Lethal Company
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1.1.1013
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1.1.0(Rev13) (The Blooming Revision)

  • Added the Cadaver interaction (~)
  • With halloween coming up, I thought I'd release possibly the most disturbing addition to LethalMin a little early, so it may be a bit buggy.
Cadaver Mechanics
  • Infection
    • Pikmin standing near Cadaver growths can now slowly get infected. The closer they are to the plants (and the denser the patch), the faster it spreads. Infection takes at least ~13 seconds right beside a plant, and usually 40 seconds to 1.5 minutes. At the edge of the growth's reach (up to 10 meters) it can take up to ~8 minutes, and further than that they will not get infected at all.
    • The more infected a Pikmin is, the sicker it looks. They turn slightly green first, then splotches of Cadaver skin start spreading over them. From around 50% infection they also start coughing up spores.
    • Infected Pikmin cannot infect players or other Pikmin.
    • Wild Pikmin cannot be infected while the Wild Pikmin Dont Die config is on.
    • White, Bulbmin, and Glow Pikmin are all immune to Infection.
  • Curing
    • Unlike players, there isn't a "point of no return" until a Pikmin actually fuses, so do NOT spray your Pikmin with weed killer, just wash them.
    • Standing in water cures a fully infected Pikmin in ~17 seconds.
    • Being under a shower cures it in ~25 seconds.
    • Being out in the rain cures it in ~2 minutes.
    • Having them in the Onion won't cure them mid-day, but they will be cured if they are in the Onion when the day ends.
  • Fusion
    • If a fully infected Pikmin is near 4 other Pikmin that are each at least 50% infected (configurable), then after a short 5 to 10 second countdown it fuses with the other 4 into a Cadaver Pikmin.
    • This is the point of no return, all 5 Pikmin that fused are dead.
  • Cadaver Pikmin
    • Cadaver Pikmin wander until they find a player, then chase and attack, dealing 15 damage per bite. Their bite also kills Pikmin that are near the player they are chasing (configurable).
    • A Cadaver Pikmin takes 5 hits to kill.
    • They will also follow any Cadaver Bloom they find while wandering. Cadaver Pikmin cannot be controlled nor thrown by Cadavers Bloom.
  • Added 18 configs for tuning all of this (infection speed and distance, cure rates, fusion levels, time and distance, bite damage, cooldown, speed, and more) under Enemy Behavior.
  • Added Idle Pikmin No Avoidance config (purely just to make showering Pikmin easier)
  • Tweaked audio culling
  • Adjusted onion sprout spawning animation.
Preview 1 CM2
Preview 2 CM1
Preview 3 CM3

1.1.0(Rev12)

  • Fixed log spam when pikmin played audio

1.1.0(Rev11)

  • Fixed Bulbmin Ghost sound not being pitched up
  • Drastically Improved Ragdolls

1.1.0(Rev10)

  • Leaders with a lot of Pikmin now look more threatening to enemies that judge players by their threat level, mainly Baboon Hawks (which keep their distance from threats). A squad of 25+ Pikmin adds +1, and holding a hard-hitting Pikmin (like a Red or Purple) with that big squad adds another +2 (~)
  • Updated the Feiopar interaction. Its claw swings now knock back Pikmin on the swing itself (including ones latched on to it), instead of on a timer. (~)
  • Added Pikmin Make Leaders Threatening, Threatening Squad Size, Big Squad Threat Bonus, Strong Pikmin Threat Bonus, and Strong Pikmin Attack Threshold configs
  • Restored Purple's Land Sound
  • Fixed Pikmin throwing a "NetworkObjectReference can only be created from spawned NetworkObjects" error, and being unable to attack, when they found a PikminDamageable whose NetworkObject was never spawned (such as one added to a child object of a prefab, in that case the PikminDamageable must be on the root of a server-spawned network prefab).
  • Pikmin also no longer try to latch onto an unspawned PikminDamageable when thrown at it

1.1.0(Rev9) (Overdue Repairs Revision)

  • Changed the audio format from .wav to .ogg
  • Added new Pikmin 2 SFX (~)
  • Added Pikmin 3 SFX (~)
  • Tweaked Bulbmin SFX, they should be a bit more Pikmin 2 accurate
  • Updated Yay SFX in the Pikmin 4 generation for several types
  • Fixed LethalMin.dll not being usable in Unity without its soft compatibility mods
  • Removed LethalMinLibrary support, LethalMin itself is now the library (Validate References must be turned off and LethalLib's dll must be imported for it to work)
  • Added PikminDamageable, a component that lets Pikmin attack non-enemy objects (⚠)
  • PikminEnemy now has an OnHit Unity event that fires when it takes damage
  • Corrected and clarified 100+ config descriptions and Pikmin type tooltips, and filled in the ones that were blank (controls, item prices, VR buttons, etc.)
  • Patch Shotgun Array Size, Use LC Spawn System, and Generate Pikmin Configs are now marked as needing a restart
  • Generated Pikmin type configs now include the first setting of each section (HP, Enemy Detection Range, Spawns Naturally, etc.), which were previously skipped
  • Added the Generate Scrap Configs config, which creates PikminItemWeights.cfg for overriding the Pikmin weight of any item LethalMin registers
  • Item weights are now decided by the host, clients whose weights differ (different configs, Use Beta Item Weight Calculation, etc.) use the host's weights for that session
  • Fixed March's 1.25x Pikmin spawn boost only applying when Generate Moon Spawn Configs was enabled
  • Fixed the Max Whistle Zone Distance cheat not changing how far the whistle zone can reach, and both whistle zone cheats not reverting when set back to -1
  • Fixed existing Pikmin not switching sound packs (and Puffmin not switching models) when Default Generation is changed mid-game
  • Fixed Purple and White Pikmin being duplicated when moved from the Pikmin Container to an onion
  • Fixed collecting an onion sometimes resetting every other onion's Pikmin back to the start of the day
  • Fixed BetterEmotes stopping the pluck animation from playing
  • Fixed the Old Bird not moving on other clients after burning Pikmin, and not burning Pikmin at all while a client owned it
  • Fixed Glow Pikmin getting stuck to items on clients when carried outside right around their activate time (~)
  • Fixed Pikmin trapped by a Hydrogere at the moment they grab an item still being attached to the item on some clients (~)
  • Fixed whistles, leaders, and Glowmobs staying subscribed to input after being destroyed, which caused whistle errors (NRE) when releasing the whistle button and input reaching players from previous lobbies
  • Fixed error spam (which could stop the ship from leaving) from items with no carry strength set, such as dead Maskeds, trying to be lifted with no Pikmin on them
  • Fixed network errors being spammed from the Pikmin Manager and leaders when they aren't spawned
  • Fixed the excess Pikmin cleanup possibly duplicating a Pikmin into an onion
  • A SellBodiesFixed update changing its code no longer breaks every item, the compat just turns itself off instead
  • Fixed a full Pikmin Container overflowing the network buffer when it's taken out of storage
  • Fixed Lumiknolls occasionally spawning close enough to block the ship's exit (~)
  • List configs (blacklists, etc.) now ignore spaces around commas
  • The Pikmin Container and Pikmin Signal can now be bought and looked up by typing their names normally ("buy pikmin container", "pikmin signal info"), and typing one no longer picks the other. They also show as "Pikmin Container" and "Pikmin Signal" in the terminal instead of "pikmin-container" and "pikmin-signal".
  • Onion spawn points placed on moons now start at ONION_SPAWN_POINT_0 (it was being skipped). Moons that start at ONION_SPAWN_POINT_1 still work
  • Fixed fused onions all landing on the same spawn point
  • Stunned enemies, and enemies frozen by Ice Pikmin, can no longer bite, stab, snip, scratch, grab, or convert Pikmin
  • The zap gun now ignores Pikmin completely. It no longer locks onto them, or misses the enemy you're aiming at because a squad is nearby
  • Fixed the default Attack Blacklist having "Janior" instead of Code Rebirth's "Janitor", so Pikmin were still attacking it.
  • Fixed onions and Pikmin from a deleted save showing up in a new game on the same slot. Deleting a save now also deletes its LethalMin data, including saves deleted by the game's corrupted-file cleanup or by save-slot mods (⚠)

1.1.0(Rev8)

  • Fixed a Null Reference Exception (NRE) that sometimes happened when using the whistle
  • The Pikmin Signal now displays the nightly revision

1.1.0(Rev7)

  • Buffed the DontTouchMe carry amount (5 -> 15), it's now configurable

1.1.0(Rev6)

  • Fixed Pikmin spawned by the mod not being added to the server's "SpawnedEnemies" list
  • Added DontTouchMe compat. When it's disguised as an item, Pikmin can try to carry it. No matter what it's disguised as, it will always require 5 Pikmin. Once the Pikmin try to carry it, they will either die instantly or trigger the button, which will kill everyone. (Or at least that's what it's supposed to do. Since DontTouchMe does this by directly iterating through the spawned enemies list, it only kills a few enemies/Pikmin at most. This is an issue with DontTouchMe itself, not LethalMin.)

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1.1.0(Rev5)

  • The Hydrogere no longer traps Pikmin if it's tamed
  • Fixed an Ice Pikmin race condition when freezing water
  • Blues are no longer "resistant" to the Hydrogere

1.1.0(Rev4)

  • Fixed a (harmless) Mimics error on startup
  • Fixed an error with the Pikmin Latch Trigger Network Addon that broke the Extras mod in multiplayer

1.1.0(Rev3)

  • The Pikmin Container can now be stored
  • Added the Ragdoll On Death config
  • Added the Tricknoll. It will always activate if a Lumiknoll has spawned on the moon. Depositing an item into it will spawn Glow Pikmin at the Lumiknoll (if it's activated). Two-handed items cannot be inserted into it.
  • Added Mimics compat. Pikmin have a random chance of falling for a mimic exit (only if it's closer than a real exit). Once they attempt to use that exit, they will trigger it and get eaten. Every time this happens, the chance of Pikmin falling for another mimic lowers, and Pikmin near the mimic that got triggered won't go to that mimic.

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1.1.0(Rev2)

  • Fixed Pikmin AI breaking in some custom interiors/moons

1.1.0(Rev1)

  • (Fixed the nightly description)
  • Re-added the Ragdoll On Knockback config

1.1.0

  • You can now save Pikmin from enemies that try to eat them
  • Added Cadaver interaction (~)
  • Added Kidnapper Fox interaction (⚠)
  • Added Code Rebirth compat
  • Added LethalMinExtras compat
  • Fixed the Yay animation not playing when Pikmin were latched onto enemies (~)
  • Fixed certain modded vehicles spamming errors
  • Pikmin now wait a second before grabbing a body after killing an enemy
  • Pikmin now fall off enemies after attacking when latched on
  • Adjusted initialization so Pikmin spawned close together in time no longer break onions
  • Adjusted the onion sprout spawning function
  • Fixed Friendlyer Fire logic, Pikmin no longer get killed when it's off
  • Added the "Don't collide with other pikmin in elevators" config to fix Pikmin falling through elevators
  • Puffmin now attack slower (0.5s -> 1.0s)
  • Updated Pikmin position syncing
  • Updated Winged Pikmin AI (⚠)
  • Winged Pikmin can now take shortcuts in certain cases (~)
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