LethalMin
Adds Functional Pikmin to Lethal Company!
Date uploaded | 2 days ago |
Version | 0.2.19 |
Download link | NotezyTeam-LethalMin-0.2.19.zip |
Downloads | 1210 |
Dependency string | NotezyTeam-LethalMin-0.2.19 |
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
LethalMin
(Currently In Beta!)
This mod adds fully functional pikmin to lethal company.
!!WARNING!! This mod is not compatiable with Late Company yet. If LateCompany is installed Pikmin will become practiclly unuseable
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
- NavMeshInCompany
- Lethal Mon
- More Company
- Lethal Config
- LethalModDataLib
- InputUtils
- SellableBodiesFixed
!!WARNING!! LethalModDataLib and LCBetterSavesFix is required to get LCbetterSaves to work.
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.
Onions can be used to create more Pikmin. When a Pikmin carries an enemy, it will bring it back to their onion to create more pikmin.
Other Notes.
If the plucking animation glitches out, then enable the "Skip Pluck Animation" config option.
Credits
JaySalt: Particle help
ForlornU: Trajectory predictor origen
CHANGELOG
0.2
0.2.19
- Fixed issue where Pikmin wouldent path to the elevator in the office interor twice in a row.
0.2.18
- Fixed issue where Pikmin wouldent path to the elevator in the office interor twice in a row.
- Added "PikminItemOverrideSettings" for other mods.
- Reduced the number of GoToPositions that are created on an item
- Fixed bug where Pikmin would not go off an item if it was held by an enemy
- Reduced the attack buffer when manually attacking (0.7 now 0.1)
0.2.17
- Fixed null refernce error
0.2.16 (Piggy's Compatibilities Update)
- Pikmin that are resistant to electricity no longer die to telsa gates from Piggy's Verity Mod.
- Pikmin can now use the elevator in LC-Office.
- Fixed assembly version.
- Tammed barbers no longer deflower Pikmin.
- Pikmin no longer ignore items near main if Target Outdoors config is on.
- Pikmin now go to the farthest pathable point if an item's path is not pathable and then walk in circles, Simular to the Pikmin games.
- Redid floors system for mineshaft and LC-Office to be more dynamic.
- Pikmin now Calcualtes a Path's length instead of using Vector3.Distance().
-
- Meaning that Pikmin will take the shortest path of an exit instead of just the closest exit.
- Fixed bug where Pikmin that coulden't attack Latched on coulden't attack at all.
- Fixed bug where Pikmin would teleport out of bounds and spam the console if their leader died indoors
- Pikmin now do the zap death effect when shocked by tesla coil
0.2.15
- Fixed issue where Pikmin that are resistant to explostions are still affected by easter eggs and stun grenades
- Tammed maskeds (LethalMon) Will no longer convert Pikmin into Puffmin
0.2.14
- Pikmin will no longer target the ship or car if they are indoors with the outside config turned off.
- Pikmin will no longer target onions if the "Allow Onions to produce Sprouts" Config is off.
- Changed some of the config ordering with onions.
- The color of an item's fraction will resset back to defult when dropped.
- The counter is now hidden when initalizeing.
- Fixed issue where Pikmin helping to carry an item would not be set as outside when leaving the building.s
0.2.12
- Fixed bug where the Hud would reset every time the game started.
- Added config that allows pikmin to go all the way to the ship when carying items when indoors.
- Changed the defult hoarding bug eat buffer from 2 to 10 seconds.
0.2.11
- You can now see onions from outside of the ship when in space.
- Fixed issue where Pikmin would attempt to go to the car when indoors.
- Pikmin will no longer target the car if it is magneted to the ship.
- The first Pikmin on an item will no longer be whistled off if there are other pikmin on the item aswell.
0.2.10
- Pikmin now fall off of bridges
- Made pikmin Ghosts Smaller
- Added electrocute effect for the Library
0.2.9
- Fixed issue with Pikmin attempting to bring bodies back to the pikmin container
0.2.8
- Fixed issue with PuffminOwnerManager not being destroyed after it's parent object is destortyed.
- Masked can no longer throw/whistle when dead.
- Added fail safe to masked's Puffmin Instalizeation to prevent console spam
0.2.7
- Finally fixed the item holding bug with pluck animation.
0.2.6
- Fixed Enemy body errors
- Ajusted Route Calculation
- Ajusted Pikmin Killed/LeftBehind Counter position on end of game stats
0.2.5
- Fixed Custom Pikmin Types not being able to use the PikminContainer.
0.2.4
- You can now adjust the throw orign in the config.
- The throw line should now always be in a more predictable location.
- Fixed bug where Custom Pikmin Types would not be resistant to exsplosives if set to it.
- Fixed bug where Custom Pikmin Types would not be resistant to spiketraps if set to it.
- Fixed bug where Custom Pikmin Types could not use the Pikmin Container if set true.
0.2.3
- The HUD Presets now affect the config settings instead of just the in game settingss
- Fixed bug where the HUD position settings would not work
- Added null error for type converter
- Fixed bug where custom Types would have things initalized on their prefab instead of their prefab instace.
0.2.2
- Added failsafe for the mouse shake prompt not going away when there are no puffmin in the map.
- Added config option to disable the mouse shake prompt when a puffmin is latched on to the player.
0.2.1
- Fixed bug where Pikmin would spin out of control when they are unable to find a valid path for an item.
- The Safe Zones are now off by defult (They are too buggy will fix later)
0.2.0 (Poision and Puffmin Update)
- Added in Puffmin
- White Pikmin now deal 0.25f Damage to nearby enemies Upon dying
- Buffed Red Pikmin
- Pikmin can now carry courpses back to the onion to make more pikmin (Compatible with SellBodiesFixed)
- Pikmin can now get poisioned by Spore Lizard
- Masked can now turn Pikmin into Puffmin
- Created Modding Library
- Reprogrammed Item Carrying Speed Calculation. (Now the speed will be a consitant value no matter which Pikmin is on the item first)
- You can no longer hit your Pikmin that are in the attacking state with firendly fire on.
- Fixed bug where Pikmin would not beable to grab items that are not held by a player before hand.
- Fixed bug where Keybinds coulden't be re-bound in game.
- Fixed Look rotation viewing vector is zero console spam.
- Re-added NetworkRigidbody to Pikmin (whoops).
- Fixed bug where Pikmin that should get left behind go to the onion.
- Added buttom prompts.
- Fixed bug where Onions would not go to custom Spawn Points.
- Added Sounds to the Onion Meun.
- Pikmin now scatter when left behind.
- Redesinged Pikmin Container
- Redesinged HUD with 3 presets.
- Fixed bug where Pikmin would not drop items at the fire exit in the mineshaft
- Pikmin now drop items closer in the elevator.
- Safe Zone circles now show similar to the Pikmin games.w
- Fixed bug where the Whistle and Throw line could not pass through open securety doors
0.1
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.
0.1.12
- Fixed players "glideing" when moveing directly after plucking a pikmin.
- Added null check to prevent console spam in the HudManagerPatch script.
0.1.11 (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.
0.1.10
- (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
0.1.9
- (Not Fully Confirmed) Fixed issue with whistiling/throwing not working randomly
0.1.8
- (Not Fully Confirmed) Fixed issue with whistiling/throwing not working randomly
- Removed "ResetPath" console spam.
- Removed extra console junk.
0.1.7
- Fixed bug where Pikmin would teleport to the position they initally grabbed an item when whistled off an item.
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
0.1.5 (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
0.1.4
- Fixed Pikmin not teleporting to the player when held.
0.1.3
- Fixed Pikmin not latching on to enemies
- Fixed README spelling errors
0.1.2
- Fixed null refernce error when Pikmin Spawn with scan cofig disabled.
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
0.1.0
- Inital releese