#Pikmoons(Pikmin-Themed Moons and Scrap)
1953 messages Β· Page 2 of 2 (latest)
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
And these are my fixes
Alr all good then
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
thats sounds like hell

Yeah unfortunately that's the only way to isolate the issue
If you don't wanna that's understandable and fine though, I will investigate it
I can
I assume it's a performance mod or something right
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
it is very funny to me that the music still plays while softlocked
i have isolated the issue
i enabled every mod in your pack except for the ones that use TerraMesh and TerraMesh itself
and i can load into perplexing with your pack
specifically just TerraMesh and Universal_Radar are all you have to disable
actually, you don't even have to disable them
as long as you go into the config for universal_radar and do this for all the moons
as far as i can tell in my testing, anyways
π
my moons technically have a countourmap anyways
so blacklisting them on that mod should affect basically nothing
Ope
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
Also the moons are awesome but if I look at the ship
I'm dropping to like 24 frames
It's weird
wacky
It's specially the ones with particles
yeahhh i wanna add a slider for particle amount in the future
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,

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
β οΈ
Why are these so heavy?
OH YEAH, ty for reminding me
I noticed that then forgot again
They should be like 20lbs tops
XD
I figured out the thing
Btw
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
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
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
I'm like 110
Did you want my code???
Cause I cannot tell you the amount of lag I feel on awakening
Or any moon with specifically particles
Like 60 to like 24
You may be missing a mod that fixes reverb trigger lag or something
I forgor what's in my modpack
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
Which mod do you have...
Not sure, I don't think I even have a reverb trigger lag fix mod for my testing profile
I found this one
States the literal issue but only vanilla
My reverb triggers should be copied directly from assurance, and so should be largely identical
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
It may be that two of the mods you have both mess with reverb triggers or something, hard to pin down
I don't use the other one
And it only happens on your moons so there's an issue
Pumpkins and rocks spawn on the pikmin moons
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
Ye this is on purpose
It's kinda funny
Although I think they currently spawn in some weird spots i'd like to fix
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
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
Those objects mess with the navmesh so one end of the link may not be attached to anything
I can look into making a "no-prop zone" near the ship/larger ship
π
Weird
@here v.3.0.2 has been dropped with a couple tiny changes/fixes
anyone else having trouble landing at the modded moons in multiplayer? it gets stuck on the loading moon text for me.
if you have a log, i'll take a look at it for ya
is there a way to get past the bags?
where can I find a log at?
ye, throw enough pikmin on top, or go on top yourself
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
it'll be inside the BepInEx folder and named LogOutput.log
ok
Custom levels can take a second to load does the game fully crash???
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
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
if you got a log, feel free to send it in this chat so i can look it over
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
a few new scrap are planned, and all the base scrap are being migrated to the scrap mod to fix that bug people mentioned
idk when this update will be out with... the incident... occurring recently...

but i'll still be working on it
until everything's set up for v73
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)
not again

good news though, it looks like the config options i added and tested work
no wall or water drain there

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
anyone else got this problem?
V73?
Ye this has been previously mentioned
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
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
(Because of v73 and the unity version change and stuff)
As much as I like the scrap mod, maybe the stuff used in maps should be its own mod?
Why's that? I'm not exactly opposed, but the other mod is already named the same thing and exists
- Someone doesnt want the pikmin scrap mod as a whole, but still wants the maps to function
- Potential map updates (if any should be made, bug fix or otherwise) would be tied to the scrap mod
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
or entirely optional and no pellet posies or nectar appear
Also goes into potential expansion, where there could be a random pellet posy in Vow or somethin
- 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
- 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. - 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
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
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
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
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
Now that I write it out that way it seems way more convincing...
ohyeah, that reminds me, i've definitely had "only libra" as scrap twice today
one on pikmin map, one on assurance
prob my fault with the mods I got
Yee, though it should be semi-rare
Yeah I've had like an all toy train day and stuff with friends
oh, yeah, have this I guess (I sold the head alone already)
Cute
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
cool
Hope we get a Mini S.S. Drake replica at some point.
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
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
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.
on the previous patch i had this issue with Repose specifically, but this one it seems to happen to every moon
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.
yeah this is an issue i saw on quotebalrog's stream. i've got a patch almost ready to go for it, i just want to iron out the behavior of a new thing first
Though I probably should have pushed a hotfix patch way faster and just waited on the new thing
alright, sick. we'll wait patiently for it
Yeahh where my shit straight up didn't load
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
and after I told em to swap to LGU for an upgrade system
Yeah LGU definitely helps, the newer updates also have a few more minutes in a day
its not about ingame time, its absolutely a slog to move through maps
in whats basically just the biggest moons I can think of
True, I've considered shrinking them, especially since a decent number of people have commented about that
That'd be more of a major version overhaul, and probably after a minor update that fixes the current softlock
yeah...
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
but to each their own on that one
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
when i shrink it, i'll try to take care to make them truckable if possible
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.
yupp, v73 networking changes has them broken currently
(in multiplayer specifically)
not really but it's kinda close to halloween so that's gotta count for something
anyways ermmm
@sacred garden @sly reef @halcyon fable @leaden spear y'all should be able to play with your friends again π
this is not true, as i had not tested whether the host syncs their config options with clients, which they don't, and i wanted to get out a fix for the moons not loading quickly, so the config options will have to wait
awesome!
and if you still have any issues, pls send me a log cause idk what'd be causing em
pik moon
Now to hard pivot to something crazy, getting r2modman to work in a windows VM... on android...
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!
Just to play pikmoons, lethalmin and the pikmin scrap mods
It should (?) work on multiplayer already, that was the main goal of the most recent update. thanks for the kind words, idk if i've seen anyone else mention or visit the secret stuff
Ive just tried it out, and im getting the same issue where it is stuck loading

Can you send over a log?
ill try loading it again and send over a screenshot
Im confused, when i loaded the impact site it didnt load in, twice, but the navel is working fine
i used to have this issue with specifically the valley of repose, everything else worked just fine
A full log file is preferable, if you're using r2modman you can go to settings>locations>open profile folder
And then it should be the .log file in the bepinex folder
You'll have to make it crash then get the log
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
i've pinpointed the still-existing issue, and by that i mean i had a vague suspicion and paco confirmed it
his scrap spawners get very angry on clients if they start disabled
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
should be simple to fix
so basically in the meantime, as long as you avoid these moons, you should (?) be good in multiplayer?
i have fixed this by simply deleting the ones that were previously disabled
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
i'd definitely not be opposed, though i'd probably ask that person before doing that
I've gotten the go-ahead from pikmanfan2002, so I'll add the pikmin 2 scrap. It'll probably be a bit, considering how many there are
Ya no worries
Do make a config
Yeah man
How it goes my beautiful people just checking up on yall
Health wise
Christmas is tn do thatβs exciting
A bit tired working more shifts than I usually do through December, but other than that doing great!
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
'twas my own blunder, for i forgot a yield return null in one of my coroutine loops 
happy new year, i caught the flu 
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 
nvm, LethalQuantities is pretty much exactly what i was looking for. still hope you get better tho
nice, that's good cause i don't really have a way to do that within the mod yet
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.
Ah, I still have that set as a dependency huh

According to paco, you should be able to run both with no issues, but understandable
Alrighty, will you change it soon? Or should I just go ahead and use it anyway.
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
Alright, thanks.
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
I don't know if this is an issue with compatibility with other mods or what.
Thought I'd atleast let it be known
Weeeird, the scrap mod shouldn't do anything with the terminal or moon stuff at all iirc
Like I made it before I even started scripting, so it shouldn't touch anything besides adding the scrap
Might be because of something with lllu being a dependency, that's all I can think of
lllu doesn't do anything on it's own to mess up stuff. Atleast from what I've heard
Not quite sure then, I'll see if I can see what's going on in testing
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
weird
well I've atleast confirmed my issue isn't Pikmoons/scrap lol. now to try and figure out what LethalMin is mad at
Good luck soldier π«‘
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!
another new version of pikmoons with a few tiny bugfixes has been uploaded
any chance you could yeet the LLL Updated dependancy o: ?
it be yeeted in the main mod, however i have not updated the scrap mod yet
so it's probably still a dependency for that one
hmm, it still says Pikmoons specifically wants it

weird it still lists it, this is the manifest's dependencies
which clearly has batby's back there

huh
oh well lol
I want those giant pellets so bad >:v keep throwing pikmin at them hoping it works lol
that would be super cool, however the only way to get pikmin to carry things to the onion atm is to make them scrap
which would be really funny, however not really ideal since they're so big
true, bit lorge
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
meaning hopefully in modpacks, my scrap won't be the only scrap showing up due to how many there are
also, i've gotten permission from the creator of this mod https://thunderstore.io/c/lethal-company/p/Pikmanfan2002/PikminScrap/, so all treasures from pikmin 2 will be in the next update
π
i have all 196 of them that do not overlap with current scrap almost ready
which means the new scrap total should be like, over 300
sounds, weights, and scrap values are done for all the treasures, just gotta adjust the holding rotations, resting y heights, and spawn weights. 
added a proper shader for the electric gates, rather than the weird looking particle systems i was using before
looks a lot closer to the games, just need to figure out how to render the electrical arc that goes through the center
oh very very cool
sorry that i havnt checked up on a while
aquired pikmin 1 for my gamecube
sadly my gamecube disc drive is fried
so that's fun ( im ordering the parts to fix it in the meantime)
this is looking very goood tho
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
π
i'm back because I heard said collaborator gave you their things
me, pestering said collaborator for months about it because I desperately desperately wanted their work to be released
years?
yep, years multiple π
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
Tbf, I dont think they were aware someone was doing pikmin maps in lethal currently unless you told them LOL
very excited for this!
will the scrap include the fruits/brawl trophies from the mod as well or will it just be the treasures from pikmin 2?
Yeah, the scrap update will be adding the treasures to the current scrap, so the fruits and trophies will still be there
nice
2 years
I got busy with other stuff that was higher priority
This man's talents are needed in the pikmin 2 modding community, he busy
plus idk how the new tools here work so its just easier for me to lend my modeling talents out
thats what im best at
heres one of them I did last night
got all the fancy blending and shadowmap textures
very late, but what about smaller 'dwarf' versions of the higher numbered pellets that are closer in size to the 1 pellet that could be used for pikmin production/last ditch selling?
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)
i'd rather have the big ones if eventually possible, but this could be an option in the meantime, i never considered that
iirc, i added like 3(?) clamclamps to the distant spring as well
discovering how many pikmin they give changed so much
they could definitely still be a little bit bigger than the 1 pellets
just something more reasonable so they dont look goofy when held by a player or in the ship
I might mess around with that a bit and see how i feel about it

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
sometimes I think about how nice pikmin enemies would be, as absolute hell as they would be to add
that would be cool, i feel like enemies are a whole other can of worms though π
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
animating, modeling
behavior
fun stuff
Yeah, and the lethalmin github is no longer public either, last time I checked
man, tweaking scrap holding positions and rotations is 
i've decided to go ahead with your suggestion π
going to do somewhat of a middle-ground, where the giant prop pellets are still there, but the small scrap ones spawn on top
cause i like both the giant pellets, and the idea of farming pikmin with scrap versions
oh wait that pic doesn't really have a sense of scale
the scrap versions are quite shrunk comparatively
i may adjust it and make the 5-20 pellets larger depending on how it feels in-game
pellets for the rest of the types too??? bless
Those have technically been in the files for my project this whole time btw LOL
(The one pellet versions)
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
But ye, you should be able to find all of these pellet types rarely in interiors as well once the update comes out
i forgot The Forbidden Pellet
No
Kill that
The moons still need lethallevelloaderupdated btw
No it did, just my mod hasn't updated yet I mean
Ah also does the smoky progg egg do anything other then shake?
If you bug it long enough, it should
I kinda liked it, never fully finished it though
The alternative is hitting the 10/20 to make it explode into 5's, and making 5's a two hand thats large or somethin
That is a good idea, but I do like having every pellet variant
Plus it makes it more true to how many pikmin you can raise at each area in the games
The more I think about it, I like this idea a lot, but don't want it to be the default behavior; I'll keep it in mind for a future update with config options
it'd still be 10/20 when it spawns, it just splits when hit with a shovel or any damage
is my thinking
or you could just make 10/20's absurdly large and able to be picked up
would be comedic in a sense π€·
Oh I totally get your idea, and I like it, I just wouldn't want it to be default behavior is all
cute pfp btw
ty
this one is from server of a mutual online friend of Quote/Salty, because they comm'd xmas art of entire servers (repeated) chatters
that's cute
as far as i can tell, everything in the maps has been tested and is ready for the update
once i finish up this last round of scrap tweaking, it shall release
Oh question some of the pellet posies dont drop pellets
That'll be fixed
oh god i forgot i have to take pictures of the new scrap for the readme

and new videos of the maps with the new materials
may be a day or two later than i originally intended
itolib has updated, the pikmoons update is imminent
There is a known bug where gates cannot be destroyed by bomb rocks
This should be fixed in a small patch tonight
the update to fix the above bug has been uploaded
YOUR MEAN
Imagine your transporting it back with 100 purples and one of them dies 

Iirc it's worth a LOT too, though
Might be able to cheese it with maxed back muscles, I didn't check
That is my plan but idk
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
I kinda miss the old weights from back when I used pikscrap
and not needing 100 pikmin with me
it's meant to match the games so your pikmin knowledge is rewarded, though it may be a little annoying
more incentive to get purples, i guess?
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
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
it requires Cookingβ’
Red pikmin can be killed by the flare cannon
also
200
Is how heavy the doomsday apparatus is with max back muscles
also i dont know if it was the update or the protein shake upgrade but i cannot fully break the gates
I thiiink this is an issue with hazard damage from lethalmin library, I'm pretty sure I have pikmin filtered out of the general enemy damage
Neat
Yeah I've had this reported elsewhere once
Very weird, as with the way it's set up it should just work
i've pinpointed the issue, and it's an easy fix
Ah hell ya
the version that fixes this is being uploaded rn
Bettt
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
i'm not sure, seems like some network stuff i haven't messed with or changed
Hmmm well shit xD
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
hmmm alr
mitzhan's group playing my moons
it may be something on my end the whole time
i think had the networkobject configured incorrectly for some items (a good portion of em)
also the black wall on navel to the fire area could not be knocked down
i forgot to revert a prefab override (would fix the issue)
you should be able to break the wall from the other side though
Oh alr
nevermind, this still happens even after i changed the networkobject thing
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
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
alright then, neato
Is there a way to disable the custom carry weights for the scraps?
Not currently, they're hard-coded in a component
I do want to add configs for that if possible in the future though
Awh, dang it
Why dont the pikmin carry the pellets to the onion :(
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
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
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
it could be some weird mod compatibility problem, i was having similar issues last night
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
Maaan, I was just getting close to releasing a large update too π
Once project patcher is updated I'll work on v80 stuff, may release this update anyways on v73 first
I think this is the behavior you were talking about
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
Yeah its weird, cuz the grubs count for sprouts
I mean they are enemies that count in game so
I think they meant it's weird that the grubs are working but the pellets aren't
Not that they shouldn't give sprouts
Man idk
Has the mod been updated for the most recent version of Lethal Company (V80/81)?
hope everything is going well here
just stopping in to say hi and keep doing what you love
Nope, it'll say v80 or v81 on the mod page when it is
Thx
Is this real?
Ahh fresh doomsday apparatus
Why not have the walls refistered as an enemy? That doesnβt move and changed appearance based on health
they're from hey pikmin, and are in the scrap mod now
it already kinda is like that, the problem is it needs to have EnemyAI for pikmin to target it, and i haven't messed with that yet
Oh ok
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
Anyone up to try this modpack with me?
Yeah they can't target them, those use an itolib EnemySensor filtered to pikmin only
Winged pikmin can't take em down
Ah
update when? also idk if this has been fixed but in my opinion, considering how large the maps are, they feel so painfully empty
Pikmin enemies when?
I mean they have everything in the games except for what potato boy said pretty much π
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
When are we adding hey pikmin as moons
Desert bus type geometry
large update incoming Soonβ’
just need to do another round of testing, and see if i can troubleshoot one more thing
Based
hooooly peak
now when can we expect a complete implementation of procedurally generated cave music for the next update 
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
Sadly i dont know what happened to the pikmin cave interiors
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
One was in development at some point
ah
Someone may or may not have taken that over from JaySalty and had a mostly-working version before the dungen update

Hmmm, pikmin are not taking the pellets to the onions, anyone else having this issue? If not i may have a mod incompat
Did another test, even just lethalmin and the moons on and their requirements they wont carry them to the onions.
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
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
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)
just double checked this for ya, they are set to be carried to the onion in the script i was talking about
i've posted about it in the lethalmin thread, so hopefully they can investigate on their end
Thanks for the info and looking into that

an update fixing the music manager console spam and pikmin pathing on bridges is uploading :^)
just realized my moons have no normal trees for feiopars to climb
so they spam console and lag you when they exist

Oof, well at least now you know, right?
Yeahh, might have to remove them from the pool, luckily their spawn weight is pretty low on most of the moons
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
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
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
Oh nice
You can also run over stuff with the truck now, so that's fun
ADAPTIVE MUSIC?
Yurrp
When you carry stuff or there are enemies, the music changes to the respective version of the track
hell yeah
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
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
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
Ya
Ok so without premiumscrap or chillaxscrap, the pearl and shovels that spawn there if you have them on the ship or in your inventory they break when leaving the orbit of a moon
Gunna test if its just impact site or others
Ok hope is the same it seems like
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
Shovels spawned by the moon are the ones that break, bought shovels do not
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
So far the pearls/spawned shovels are the only thing i have seen do this
re:this, it looks i'm bundling an extra shovel with my moon bundle, which is what's spawning instead of the normal shovel, meaning it unloads when the moons unload
i'll double check the pearl and shovel spawners and change em
should fix it
I thought the moons unload when i enter orbit?
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
ya ok that tracks
possible bug: Baboon Hawks dont seem to take damage from bomb rocks if they've picked them up
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
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.
Wait question did you remove the cats spawn from the moons yet?
They're removed within the project, but I haven't released the update with that change yet, no
Ok as i just encountered one
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
neat
Whats in a Arsonist's closet
Yo why ur ship got a wooden floor?
Reasons
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
i wouldn't be surprised, i've never tested my stuff in vr, if you could grab a screenshot somehow that'd be awesome
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
Hello, how can i make it so Pikmin scrap only appears on the pikmin moons?
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:
thanks
np!
Now, do i just add the names of the moons and weight, like; impact=+50?
oh no, they're all tagged with pikmin, so you can just do the pikmin tag like i showed
unless you want specific scrap to show up on specific moons, then you'd need to do individual ones
Ok, thanks for the help
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
it would be more of a config-sided thing, though that is quite a bit of scrap for dine, perhaps i should set weights for each moon individually by default
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
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
can you send a log file?
Yep
it'd be in your profile > BepInEx
Where?
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
Im on thunderstore
ah
ty, i'll look at this next time
np
this just happens once at launch, right?
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
The pellets dont get taken
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
this was an issue before v80 too
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
I don't know if its a lethalmin end it works for me
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
Do I still need to grab photos of the VR rendering issues?
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
yeah not sure how that works lol
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
weird, cause the pellets use a standard unity lit shader
all the terrain for the most part uses custom shaders by JaySalty
This obviously applies to the Bomb Rocks too
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
Should I?
if you want to, sure
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
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
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
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 ββare 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.
hehe whiptongue bulborb
Anyway uhhh, best I can tell you is LethalConfig, but im not script savy either
you can change the values, but unfortunately, there isn't really an easy way to do it, you basically have to go scrap-by-scrap and change the values the way you'd like.
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++
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
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.
Yeah that's probably easier than tweaking the scrap lmao. Have fun!
that scrap issue is already fixed, no?
Idk i have not tested they just sent it, ill probably test later
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.
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
Ya no im dumb they are fixed my dumbass did not remember there being an update
Ur good, I was just worried it wasn't fixed somehow lol
is there a way to destroy the poison hazards without getting damaged?
My guess is Bombrocksβor the car! XD
Probably ya
Im surprised pikmin cant interact with the gates
Basically just bomb rocks and the car, yeah. You can technically also shoot stuff with the shotgun
Yeahh I would like them to be able to, there isn't really a way to make pikmin target objects that aren't enemies/scrap atm
does the paper bag work?
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
can it also detect different types of enemies/pikmins?
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
couldn't you do the same for the poison geyser?
like 5 White pikmins or 5 Bulbmins need to be near the geyser for 3-5 sec. to disable it.
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
Whiptoungue bulborb and waterwraith, oh boy
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
idk if the custom moon pathing bug or bug that makes the golden pikpik carrot spam console will be fixed with lethalmin being discontinued
They keep saying they're just finished with it. Nothing else to add.
-# personally thats bullshit
LethalMinLibrary is also deprecated
There was literally a story mode W.I.P btw
If they think they are done with it then they are done with it simple
Yeah it uses explosions to make it deal damage to the other enemies
π
So red pikmin are not immune atm
Need @pallid badger to add an enemy filter to his explosion thingy


It was the only way to make it set giants on fire unfortunately
(Without scripting something myself)
π

yo when you get around to pikmin 2 moons
unless these alr are
cuz i forgot
say is it possible to have multiple interiors on the same moon?
(when the pikmin caves mod releases, if ever)
Pikmin 2 moons are already in this mod (repose, awakening, perplexing, wistful)
And yeah it totally is possible, it's how the system is currently built actually
ah ok (its been a while)
It's just a chance between interior weights
no i mean like loaded at once
like to replicate the different caves
for each entrance
Oh multiple at once? Uhhh I think there are ways to do that, I think note used to have a mod that did that
would be a lot smaller to balance it out if it is possible
oh wait really? fire
my idea has been provided
That would be pretty cool
i am actually meant to be in school rn π
well i am
its online
distance education
anyway my idea has been provided, it would be fire if you could figure that out
I wouldn't hold your breath for multiple interiors at once, I'm not that great at coding, especially with networked stuff
I am working on the cave interiors however
They should be ready for a release after I go through each model one more time and do some testing
Idk how great the generation will be, but they do exist and work
no thats fine lol
is there one that has the same set of tiles as... a certain cave... in the perplexing pool
π
is it possible to set SPECIFIC scrap to spawn in specific locations?
for example
having a 1-1 remake of the submerged castle
I sorta want at least one moon based on Pikmin 3
Probably Formidable Oak since the outdoors area is more like Impact Site in size
This is basically what the "easter egg locations" alluded to in the mod page/changelogs are
I already have several recreated sublevels hidden in smaller holes around the moons
Though the scrap is randomized rather than 1-1, the spawn locations are the same
I would like to get to making those after I release the interiors
I have the garden of hope in the project technically, though it is very early in development
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
there is already a formiddable oak moon mod
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
it also hasn't been updated in a year π
Yeah i saw it but was worried it was gonna have zero Pikmin items like Pellets
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
maybe not as a whole
Yeah at least one of the main areas so its not like, massive.
Maybe the paths to other areas could be replaced with exits
Much like March
I wonder why there isn't a mod for Lethal Company based on the cave generation from Pikmin 2.
curious 
is it normal that i get only mineshafts (also on non pikmin planets) or did I something wrong?
nevermind
I just got lucky 10 times in a row.
Mineshaft used to have a higher weight on pikmin 2 moons, but it doesn't any more so I think you just got unlucky
which one is the lethalmin one
Who is the imposter
truth nuke

(yeah so i just rerolled lol)
also would it be possible to add the map varients that depend on what day ur on?
such as the bombless impact site
(which also hass less pellets)
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)
also for the sunset version of the songs
make it playing alongside the normal one when you land but make its volume change when it needs to play
(makes it transition smoothly)
I planned on this originally, maybe eventually
nice
Would be doable, but unnecessary imo
it wouldnt be unnceessary because i want lore accurate pikmin gameplay ;p
It's supposed to sort of be a mix of pikmin and lethal gameplay, not a 1-1 recreation exactly
fair enough
I'm assuming youre asking for this to have a smoother transition, however the only reason the transition seems smooth in pikmin is because of the "hurry up" jingle basically covering up the swap iirc
Also running two audio sources is laggier, though probably not by much
I thought I coded it to continue from where the original song left off, maybe I'm remembering incorrectly
maybe it did
Tbf I haven't actually played my own mod that much aside from testing π
oh lol
The modder's fate, getting into modding to create gameplay and then playing less once becoming a modder
oof
(Tbf the group I usually play with don't play with lethalmin anyways)
(Also we basically haven't played since v80 came out, paco is super busy)
would it be possible to make the bag not need to be pushed again every time?
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
Bridges etc
Would be a lot more fun probably
i know this was before lethalmin extras and even then i wouldnt know how u would add it
but
i was caught offguard by them carrying the nectar
Yeah i didn't really have any idea how to code them using it like real nectar lol
I just made it route to the onion instead at the time
yeah thats fair
Yknow if Lethals caves weren't utter horseshit sometimes, this would be cool
yeahhh
the new mineshaft layout seems better than before, but it's still my least favorite vanilla interior
I noticed theres more moons than i temember
Pikmin 1 AND 2, pikmin tree when?
And pikmin 4 might need to have separate moons for each of the landing sites with how big it is
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
Excuse me, Louie...
Original song is "Charlie's Inferno"
LoppearLink drew the Olimar: https://www.twitch.tv/loppearlink
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?
I think i remember someone (twig?) Suggesting LGU integration with the exploration kit
This is way far off if it'll happen π
There is technically a single pikmin 3 moon in my files
Not anywhere near done though
Wdym
think they mean that any moon from pikmin 4 is probably not in this project's scope lol
fair enough
also for the pikmin 3 maps
the mission mode maps are too small
(most of them)
but the main maps are too big
gameplay-wise i mean
infact the pikmin 1 maps feel a bit empty because of their size
I mean that I want to add them eventually, but it'll be a while
i see
(I kind of want to cook a way to do the base moving thing, but like while you're landed)
True they are super large
Honestly 50/50 been considering shrinking the maps from .09 scale to .05 scale
The interiors and easter eggs are at .05
yeah
especially looking at the forest navel
it feels way too open because lc is first person
I do kind of want to shrink em, it's just such a huge undertaking
also i forgot because i didnt pay attention while playing it, are the decorations in the maps?
like the foliages
the decorative foliages i mean
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
oh
thats a lot of work
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
(I've had prototype interiors in my project for quite some time)
Some of the foliage also has spectralids in it
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)
oh cool, didnt notice them
It does always land at the same place, I was thinking something like a script that shifts the whole map and all props/players when you move the base
But it'd probably be a nightmare to get working properly LOL
also i just realised for this it could be a config
yeah thats what i also thought of first a while ago
but also saving what base u had it at last
True, I could easily have onion spawns like you were saying as a config option
and also playing multiplayer, would it be possible to offset the players and dropped scrap
and enemies
and already landed item dropships
if you could get it to work
i can already picture it
your crewmates about to get into the ship
and then you move the base
OOH AND ALSO those caves that lead to a higher up area thats normally innacessible
i could imagine having those be fire exits
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
a lot of things coding are much easier said than done lol
Oh I totally forgot about caves that have a separate exit hole in pikmin 4
π
Yeah there's a lot of stuff to figure out there
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.
Trial of the sage leaf entrance
And the uh
Tutorial cave the other entrance
absolutely love the refractions in this item
the wrapping of these candy items looks a bit strange when you see something through it
(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.
You're totally fine, I like suggestions and issue reports and stuff, I didn't notice the sound inconsistency
I want the wrapper to be slightly see-through, but maybe it shouldn't be due to how transparent materials work
thanks π
It's paper thin
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
hmm
thanks for this, it made me check the prefab and realize that the texture isn't clamped either
without clamp
with clamp
you can see the yellow part of the texture repeating at the edges without it clamped
also yeah i totally forgot to check if my holding positions for those would allow for inspecting
the 8 pellets aren't meant to be inspectable at all lol
i would like the other two to be inspectable, guess i could try tweaking the holding position
ah i see