LethalMin
Adds Functional Pikmin to Lethal Company!
Date uploaded | 7 hours ago |
Version | 0.1.13 |
Download link | NotezyTeam-LethalMin-0.1.13.zip |
Downloads | 1018 |
Dependency string | NotezyTeam-LethalMin-0.1.13 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Lethal Min
(Currently In Beta!)
This mod adds fully functional pikmin to lethal company.
Compatibilities
Here is a list of every type of mod LethalMin is Compatible with
- Custom Moons
- Custom Interiors
- Custom Scrap
Here is a list of every specific mod LethalMin is compatible with
!!WARNING!! LethalModDataLib and LCBetterSavesFix is required to get LCbetterSaves to work.
!!WARNING!! This mod is not compatiable with late company yet.
Info
The keybindings can be change in the config:
- [4] to throw
- [2]/[3] to swap types
- [LMB] to use whistle
- [MMB] to dismiss
I recommend buying a whistle on the first day as they are very cheap.
Nearly everything as of v65 can harm Pikmin.
Spawning
Red, Blue, and Yellow pikmin all spawn as sprouts on the surface of the moons. They don't affect the power level.
Each sprout has a 35% chance of spawning on an AI node. To get a pikmin, just go up to a sprout and hold E to pluck it.
Purple, White, and Bulb pikmin all have a 4% chance of spawning indoors. They don't spawn as sprouts instead as idle pikmin.
Pikmin
Pikmin are entirely harmless. When idle, if a pikmin spots a player it will choose that player as their leader. Pikmin will automatically become the leader of the player who plucked or took them out of the onion.
You can buy a whistle to more easily call and manage Pikmin.
A counter on screen will show when at least 1 pikmin is in existence. If you're not familiar with the pikmin games, here is what the numbers mean. From left to right:
- The first number is how many pikmin are in your squad.
- The second number is how many pikmin are out of the onion.
- The third number is how many pikmin are in existence.
Pikmin can be thrown at items or enemies:
- When thrown at an item, they'll pick up that item and bring it to:
- The elevator if inside the mineshaft
- The main entrance if indoors
- The Fire exit if it's closer than the main entrance indoors
- The ship if outdoors
- The Cruiser if it's closer than the ship
- The Player if it's carrying the maneater
- When pikmin carry items to the ship, they will automatically be marked as collected, so don't worry about needing to replace items for it to count.
- When thrown on an enemy, they'll latch on to it and start attacking it. Pikmin deal less damage than a shovel or a sign.
Don't worry if you throw a pikmin out of bounds, as they'll teleport back to the nearest place in bounds.
Pikmin can go ride inside the back of the Cruiser if the door is open
Red pikmin deal 0.1 points of damage, any other type of pikmin deals 0.05 points of damage.
Pikmin start off as "leafs", overtime, they'll grow into buds, then flowers. Pikmin are faster when they are flowers compared to when they are leafs.
Onions
To maintain pikmin between rounds, you need to get each pikmin type's onion. Onions all have a 45% chance of spawning indoors, only one onion per pikmin type can spawn indoors.
If an onion is taken outside, it will activate (removing all items from your inventory in the process) and land somewhere near the ship. After it has been collected, it cannot spawn again.
Red, Blue, and Yellow pikmin all have onions, while Purple, White, and Bulb don't. You can buy a Pikmin Container ship upgrade from the shop to keep Purple and White pikmin, but you cannot keep bulbmin.
IMPORTANT: To buy the Pikmin Container you must type "Pik" or "Pikmin-Container" into the console as lethal company's text parser is werid and will not accecpt 'Pikmin Container'
Pikmin will be kept if any of these conditions are met:
- They are near or in the ship when the ship leaves
- They are near the onion of their type when the ship leaves
- They are in the onion when the ship leaves
The pikmin left behind counter and pikmin in danger counter does not count pikmin that do not have onions.
Keep in mind that on some custom moons, the Pikmin's path finding and movement tends to glitch out.
Other Notes.
If the plucking animation glitches out, then enable the "Skip Pluck Animation" config option.
CHANGELOG
0.1.0
- Inital releese
0.1.1
The Pikmin's pathfinding is still off when carrying items, but at least I got the stuttering fixed
- Fixed studdering when moving (I think)
- Added damage multiplier to config
- Added speed multiplier to config
- Fixed pikmin item fraction
- Fixed Items shrinking after pikmin carrying them
- (mostly) Fixed Item carrying
- Fixed whistle being scanable when held.
- Added PikminScan Disable to Config
- Fixed Lift Voiceline being too long
- Pikmin can no longer be scanned through walls
- Nerfered speeds to account for stutter fix
0.1.2
- Fixed null refernce error when Pikmin Spawn with scan cofig disabled.
0.1.3
- Fixed Pikmin not latching on to enemies
- Fixed README spelling errors
0.1.4
- Fixed Pikmin not teleporting to the player when held.
0.1.5 (Multiplayer Update)
- Fixed Pikmin ignoreing clients when more company was installed
- (Hopefully) Fixed Whistleing issues
- Reduced lag when taking pikmin out of the onion
- Reduced lag when returning pikmin in to the onion
- Reduced lag when approaching idle pikmin
- Fixed server RPC issue when client returns pikmin to the onion
- Fixed white and purple's plant color
- Fixed normal maps
- Fixed Leaf Rotaion
0.1.6 (Support Update)
- Fixed modded moons not loading with multiplayer
- Added LCBetterSaves support ( LethalModDataLib and LCBetterSavesFix are needed)
- Added InputUtils support
- Added LethalModDataLib support
- The pikmin save file now purges itself after game over (can be configed).
- Added a Attack BlackList in the config
- Added Item BlackList in the config
- The onion can no longer be scanned while held
- The whistle can no longer be scanned while held
- Reduced lag upon death
- Pikmin will no longer attempt to leave when the ship leaves while they are indoors
- By defult, pikmin should no longer chase manticoils or Docile Locust Bees
- Fixed whistle range not working
0.1.7
- Fixed bug where Pikmin would teleport to the position they initally grabbed an item when whistled off an item.
0.1.8
- (Not Fully Confirmed) Fixed issue with whistiling/throwing not working randomly
- Removed "ResetPath" console spam.
- Removed extra console junk.
0.1.9
- (Not Fully Confirmed) Fixed issue with whistiling/throwing not working randomly
0.1.10
- (Not Fully Confirmed) Fixed issue with whistiling/throwing not working after death with input utils
- Fixed bug where the "Pikmin Raised" counter woulden't show if a player is dead but still conected
0.1.11 (PathFinding Update)
- Added failsafe for inivible pikmin.
- Redid item carrying path system, so pikmin would get stuck less often.
- Removed the colider on the Onion Beam so you can pluck pikmin that spawn under it.
- Pikmin now walk in Circles like in the pikmin games when they can't find a valid path while carrying an item.
0.1.12
- Fixed players "glideing" when moveing directly after plucking a pikmin.
- Added null check to prevent console spam in the HudManagerPatch script.
0.1.13 (Bugs Update)
- Fixed bug where pikmin would attempt to go to the fire exit and main entrnace at the same time
- Fixed bug where pikmin woulden't path to the cruiser
- Fixed the client side throwing
- Added input buffer incase of dropped inputs when throwing (This should allow the client side to spam the throw button with more predictable results)
- Restored Hoarding Bug interaction
- Restored Circut bees interaction
- Hoarding bugs now will target the leader of the pikmin who are attempting to take their item.
- Hoarding bugs will now always eat pikmin when in it's angry state and not when a pikmin is just attempting to take it's item.
- Pikmin now properly teleport to the leader on the client side when entering/exiting the facility.