PlayerControllerBPatch:PlayerControllerB_DiscardHeldObject(orig_DiscardHeldObject, PlayerControllerB, Boolean, NetworkObject, Vector3, Boolean) (at ./src/Patches/PlayerControllerBPatch.cs:216)
MonoMod.Utils.DynamicMethodDefinition:Hook<GameNetcodeStuff.PlayerControllerB::DiscardHeldObject>?-254462272(PlayerControllerB, Boolean, NetworkObject, Vector3, Boolean)
GameNetcodeStuff.<waitToEndOfFrameToDiscard>d__432:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)``` this looks to be the error but i dont know
wheat nexus
#
Stack trace:
UnityEngine.Object.get_name () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0001)
PremiumScraps.CustomEffects.ControllerMovement.IsInControlMode (GameNetcodeStuff.PlayerControllerB player, PremiumScraps.CustomEffects.Controller& controller) (at <d753a0b5ac114f01a0887bdce9748b7c>:IL_002E)
PremiumScraps.CustomEffects.ControllerMovement.PlayerVectorPatch (GameNetcodeStuff.PlayerControllerB player, PremiumScraps.CustomEffects.ControllerMovement+ControllerActions action) (at <d753a0b5ac114f01a0887bdce9748b7c>:IL_0029)
PremiumScraps.Utils.ControllerPlayerControllerBPatch.PlayerLookInputControllerPrePatch (GameNetcodeStuff.PlayerControllerB __instance) (at <d753a0b5ac114f01a0887bdce9748b7c>:IL_0001)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::PlayerLookInput>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<GameNetcodeStuff.PlayerControllerB::LateUpdate>?-1659801356(GameNetcodeStuff.PlayerControllerB)
CodeRebirth.src.Patches.PlayerControllerBPatch.PlayerControllerB_LateUpdate (On.GameNetcodeStuff.PlayerControllerB+orig_LateUpdate orig, GameNetcodeStuff.PlayerControllerB self) (at ./src/Patches/PlayerControllerBPatch.cs:257)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GameNetcodeStuff.PlayerControllerB::LateUpdate>?1860298700(GameNetcodeStuff.PlayerControllerB)``` premium scraps MAY be causing something in relation to the pikmoons scrap, i got a pearl from Impact, then went to EXP, when moving there the pearl became full pink and when i picked it up it froze me on the spot
#

When i left and rejoined to fix this the pearl left the game xD

heavy dove
#

Yeah i've never seen that before, them snapping to the ship looks like it's due to the reparenting in the first error

#

But that second error looks to be something with premiumscrap

wheat nexus
#

Ya

wheat nexus
wheat nexus
#

Gunna test if its just impact site or others

wheat nexus
#

Ok hope is the same it seems like

heavy dove
#

That's an issue that used to happen when the scrap were bundled into the moons, because the moons would unload when you leave meaning the scrap would unload weirdly like that

#

Very strange it's still happening, I might have something configured wrong or something

#

Although wait, the shovel goes invisible too

#

And that's vanilla

#

Like I know it's shovels from the moon that do it, but the shovels i spawn are just the vanilla ones

#

Must be something with the spawner in v80 then? Idk, I'll try to investigate/get help about that

wheat nexus
#

Shovels spawned by the moon are the ones that break, bought shovels do not

heavy dove
#

ye i get that, it's just i think the shovels i spawn are the same prefab/item script as the bought ones

#

iirc

#

so it's weird they do the same thing as the custom scrap

#

i'll have to look into it

wheat nexus
#

So far the pearls/spawned shovels are the only thing i have seen do this

heavy dove
#

i'll double check the pearl and shovel spawners and change em

#

should fix it

wheat nexus
heavy dove
#

as long as you're orbiting one of the moons, i think the bundle is loaded

#

notice how as soon as you route to the company they bug out

wheat nexus
#

ya ok that tracks

sly reef
#

possible bug: Baboon Hawks dont seem to take damage from bomb rocks if they've picked them up

heavy dove
#

I think some of their colliders are disabled once they're armed, though that happening should be rare as the box collider that lets enemies pick it up is also disabled when it's armed

#

I'll look into that

sly reef
#

It seems to happen every time one picks up a bomb rock.
If it doesn't pick it up it works fine. But once it's picked up it seems to not deal any damage? Or at least, a lot less.

#

Idk if this issue happens with hoarding bugs.

wheat nexus
#

Wait question did you remove the cats spawn from the moons yet?

heavy dove
wheat nexus
#

Ok as i just encountered one

heavy dove
#

I have to investigate a bridge on repose, and try to fix the bomb rock thing, then I should be able to push the update

heavy dove
#

scrap and moons mod both updated

sly reef
#

neat

wheat nexus
#

Whats in a Arsonist's closet

waxen crane
wheat nexus
buoyant path
#

Been havin a minor issue with the scrap in VR rendering wrong. Specifically Pellets in Pellet Posies, and Bomb Rocks. The maps in general used to bug out but I grabbed a shader fix to help(?) with that

heavy dove
buoyant path
#

I will when I can, but for now, all I can say is that objects and even the map will render in one eye, and even then, all wonky

#

The VR Shader Fix mod actually fixes the terrain side of things, but not world objects

#

Outside all that, I'm having a blast on these levels, though i kinda wanna know if theres a potential for some P3 love

#

-# and maaaaybe some P2 Cave interiors for the hell of it

chrome socket
#

Hello, how can i make it so Pikmin scrap only appears on the pikmin moons?

heavy dove
#

you'll want to go into the config editor of your chosen mod manager, and look for pikmoons scrap, here's how it looks on r2modman

#

and i'd suggest opening the config file on a file editor like notepad++, rather than editing each scrap individually, as there are almost 500 of them and that'd take forever

#

and these are the spawn weights by default

#

then you'd do ctrl+f for find, and use your text editor's find and replace function

#

and do something like this, where you replace the entire weights string with your desired value

#

@chrome socket

#

unfortunately that method also replaces the defaults, though you could include "Preset Moon Weights = " like this to avoid that:

chrome socket
#

thanks

heavy dove
#

np!

chrome socket
#

Now, do i just add the names of the moons and weight, like; impact=+50?

heavy dove
#

unless you want specific scrap to show up on specific moons, then you'd need to do individual ones

chrome socket
#

Ok, thanks for the help

sacred garden
#

heya, would there ever be any consideration to change how this mod works with Dine, or is that more of a thing i would have to config on my end?

#

with the way dine scrap spawning works it makes the moon basically a free guaranteed quota with pikmoons scrap, I've been to eclipsed dine with over 22k of value inside of the facility before

heavy dove
#

i think you can just add something like "lethal_company:dine = -9" to the config string

#

so that my scrap has a weight of 1 there instead of 10

marble umbra
#

Soooooo, when I boot up the moons mod, it spams that all of the items that the pikmin use for the onion have missing behaviors

heavy dove
#

can you send a log file?

marble umbra
#

Yep

heavy dove
#

it'd be in your profile > BepInEx

marble umbra
#

Where?

heavy dove
#

if you're using r2modman, you can click here

#

on settings then browse folder

#

and then click into the bepinex folder and look for the .log file

marble umbra
#

Im on thunderstore

heavy dove
#

ah

marble umbra
#

I just copied the error, do you want the entire log?

sacred garden
heavy dove
heavy dove
marble umbra
#

Correct

#

But none of the pikmin can take those things to the onion still

heavy dove
#

the only things they should be able to take to the onion are pellets and enemy bodies for the most part, but i've gotten this report before and my scrap still has the script it says they don't

#

lemme check again for ya just to be sure

marble umbra
#

The pellets dont get taken

heavy dove
#

i have heard that they don't get taken, issue is this is what the pellets look like

#

and the script it's saying they don't have is right there, and "canProduceSprouts" is the variable that determines whether they go to the onion

#

so i think it's an issue on lethalmin's end, i remember note saying that the library may be broken on v80

marble umbra
#

this was an issue before v80 too

heavy dove
#

even so, it'd still probably be an issue on lethalmin's end, as i have the script and settings set the way i want on my end

wheat nexus
#

I don't know if its a lethalmin end it works for me

heavy dove
#

it may be a mod incompatibility or something

#

however what i mean by that is there isn't really anything else i can do to fix it on my end, the issue is with the PikminItemSettings script not being detected or something, so even if it's incompat, it'd probably be fixed in lethalmin somehow as it's not my script

buoyant path
#

Do I still need to grab photos of the VR rendering issues?

heavy dove
#

if you want to, that'd be great, i don't really know too much about how vr rendering differs and i don't have a vr headset myself

buoyant path
#

Fair, not many people do

#

Im just worried it wont appear in a screenshot

heavy dove
#

yeah not sure how that works lol

buoyant path
#

hmm

#

I could stream it potentially

#

Something tells me this is a Unity issue since I was seeing similar issues with VRtrakill

#

But I'm not a Unity dev

#

But describing it again, without a VR shader fix, the world only renders in one eye

#

Even WITH it, the pellets inside pellet posies aren't showing up right

#

Same issue: Only rendering in the left eye

heavy dove
#

weird, cause the pellets use a standard unity lit shader

#

all the terrain for the most part uses custom shaders by JaySalty

buoyant path
#

Once more, I know N O T H I N G about Unity modding or development

#

But it may just be something not set to render in both eyes

#

idk

buoyant path
heavy dove
#

if you want to, sure

buoyant path
#

Apparently the VR Shader Fix mod that fixes the map rendering just got updated, so Imma check and see if this extends to anything on the moons.

#

I'll be damned. It was fixed in that shader fix update

#

sorry for it all being on one side

#

I did just glance at it, so idk if the pellets are changing properly, and idk if this extends to the bomb rocks, but yeah, it seems the update to the shader fix mod ACTUALLY did something for these maps

buoyant path
#

Okay nevermind

#

The color changing ones are bugged

heavy dove
#

hmm

#

glad the rest of it seems to look okay

#

weird that the non-color changing ones look fine but the color-changing ones look bad, as the shader for both is the same

#

it's just that the color changing ones use an itolib MaterialSwapper component

buoyant path
#

Well all that needs to be done is rebuild it with vr compatibility according to one of the VR Fix devs

#

Like VR compatibile shaders

#

idk

heavy dove
#

do they have a thread on this server?

#

i couldn't find it by looking up vr

buoyant path
#

#1497261503651385494

#

@heavy dove

dawn nacelle
#

Hi, I want to halve the average value and the required number of Pikmin needed to carry treasure but not the pellets. I am using the Thunderstore Mod Manager. I'm not familiar with scripting, and Thunderstore is the first mod manager I've ever touched.
The main problem, however, is simply the value of the treasures, junk, and items.
My brother says the values ​​are too high, so high in fact that it feels "cheesy." If you could recommend a mod/method that increases the quota, I would be satisfied as well.
thank you.

buoyant path
#

hehe whiptongue bulborb

#

Anyway uhhh, best I can tell you is LethalConfig, but im not script savy either

heavy dove
#

if you click on the edit config button, then look for pikmoons you can find it

#

and then press edit config, but you have to change each one individually

#

so you can change that range from 31,62 to something like 15,31 for example to halve it

#

if they were all the same value, i'd recommend doing find-and-replace with something like notepad++

buoyant path
#

Personally the high number is fine. Forces you to decide on selling it for Quota/Goodies or saving it for later

#

-# Then again I am REALLY struggling to play these mods with people

dawn nacelle
#

Thanks for your help! I've decided on a mod that changes the quota (Configurable_Quota). We now have 12 days to earn 10,000 Pokos.

heavy dove
#

Yeah that's probably easier than tweaking the scrap lmao. Have fun!

wheat nexus
heavy dove
#

that scrap issue is already fixed, no?

wheat nexus
#

Idk i have not tested they just sent it, ill probably test later

dawn nacelle
#

Pikmin do not carry anything out of the facility containing a cave entrance(not the sublevels). They do not budge from the spot, and the only way to retrieve the treasure from them is by calling the Pikmin first( I was only on repose and awaking wood by now and not the other moons with a cave entrance).

This also happens on Impact when the main entrance is blocked by the box.

heavy dove
#

Yeah, that's basically intended behavior on impact, since they don't have a path to get back when the box is not pushed. The other moons that's definitely a bug though, which is gonna need a custom script of some kind, as the exitScript field of the interior's door does not get filled for some reason

wheat nexus
heavy dove
#

Ur good, I was just worried it wasn't fixed somehow lol

dawn nacelle
#

is there a way to destroy the poison hazards without getting damaged?
My guess is Bombrocksβ€”or the car! XD

wheat nexus
#

Probably ya

buoyant path
#

Im surprised pikmin cant interact with the gates

heavy dove
heavy dove
heavy dove
#

Yeah, cause that one only requires them to weight it down, so I can use an itolib enemysensor with a filter for it

#

You can also jump on it yourself, or just ram the truck into it

dawn nacelle
#

can it also detect different types of enemies/pikmins?

heavy dove
#

I don't think any other enemies can weigh it down, and even if they could they probably wouldn't path on top of it to do so

#

I forget if I have the filters set up so that the wollymin and breadmin mod works

dawn nacelle
heavy dove
#

Technically yeah, it'd just look pretty janky with them not actually attacking it

#

Ideally some sort of "DamageableMapProp" or "DamageableHazard" script is added to the lethalmin library eventually and I can swap to that

waxen crane
buoyant path
#

Random thought

#

Interior Enemy similar to Hoarding Bugs: Breadbugs

#

Small ones can be struck with the shovel but it takes a while. Of course the Pikmin method of breaking their spine also works.

#

Large ones can't be damaged and need to be dragged to the door where they'll bonk as if it were the onion or the ship

#

Less of a hostile enemy and more of a nuisance

#

Oh-

#

This isnt the lethalmin chat-

#

Fuck

heavy dove
#

idk if the custom moon pathing bug or bug that makes the golden pikpik carrot spam console will be fixed with lethalmin being discontinued

buoyant path
#

They keep saying they're just finished with it. Nothing else to add.

#

-# personally thats bullshit

dawn nacelle
#

LethalMinLibrary is also deprecated

waxen crane
wheat nexus
#

If they think they are done with it then they are done with it simple

dawn nacelle
#

the flare cannon killed my red pikmins 😭

heavy dove
#

Yeah it uses explosions to make it deal damage to the other enemies

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πŸ’€

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So red pikmin are not immune atm

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Need @pallid badger to add an enemy filter to his explosion thingy

pallid badger
heavy dove
heavy dove
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It was the only way to make it set giants on fire unfortunately

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(Without scripting something myself)

dawn nacelle
#

I'm now scared what the other weapons can do

heavy dove
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πŸ™‚

heavy dove
waxen crane
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yo when you get around to pikmin 2 moons

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unless these alr are

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cuz i forgot

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say is it possible to have multiple interiors on the same moon?

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(when the pikmin caves mod releases, if ever)

heavy dove
#

Pikmin 2 moons are already in this mod (repose, awakening, perplexing, wistful)

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And yeah it totally is possible, it's how the system is currently built actually

waxen crane
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ah ok (its been a while)

heavy dove
#

It's just a chance between interior weights

waxen crane
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no i mean like loaded at once

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like to replicate the different caves

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for each entrance

heavy dove
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Oh multiple at once? Uhhh I think there are ways to do that, I think note used to have a mod that did that

waxen crane
#

would be a lot smaller to balance it out if it is possible

waxen crane
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my idea has been provided

heavy dove
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That would be pretty cool

waxen crane
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i am actually meant to be in school rn 😭

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well i am

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its online

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distance education

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anyway my idea has been provided, it would be fire if you could figure that out

heavy dove
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I wouldn't hold your breath for multiple interiors at once, I'm not that great at coding, especially with networked stuff

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I am working on the cave interiors however

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They should be ready for a release after I go through each model one more time and do some testing

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Idk how great the generation will be, but they do exist and work

waxen crane
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πŸ‘€

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is it possible to set SPECIFIC scrap to spawn in specific locations?

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for example

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having a 1-1 remake of the submerged castle

buoyant path
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I sorta want at least one moon based on Pikmin 3

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Probably Formidable Oak since the outdoors area is more like Impact Site in size

heavy dove
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I already have several recreated sublevels hidden in smaller holes around the moons

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Though the scrap is randomized rather than 1-1, the spawn locations are the same

heavy dove
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I have the garden of hope in the project technically, though it is very early in development

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The main thing holding those back would be a shader that recreates pikmin 3's alpha blending, as it appears to use a separate method than pikmin 1 and 2

sacred garden
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it is... something all right, it is way too big, if you don't have the cruiser or an extension ladder it legit takes half a day to enter main

heavy dove
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it also hasn't been updated in a year πŸ’€

buoyant path
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Yeah i saw it but was worried it was gonna have zero Pikmin items like Pellets

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I get its the formidable oak and it doesn't have any but you get my point: functionality with the other Pikmin mods was a concern, and so was quality

dawn nacelle
buoyant path
#

Yeah at least one of the main areas so its not like, massive.

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Maybe the paths to other areas could be replaced with exits

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Much like March

dawn nacelle
#

I wonder why there isn't a mod for Lethal Company based on the cave generation from Pikmin 2.

dawn nacelle
#

is it normal that i get only mineshafts (also on non pikmin planets) or did I something wrong?

dawn nacelle
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nevermind
I just got lucky 10 times in a row.

dawn nacelle
heavy dove
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Mineshaft used to have a higher weight on pikmin 2 moons, but it doesn't any more so I think you just got unlucky

waxen crane
dawn nacelle
waxen crane
waxen crane
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eclipsed impact site?

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oh boy im so lucky

heavy dove
waxen crane
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(yeah so i just rerolled lol)

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also would it be possible to add the map varients that depend on what day ur on?

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such as the bombless impact site

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(which also hass less pellets)

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and also would it be possible to force an onion item to spawn outside if u have lethalmin enabled (where it would normally spawn ingame)

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also for the sunset version of the songs

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make it playing alongside the normal one when you land but make its volume change when it needs to play

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(makes it transition smoothly)

heavy dove
waxen crane
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nice

heavy dove
waxen crane
heavy dove
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It's supposed to sort of be a mix of pikmin and lethal gameplay, not a 1-1 recreation exactly

waxen crane
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fair enough

heavy dove
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Also running two audio sources is laggier, though probably not by much

waxen crane
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yeah but the song restarts

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in this

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i think

heavy dove
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I thought I coded it to continue from where the original song left off, maybe I'm remembering incorrectly

waxen crane
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maybe it did

heavy dove
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Tbf I haven't actually played my own mod that much aside from testing πŸ’€

waxen crane
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oh lol

heavy dove
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The modder's fate, getting into modding to create gameplay and then playing less once becoming a modder

waxen crane
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oof

heavy dove
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(Tbf the group I usually play with don't play with lethalmin anyways)

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(Also we basically haven't played since v80 came out, paco is super busy)

waxen crane
#

would it be possible to make the bag not need to be pushed again every time?

heavy dove
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I was looking into that before I started on the interiors again, I want to have that and also have it save which walls you've broken down and stuff

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Bridges etc

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Would be a lot more fun probably

waxen crane
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i know this was before lethalmin extras and even then i wouldnt know how u would add it

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but

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i was caught offguard by them carrying the nectar

heavy dove
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Yeah i didn't really have any idea how to code them using it like real nectar lol

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I just made it route to the onion instead at the time

waxen crane
#

yeah thats fair

buoyant path
heavy dove
#

yeahhh

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the new mineshaft layout seems better than before, but it's still my least favorite vanilla interior

waxen crane
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I noticed theres more moons than i temember

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Pikmin 1 AND 2, pikmin tree when?

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And pikmin 4 might need to have separate moons for each of the landing sites with how big it is

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For example: (i forgot the base names)
Sun speckled terrace - base 1

Sun speckled terrace - base 2

Same moon but the map is offset so that the ship is in the respective landing site

dawn nacelle
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I have an idea for the future. Could you add something to the Company Building (Moon: 71-Gordion) that allows players to use the treasures needed for the suit upgrades in Pikmin 2, instead of selling them?

heavy dove
heavy dove
heavy dove
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Not anywhere near done though

waxen crane
sacred garden
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think they mean that any moon from pikmin 4 is probably not in this project's scope lol

waxen crane
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fair enough

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also for the pikmin 3 maps

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the mission mode maps are too small

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(most of them)

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but the main maps are too big

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gameplay-wise i mean

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infact the pikmin 1 maps feel a bit empty because of their size

heavy dove
waxen crane
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i see

heavy dove
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(I kind of want to cook a way to do the base moving thing, but like while you're landed)

heavy dove
heavy dove
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The interiors and easter eggs are at .05

waxen crane
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yeah

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especially looking at the forest navel

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it feels way too open because lc is first person

heavy dove
#

I do kind of want to shrink em, it's just such a huge undertaking

waxen crane
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also i forgot because i didnt pay attention while playing it, are the decorations in the maps?

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like the foliages

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the decorative foliages i mean

heavy dove
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Need to shrink every prefab, go into every animation and change the scale, shrink the map itself, shrink map-wide particle effects, basically tweak everything, plus easter eggs may be too displaced and I may have to move some

heavy dove
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They rustle when you walk through em too

waxen crane
#

neat

heavy dove
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Yeah it's a lot, and I've been wanting to get all the other updates I've been doing plus the interiors done for a while

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(I've had prototype interiors in my project for quite some time)

heavy dove
waxen crane
#

also yeah when you do get around to pikmin 4 maps, the best i can think of is having multilpe moons registered that have the same map just offset so the different bases are at the spot the hsip lands (if i remember correctly the ship is forced to always land in the same place)

waxen crane
heavy dove
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But it'd probably be a nightmare to get working properly LOL

waxen crane
waxen crane
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but also saving what base u had it at last

heavy dove
waxen crane
#

and also playing multiplayer, would it be possible to offset the players and dropped scrap

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and enemies

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and already landed item dropships

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if you could get it to work

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i can already picture it

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your crewmates about to get into the ship

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and then you move the base

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OOH AND ALSO those caves that lead to a higher up area thats normally innacessible

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i could imagine having those be fire exits

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but would it be possible to have them guaranteed to spawn in the same sub-interior if you manage to get multiple different interiors to work

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a lot of things coding are much easier said than done lol

heavy dove
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Oh I totally forgot about caves that have a separate exit hole in pikmin 4

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πŸ’€

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Yeah there's a lot of stuff to figure out there

dawn nacelle
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I'm sorry but Pikming 4 is just too large, The House map need like 6 section and trillions of gigabyte XD.
But the Rescue outpost is a good map.

waxen crane
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And the uh

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Tutorial cave the other entrance

fast lion
#

absolutely love the refractions in this item

fast lion
#

the wrapping of these candy items looks a bit strange when you see something through it

fast lion
#

(sorry if i spam this thread but i'll be sending things i notice that seem like errors, since i'm gonna be going through all the items)

such as: Creative Inspiration uses DropCan, which is inconsistent from all the other bottle cap items which use DropMetalObject1.

heavy dove
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You're totally fine, I like suggestions and issue reports and stuff, I didn't notice the sound inconsistency

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I want the wrapper to be slightly see-through, but maybe it shouldn't be due to how transparent materials work

heavy dove
wheat nexus
#

Don't know if it was more company at fault or another mod but me and my bro have desync when it comes to the box on impact

heavy dove
#

hmm

heavy dove
heavy dove
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without clamp

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with clamp

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you can see the yellow part of the texture repeating at the edges without it clamped

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also yeah i totally forgot to check if my holding positions for those would allow for inspecting

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the 8 pellets aren't meant to be inspectable at all lol

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i would like the other two to be inspectable, guess i could try tweaking the holding position

fast lion
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ah i see