Lethal Company
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Changelog

Version 3.3.1

Major Changes

  • LethalMinNightly has received an update, which added the PikminDamageable component! This means I can now make non-enemy objects hittable by Pikmin! So I have done just that in this update.
    Objects such as Bramble & Electric Gates, elemental hazards, Nectar Grass & Stones, Pellet Posies, and Clogs are all now hittable by Pikmin!

Minor Changes

  • PikMoonsLib is now a required dependency for this mod, also, as a script I have added to it is used in this mod.
  • Nectar spawned from Eggs no longer has its scrap value set to 1 or 2. (woops, had the min/max spawn roll numbers in the price override also)
  • Falling Egg "hazards" from Pikmoons Interiors are now placed in some easter egg locations.
  • The animation of eggs being hit no longer plays at half speed.
  • Eggs' mesh collider is no longer on the Room layer. (this makes it so they can be blown up by bomb rocks)
  • Falling Bomb Rock traps found in certain easter egg locations have new particle systems, animations, and VFX.
  • The audio curve of easter egg exit geysers has been adjusted to be less audible from outside.
  • The Smoky Progg Egg on Spring now once again has its explosion prefab.
  • Every Off Mesh Link on Navel has been checked and tweaked. (erroneously bidirectional links have been reverted, a few useless ones have been removed, and some that were placed incorrectly have been moved a bit. pikmin and other enemies should do less weird pathing)
  • Poison hazards now have a navmesh obstacle, to prevent Pikmin from walking directly through them.
  • The Electric Gate on Awakening has been moved slightly to the side, to prevent Pikmin from pathing around it. (woopsies)

Version 3.3.0

Major Changes

  • A process I have dubbed The Great Shrinkening is here! Every single prefab has been shrunk to match the scale of Pikmoons Interiors; meaning the scale of basically everything has been divided by 1.8, from .09 to .05 scale.
    This is a request I've gotten at least a few times, as the moons were absolutely too huge before. It was quite an undertaking! I had to rescale and reposition every single game object in every moon (except hocotate).
    Since I was going back through everything anyways, I have scrutinized and tweaked stuff separately from the shrinking process.
  • Due to above, many easter egg locations have been moved significantly, though I tried to keep them as nearby to their old locations as I could. (it was way harder to squeeze them all underneath the much smaller moon models!)
  • Burgeoning Spiderwort have been remade again. Berries growing and dropping now uses a separate animator, and position constraints, rather than being directly on the plant's top bone, improving the dropping animation.
    The animations for the plant itself are now imported and accurate, and the berries have a new lower-poly model and a shader that emulates the one used in Pikmin 2.
    There are also particles when the plant and berries grow, and sound effects for the plant's growth and withering.
  • Pikmin 1 Honeywisps now exist separately from Pikmin 2's. They carry a nectar blob as they do in Pikmin 1, rather than an egg. They use the model, animations, sounds, and glow particle from Pikmin 1.
  • There is now a separate prefab variant for Pikmin 1 Pellet Posies. (they have slightly different particles, and a different version of the bloom sound effect, but use the same model and animations as pikmin 2 posies)
  • Some scripts used in other Pikmoons mods have been split off into PikMoonsLib! (now i can update the library instead to fix broken things in the mods!)

Minor Changes

  • Pikmin 1 Candypop Buds now use their original model, animations, and sounds, rather than the Pikmin 2 Candypop Buds'. (candypop buds are still not functional for converting pikmin types)
  • Pikmin 2 Eggs now use the proper armature and animation.
  • The blank animator on the breadbug's nest in Navel has been removed.
  • Pikmin 1 grass cluster plants now use their proper and clamped texture, rather than a stretched "two leaf" plant texture.
  • Pearly Clamclamps now use their original animations, and their prefab has been remade.
  • A shader has been created to approximate the Pearly Clamclamp's "pearl shield" material found in Pikmin 1.
  • The animations of the Pearly Clamclamp's "pearl shield" have also been imported, and are now used, along with any missing sound effects.
  • Small water pool meshes on Navel no longer have no UV mapping. (the water used to appear perfectly smooth and flickery due to this)
  • The water's edge closest to the fire geyser walkway on Navel no longer has a separate mesh from the main body of water.
  • "Shadow" meshes in bomb rock cans on Navel have been removed.
  • Water triggers on Navel have been adjusted to no longer poke out of the side of other meshes.
  • Ground fog has been added back to the lowered area with glowcaps on Navel.
  • Some off-mesh links that were erroneously bidirectional are no longer.
  • Some narrow and strange sections of navmesh, and off-mesh links connecting to them, have been removed on Spring.
  • The nearly-map-wide convex mesh collider that was used for Spring's water collider has been removed, in favor of several smaller box collider water triggers. (water visuals should now more closely match the actual triggers)
  • One of the two normal-sized bridges that lead toward eachother on Spring has been changed to a short bridge, like it originally is in-game.
  • Occlusion and fog areas for every moon have been tweaked/repositioned/resized.
  • Many moon terrain meshes have been split, and the split portions have been made non-walkable, making the (in some cases SEVERAL) navmesh obstacles that previously overlapped them obsolete.
  • Some custom Pikmin 1 water geysers, that are now unnecessary due to the smaller scale, have been removed.
  • Trial's metal now has holes on the same meshes that the original game does. (though the holes are not tiled the same, I can't figure out EXACTLY how they made their shader for it)
  • The item drop ship's location may have been moved in some moons, but should generally be in a similar spot.
  • Stick Bridges' triggers have been centered more on the bundle, and their size and position has been fine-tuned to make them more accurate.
  • Spiderwort Mold's particle system now uses world space rather than local space. (particles will move independently from its animations)
  • Lighting has been brightened on Repose. (it's been too dark for a while)
  • Decorative Clover meshes on the outer area of Awakening that were disabled have been re-enabled.
  • The lone Spicy Burgeoning Spiderwort near the flower pots on Awakening has been moved back to its original location as found in Pikmin 2.
  • All cherry blossom petals have been restored on Awakening, and z-fighting between them has yet again been fixed by tweaking overlapping mesh positions. Any petals found under the map have been moved up, resulting in noticeably more petals near the landing site.
  • Dandelion Fluff plant's particle effect has been attached to its head bone, tweaked, and set to world space simulation. It also now has a PlayAudioAnimationEvent component again, and will play its particle properly.
  • Wistful's beta trees now have properly attached leaves, rather than a copy-pasted mesh from the main map.
  • The ends of Wistful's beta trees now have the "ki_ue" (stump top) texture, rather than the bark texture the other parts of the trees have. (most noticeable on the extra "beta" stump)
  • All but one of the extra bamboo included with Wistful's beta trees have been restored, and their positions have been moved inside of the map.
  • Wistful's beta trees' locations have been moved around, mainly to move them outside of other meshes such as plants and stumps, and make them fit in better with their surroundings.
  • "Alpha is transparency" has been turned on for a lot of foliage, making the alpha clipping on their edges more accurate/cutting out extra colors that may be on the edges.
  • Z-fighting between leaves in the pond near the poison gate on Wistful has been fixed.
  • Groups of Burgeoning Spiderwort now share a single music trigger. (before, if you would leave the range of one trigger while still within the range of the other, the berry music would turn off. this should no longer occur.)
  • "Water Corks" have been renamed to their proper name, "Clogs", and they now use their real animation and particles.
  • Dungeon Hole entrances in Pikmin 2 moons now use their vertex coloring to transition to black at the "hole" part of the mesh.
  • Dungeon Hole entrances' "hole" mesh is no longer a separate flattened cylinder mesh, and is now part of the main hole mesh. (it should look very slightly better at the hole part)
  • Crushable Bags now use their original lowering animation. (it's very slightly different from what i made)
  • My goofy snow particles on Repose have been replaced with the two more realistic snow particles found in Pikmin 2, and the particle systems have been tweaked to have no orbital speed, and less position noise, to ensure a more even spread and less particles being wasted floating off the map.
  • Outside AI nodes are now prefabs, have been moved if overlapping another object, and have each (painstakingly) been ctrl+shift+dragged to the nearest navmesh, one by one. (pain) (this should hopefully help with any pikmin/enemy pathfinding issues, if there were any before)
  • Some offmesh links have been removed due to navmesh changes, or moved.
  • LethalMin onion spawn points have been moved around a bit, due to the scale change.
  • Bamboo's exterior on Wistful no longer uses a shader with a shadowmap, making it look much less dark.
  • Pikmin 2 Candypop Buds have been remade, with more accurate shaders, particles, and ripped sounds rather than echo-y recordings. (again, still not functional in terms of accepting pikmin)
  • Fixed Submerged Castle easter egg having a room with extra materials in the mesh renderer, resulting in materials being in the wrong slots.
  • Some untagged easter egg meshes have been tagged as their proper footstep material.
  • Some easter egg meshes that were on the default layer have been moved to the room layer.
  • Vertex coloring has been corrected on some easter egg meshes, making the pitch black walls the proper color where they previously weren't.
  • Some easter eggs that had seams between tiles that could be seen through have been corrected.
  • Easter egg boundary walls are now double-sided, making them opaque when looking from outside. (this is to make it less obvious where they may be slightly visible in some spots over the edge of the map on the moons)
  • Some Honeywisp paths on Pikmin 1 moons have been modified due to the new model/animator making them move differently.
  • The Pikmin throw hitbox has been moved up on Pikmin 2 Honeywisps, due to the scale change making them closer to the ground.
  • The Pikmin throw hitbox on Pellet Posies has been moved up, due to the scale change making them closer to the ground.
  • The explosion hitboxes on stone gates has been moved inward more, to prevent being hit by a player with a shovel from outside.
  • Nectar Grass and Nectar Stones' animations no longer have an exit time. (no more strange delay between hits)
  • Some shovel spawn locations have been moved around a bit.
  • The crescent textures near where yellow pikmin are found in Perplexing no longer cast shadows, and have been moved closer to the ground.
  • Eggs now use their original particles.
  • Sakura petals on Awakening and autumn leaves on Wistful have had their particle emitters modified. (mostly to fix strange-looking behavior due to the scale change, and how i had their velocity and rotation over time before)
  • Pellet Props and Pellets inside Pellet Posies now use a more accurate shader that uses all of the original textures, combined in one material. (it now multiplies by a provided color, rather than using a pre-created jank texture i previously made. this means i can now use the actual color values from in game files rather than eyeballing it)
    They also use the original separate model for each tier of pellet. (before it was just a one pellet scaled up)
  • Pellet Props no longer have an itolib PlayerLauncher inside of them. (this was from when pellet posies would drop a pellet prop rather than the scrap item)
  • Pellet Props now include offmesh links within their own prefab, to ensure each one has a way for pikmin to jump off of them across all moons. (some pellets have been rotated or moved a bit to accomodate this)
  • Pearly Clamclamps now also include offmesh links within their own prefab.
  • Pikmin 1 moon entrance buildings are now properly tagged as Concrete and on the room layer. (whoops! these have been wrong for a long time, huh...)
  • Pikmin 1 Water Geyser forces have been tweaked to fit new map scale properly, and some have had their forces modified beyond that. (also got rid of their NetworkAnimator which i'm pretty sure was doing nothing...)
  • On Navel, the glowing mushrooms visible over the edge now have a properly emissive material. (they already had lights on them, but they were supposed to be emissive, too)
  • Nectar Stones' mesh colliders are now tagged as Rock rather than Gravel.
  • The sparkle particle that was previously used when Pikmin 2 Pellet Posies were defeated has been replaced with a glow particle more similar to the one used in Pikmin 2. (the shape of the emitter and size of particles also scales with posy size)
  • Death particles for Pellet Posies are no longer cut off abruptly by their "death" DelayedEvent.
  • "Cast Shadows" has been turned off for the water in Spring.
  • Part of the water mesh on Spring that didn't connect to an island near the Smoky Progg Egg has been fixed.
  • The Subterranean Complex's easter egg background has been changed from the ice cave background to the steel tiles background found in the Man-at-Legs fight.
  • Read/Write mode has been turned off for all meshes that will not be used in Navmesh calculation. (this should improve RAM usage of the mod, as read/write loads models twice in memory)
  • Sound files have been optimized using Unity's import settings to make them take up less storage space.
  • On Pikmin 2 moons, position overrides for Entrance Teleport Telepoints have all been reverted, and the rotation of the exits themselves have been tweaked to move the telepoint instead.
  • Dungeon Hole particles now render in front of other transparent materials.
  • Exit Geysers for easter eggs use the proper model, scaling, and vertex color-mixing shader for "baked shading". Their original animation has been imported, though it was too subtle in-game, so I have multiplied the motion by a factor of 6.
  • The scale of plants/glowstems in some easter eggs has been returned to normal.
  • Another PlayerLauncher has been added directly below the entrances of all easter eggs, to ensure fall damage is not taken when entering.
  • The animation that controls material swaps for color-changing pellet posies has been recreated, with the timing directly based off of the value from Pikmin 2. (every 1.5 seconds)
  • The default Pellet Posy growth time is now directly based on the value found in Pikmin 2, 120 seconds per growth stage.
  • Pikmin 2 Honeywisps' egg now uses the new smash particles, and a slightly emissive version of the egg material.
  • The lights previously used for Pikmin 2 Honeywisps' appear animation have been removed, in favor of a particle from Pikmin 2's files. (it's slightly more accurate, but i'm not sure how they did the effect in-game...)
  • Pikmin 2 Honeywisps now use an additional glow particle from Pikmin 2 around their body, and a shader to approximate its original appearance.
  • Pikmin 2 Honeywisps' disappear particle now uses the real particle texture, and a shader to approximate its original appearance.
  • Pikmin 2 Honeywisps' egg now has a chance to drop a Raw Material, Bomb Rock, or Spray Drop, similar to normal eggs.
  • Sand and Crushable Bags now use custom DawnSurface footstep sounds. (the very same sounds from the interiors mod!)
  • Terrain meshes on Impact with multiple types of surfaces on their texture have been split, to allow for multiple footstep sounds. (the area near the pushable box leading up to the ramp, and the landing area, most noticeably)
  • The sandy material going up the walls near the clamclamps on Impact now has its texture clamped, its mesh has been tweaked to avoid z-fighting, and its material is now opaque and its tiling has been returned to 1. (no longer stretched)
  • The ship's landing position has been moved on Impact, Hope, Trial, and Wistful. (the new scale caused geometry to go through the ship in new places)
  • Certain objects near the ship's landing position have been moved slightly out of the way of the ship's path and landing area.
  • Map borders have been modified to avoid people being pushed off the ship when landing/taking off. (i used an actual copy of the ship and its animations to check this time) (players likely still get pushed off in certain spots on MelanieMelicious' Two-Story Ship and mborsh's Wider Ship mods, i don't have an in-game model to use to check those)
  • The water trigger on Impact has been created anew based on map geometry, rather than being a few separate box colliders. (appears to not be working atm for some reason, though)
  • Nectar Rock and Grass props can no longer give infinite nectar if hit by things that deal multiple damage at once. (spawning nectar is handled by each animation's events now, rather than in the OnHit() of their hittables)
  • Fire, Water, and Electric hazards' hittables now have a default damage of 1, as does Nectar Grass. (this makes the shotgun sensor on them actually work to kill them now)
  • Several props that didn't have working Shotgun Sensors have had them added/tweaked to work properly/more consistently. (clamclamps, bridge variants, berry plants, electric gates, others probably)
  • The cooldown of Shotgun Sensors for all props now matches the cooldown of shotguns themselves, at a .7 second cooldown.
  • Hittables and Sensors for several props are now properly turned off when they are defeated. (mainly noticeable with driving a cruiser over hazards)
  • Several props that had no Vehicle Sensor, or a misconfigured one, have been modified to be more consistent/work properly.
  • Spiderwort Mold's animations transitions have been slightly tweaked.
  • Hocotate's terrain (offense's terrain) was missing and positioned wrong, so I exported it as an .fbx and re-imported it. (this should prevent this from happening in the future any time game files/references to them are changed)
  • Hocotate's props have been moved slightly to fix them relative to the new positioning and scaling of the terrain. (it's mostly the same aside from some minor height changes)
  • The Pellet Posy layout on Repose has been changed to be more of a mix of tutorial and post-tutorial days. (some color changing posies have been added alongside the previous layout)
  • The Pellet Posy layout on Awakening has been changed to have a mix of day 3 and return trips' Posy layout. (some red pellet posies have been added alongside the previous layout)
  • Pellet Posies now have location-specific growth timers. (some will be grown immediately, some slightly faster, and some at the normal speed of 2 minutes per growth stage)
  • A cicada outside ambience clip that was previously not used on Perplexing is now used.
  • Some objects on Impact and Hope may be slightly moved, as well as some doors on the Pikmin 1 moons, as my power went out while building the project in Unity. (this wasted like 4 extra days on this update 💀)
  • Four of the extra custom-placed Honeywisps have been removed on Hope. (there are still 31, i went a bit crazy with it originally)
  • Margaret flowers now use a new, more accurate shader. (this one has bugged me for a while, they look way better now!)
  • Foxtails now use a new, more accurate shader. (original's coloration was eyeballed, now uses vertex color)
  • The PlayerLauncher that detaches players from the PlatformGrabbable on easter egg exits has been extended vertically to ensure detection. Each exit's PlayerLauncher's force has also been tweaked. (basically exiting easter eggs should be more consistent)
  • Fixed a typo in the moon description for Repose.
  • A couple extra glowcaps have been added to the Citadel of Spiders easter egg, leading to the exit.
  • Ship videos and readme images have been retaken again to reflect new shaders and scale. (images and videos are also now taken at noon instead of in the morning)
  • Images of mechanics that were accidentally deleted on the readme page have been re-added.

Version 3.2.8

Major Changes

Minor Changes

  • The upper floor of the Hocotate Freight building is no longer paper-thin. (i made it like that on purpose, but never really thought about how goofy it looked being that thin)
  • On Hocotate, the selling counter has been enlarged, the interact collider has been nudged away from the building, and the bell dinger has been moved (to prevent it being blocked by large scrap).
  • A tooltip has been added to the light switches in the Hocotate Freight building.
  • Hover icons for various tooltips have been changed to the proper icon with the correct aspect ratio. (they no longer appear stretched horizontally)
  • The normals on two of the support legs of the bucket towers on Hocotate has been flipped, fixing their collision. (previously you could get stuck inside them due to the collision being on the inside of the mesh)
  • The truss mesh on the sides of the hoko_energy tower with the hourglasses has had its normals flipped for the same reason as the bucket tower's legs above, and has been centered more on the model.
  • Some materials have been repositioned in the materials array/swapped to the proper materials for the hoko_energy tower.
  • More than enough soap has been added near the sink in the Hocotate Freight building.

Version 3.2.7

Major Changes

  • The mod has been migrated to Dawnlib! This means each moon has its own config options for scrap count, route cost, moon timescale, and more!
  • A separate company moon has been added! 225-Hocotate is non other than the home of Hocotate Freight! (almost all of the props and textures are courtesy of KitKat on YouTube, BlueSky, and Strawpage! check out their Garry's Mod Hocotate Freight Map, where the majority of the props are originally from!)

Minor Changes

Version 3.2.6

Major Changes

  • Plants now use itolib's NetworkedSource rather than PlayAudioAnimationEvent. (this means dogs can hear them rustle, so be careful about walking through plants at night!)

Minor Changes

  • Dungeon Root's position has been adjusted on Repose.
  • The plates in the Glutton's Kitchen easter egg have had extra non-walkable collision added below them, to prevent pikmin from pathing through them.
  • Some off-mesh links in the Glutton's Kitchen easter egg that were erroneosly bidirectional have been made not so.
  • The particle effect of Pikmin 2 Fire Geysers has been tweaked to not spread out so much, and the hitbox has been slightly shortened.
  • The particle effect of Pikmin 1 Fire Geysers has been tweaked to match Pikmin 2's. (hitbox is still the same for these)
  • Easter Egg exit geysers now use the proper looping water sound effect when idle, and play the previously used water burst sound effect when jumped into.
  • Pushable Boxes now use an itolib DamageHittable to track the amount of times they've been pushed, meaning they should be synced for all clients.
  • Only Pikmin and players can trigger Bomb Rock and Boulder traps now. (previously other normal enemies could trigger them, though you would never see this)
  • Bundles have been restructured into a cleaner hierarchy.
  • Headers in this changelog have been fixed.
  • Moon Day Speed Multiplier Patcher has been removed as a dependency, because its functionality has been added to LLL.
  • Elemental hazards have been adjusted to use Lethalmin Nightly's script rather than Lethalmin Library's. (lethalmin nightly is more recently updated, and has better pathfinding for pikmin)

Version 3.2.5

Major Changes

  • none

Minor Changes

  • Removed the bonus "Changelog" header I accidentally copy-pasted last update.
  • Unity's VR package has been added to the project, and all bundles have been rebuilt. (this should fix rendering errors with materials in VR)

Version 3.2.4

Major Changes

  • none

Minor Changes

  • Bridges have been fixed AGAIN. For good this time. I swear. (there was some funkiness with the timing of the navmesh rebake when landing, collision for bridges is now disabled at round start instead of in an animation)
  • Navmesh has been rebaked on Spring. (bridges were unusable there, even without the above issue happening)

Version 3.2.3

Major Changes

  • none

Minor Changes

  • Feiopars have been removed from the enemy list of these moons, as there are no trees for them to climb, and they spam the console and lag clients when there are no trees.
  • Gunkfish have been added as outside enemies in place of feiopars, as they work with StarlancerAIFix now.
  • Sphere renderers on scrap spawners in easter egg locations have been disabled.
  • Scrap spawners in easter egg locations have been lowered to their nearest surface mesh, to make the scrap spawn closer to the ground.
  • An additional PlayerLauncher object has been added below the first one at easter egg location entrances, to (hopefully) ensure fall damage is not taken.
  • Shovel and Clamclamp Pearl spawners now have the name of the item, rather than a non-blank-reference item script in a deprecated item field. (this should fix them bugging out when you bring them to other moons)
  • The picnic blanket in the Glutton's Kitchen easter egg has been lowered closer to the ground, and has been removed from the navmesh to improve pathfinding.
  • A mesh collider has been added to the long pipe in the Submerged Castle easter egg (woopsies), and a ladder to reach the high pipe has been added.

Version 3.2.2

Major Changes

  • none

Minor Changes

  • The long bridge to the skulls on Spring has been re-lengthened.
  • The navmesh obstacles underneath bridges have been lowered slightly. (pikmin should no longer path around bridges into water)
  • Some navmesh links near the long bridge on Hope have been removed.
  • The line causing a null reference exception in the CaveMusicManager script has been removed, and it should no longer spam the console.
  • The box on Trial has been moved slightly, to make it slide into the correct position at the end of its path.

Version 3.2.1

Major Changes

  • none

Minor Changes

  • woopsies, forgot to put the correct lethal version in the manifest... don't want people getting confused, so this update literally just changes the label on the mod page to say v81.

Version 3.2.0

Major Changes

  • This mod has been updated for v81! This means you can find the new monsters on these moons now, though they are rare on some.
  • There is a new dynamic music system! Music will now constantly play and loop outside, and it will change if you carry scrap, engage with enemies, or go near spiderwort berry plants.
  • There is a similar dynamic music system implemented in Easter Egg locations.
  • Music will also change to the "Rainfall" track from Pikmin 3 if it is flooded, raining, or stormy!
  • Easter Egg Locations have had a visual overhaul similar to the main Pikmin 2 moons, and slight repositioning.
  • Pellet Posies have been recreated with their proper animations, and they now take time to grow at the beginning of a round.
  • Most hittables can now be hit by the truck. Some are one-shot by it, while some others only take one damage. (this is for you mitzhan crew)

Minor Changes

  • A bug where gates could sometimes only be destroyed from one side has been fixed. (they SHOULD be fixed for real this time!!!)
  • Rotation and hitbox of fire geysers on Trial has been adjusted. (rotation has been "squared up" to the edge and size has been shrunken slightly, so it's now easier to walk along the right side "railing" coming from the ship's direction)
  • Range of scan nodes for entrances has been increased from 800/1000 to 1500. Range of ship scan node on all maps has been increased to 2000. (noticed players who haven't played pikmin become quite disoriented)
  • The scan node on almost every map prop has been enlarged, and their range has been increased.
  • The visual effect of electric wire hazards now turns off when defeated.
  • Poisonous gas pipe hazards have a new material for their main particle system, and an additional particle system.
  • It is now easier to see through poisonous gas pipe hazards' particles, and they fade when you are far away.
  • Falling boulder hazards can now be triggered by Pikmin. (and other enemies, i guess)
  • Falling bomb rock hazards can now be found in certain easter egg locations.
  • Glowstems (the diode lights in hidden locations) now flicker when bumped, and have the proper sound effect.
  • The water clog on Wistful has been moved slightly, to its proper location.
  • Dungeon generation has been moved lower on Wistful.
  • "Curtain" meshes that hid the dungeon/level from each other have been removed.
  • Trial has been moved slightly, to avoid being pushed off the ship.
  • Glowcaps (glowing mushrooms) now properly use their texture as their emissive map, and only have one light source per plant. (they should look slightly better, and cause less lag)
  • Glowstems' point light has been removed, their spot light has been moved inward, and they emit more light slightly further. (they also use the proper emission map, probably not noticeable)
  • "Preserve Specular Lighting" and "Cast Shadows" have been turned off for various alpha-blended-material meshes, making them look less odd. (sort of a plastic-y layer and clear border, and shadows under where there should be none.)
  • Small and Medium-sized enemies, including Pikmin, can now "take the ladder" on Wistful. (previously pikmin would get stuck near the Hole of Heroes entrance unless the bridge nearby was built.)
  • The cracked ground texture near easter egg location exits/cieling cracks and water clog drains are now decal projectors rather than meshes. (looks a lot more natural and doesn't stick out of the ground)
  • Pellet Posies now shrink down to their lowest growth stage when spiderwort mold grows near them, rather than dying. (can only really happen on awakening, but still)
  • Large Pellet Posies no longer drop their gigantic pellet prefab, and instead just drop the item form. (large pellets found naturally on the ground in Pikmin 1 moons still exist.)
  • Pellet Posies on Impact have been raised slightly, to stop their pellets from spawning underground.
  • All textures of the yellow flowers on Trial are now clamped, and their stem material is now double-sided. (woops, these aren't technically "plants" in the same way the other plant props are, so i forgot em)
  • The map's border collider on Trial and Impact now each have a hole for the ship to go through, so players aren't pushed towards the door when taking off.
  • The map has been nudged on Impact, Trial, and Awakening, to prevent terrain pushing players towards the door of the ship when taking off. (still pushes a bit on Impact, but i like the ship landing near olimar's landing spot, so whatever)
  • Crushable Bags' material is now clamped, getting rid of the faint outline around the base. (this may have not even been visible but i noticed it in the prefab)
  • All components in the "stick bundle" bone of stick bridges have been moved in the hierarchy, to avoid scaling strangely and causing unexpected behavior.
  • Stick Bridges' "stick bundle" navmesh obstacle is now turned off by default, and then turned on by an animation. This should fix any remaining enemy/pikmin pathing issues near the entrance and exit of the bridge. (please report if there are somehow still issues!)
  • There is a new "Short Stick Bridge" prefab variant, that has replaced the two very short bridges on Hope and Awakening. They have 3hp instead of 5, and should be properly scaled like other bridges now.
  • There is a new "Sloped Stick Bridge" prefab variant, that has replaced sloped bridges on Navel, Repose, and Wistful. These also have 3hp instead of 5.
  • A new Sloped Stick Bridge has been placed on Spring where there was one originally in Pikmin 1, and the nearby water geyser and wall have been shifted a bit out of the way of it.
  • The first stick bridge on Trial has been extended slightly, so that it actually connects with the ground at the end. (???? idk how i missed this, and how it was unreported LOL)
  • Some navmesh modifier volumes near the large bridge on Navel have been moved and shrunk.
  • The crush colliders on Crushable Bags have been shrunken slightly and moved upwards, so that they cannot be "crushed" from below.
  • New map borders have been created, and/or old borders have been slightly modified for most of the moons.
  • Pushable Boxes and Crushable Bags' root scale has been normalized, and they have been tweaked. (mainly, boxes now have extra navmesh links to allow more pikmin to pass at once)
  • An off-mesh link has been added to Repose near the Frontier Cavern and Subterranean Complex's entrances, to allow Pikmin to jump down with scrap.
  • Eggs now have a chance to spawn 2 nectar, like in Pikmin 2. (this includes honeywisps)
  • Burgeoning Spiderwort on Repose have been raised out of the ground a bit.
  • The Audio Sources that play outdoor Pikmin music have been centered more on each moon, and their ranges have been adjusted to cover the map better.
  • The Main Entrance prefab for Pikmin 1 moons has been updated to use the new v80 animations.
  • The Fire Exit prefab for Pikmin 1 moons has been adjusted slightly.
  • The trigger hitbox's size and position for Fire Exit and Main Entrance on Pikmin 1 moons has been adjusted to be more accurately sized for the model.
  • Every ladder has been adjusted to use a new prefab based on the ladder on Titan.

Version 3.1.2

Major Changes

  • none

Minor Changes

  • A bug where walls would become no longer hittable after being hit by a player with LGU's Protein Powder upgrade has been fixed.
  • A bug where pikmin could not path out of certain hidden areas with scrap has been fixed(?) (probably)
  • The scrolling speed of the water material has been sped up. (this happened in 3.1.0 but was not listed)
  • Wistful's falling leaf particles' texture has been clamped, and no longer preserves specular lighting, which should fix them looking strange sometimes from far away. (texture bits and square appearance)
  • The material of bamboo leaves on Wistful is now double-sided, and should no longer appear invisible from below.

Version 3.1.1

Major Changes

  • none

Minor Changes

  • A bug with bramble and stone gates that made them undamageable by bomb rocks has been fixed. (electric gates are too thin to employ the same solution, so don't waste bomb rocks on them, they will not detect the explosion)
  • The DLL once again has the correct updated version number. (woops forgot)

Version 3.1.0

Major Changes

  • A major overhaul has been done to the moon models and textures, making them look much closer to the games. Huge thanks to JaySalty for doing basically all the work for this. :^)
  • Spiderwort Mold has been added. When it grows too large, it makes nearby Burgenoning Spiderwort go into hibernation, and defeats nearby pellet posies. Defeat the mold to restore nearby plants.

Minor Changes

  • pacoito-LLLU dependency has been changed back to batby-LLL.
  • Blue Pellet Posies on Awakening have been lowered so they are no longer floating on the surface of the water.
  • Water on all moons now has "Cast Shadows" turned off, and should no longer look solid and extremely dark under the surface.
  • The janky electric particles on Electric Gates have been replaced with a proper shader, and a visual effect system courtesy of JaySalty.
  • A similar janky particle system on Electric Hazards in hidden locations has been replaced with the same visual effect system above.
  • Various plants' textures have been set from repeat to clamped, meaning they should no longer have out of place texture bits on the ends of leaves, for example.
  • Spawners on all objects have been updated, and should now spawn properly if they weren't previously(for real this time). (i.e. pellet posies not properly dropping pellets, spectralids not dropping corpses)
  • Honeywisps and Eggs now have consistent drop tables. (Both now have a small chance to spawn a random scrap from the moon's scrap pool)
  • A large shadow in a hidden location on Perplexing now uses a proper decal projector rather than an animated janky mesh.
  • The damage triggers on Electric Gates no longer move when they shake while being hit. (this should make them much easier to hit without you being damaged)
  • Gas Pipe hazards now use the actual sound effect, rather than a recording of it. (Thanks Waffles! )
  • The sakura petal particles' texture on Awakening is now clamped, and should no longer have extra bits of texture around the edges.
  • Honeywisps' "twinkle" sounds now once again stop when they are hit.
  • All objects that can be hit with a shovel can now be shot with a shotgun, if you are within range. The shotgun does twice as much damage as the shovel in most cases. (be sure to aim for the center of the object, or in the case of pellet posies, the pellet.)
  • The random floating red one pellets have been removed from Impact. (???? dunno why these were here in the first place, i've been using scrap spawners since forever ago)
  • Terminal videos of Pikmin 2 moons have been retaken. (though they're super crunchy anyways)
  • Some Burgeoning Spiderwort(berry plant) positions have been moved slightly.
  • Spiderwort Mold has been added. It hinders berry plants' growth until defeated. Be sure to finish it off, as it regenerates health!
  • The mod page (readme) has been updated with new pictures for the Pikmin 2 moons, some new mechanics entries, and expandable pictures for most of the mechanics.

Version 3.0.7

Major Changes

  • none

Minor Changes

  • Exit geysers that would previously kill you with fall damage should no longer do that.
  • Scrap spawners that previously spawned nothing due to an itolib change now spawn scrap again.

Version 3.0.6

Major Changes

  • nunn

Minor Changes

  • Reversed the order of the changelog, to the proper order to actually see the most recent changes at the top... dunno why I did it backwards...
  • Fixed easter egg exit geysers not properly propelling players to the surface.
  • Fixed electric hazards' pikmin damage trigger not being turned off when defeated.
  • Changed LLLU dependency back to LLL.

Version 3.0.5

Major Changes

  • :^)

Minor Changes

  • Removed all GameObjects with a disabled itolib ScrapSpawner component. Moons that previously softlocked in multiplayer because of this should no longer.
  • Added changelog for 3.0.4 which didn't really have anything worthwhile in it but I realized I forgor 💀

Version 3.0.4

Major Changes

  • :^)

Minor Changes

  • Changed version of Pikmoons-Scrap referenced in the manifest.json file.

Version 3.0.3

Major Changes

  • Pikmoons Scrap is now a required dependency, because Nectar and other such scrap items have been moved there.
  • Scrap such as nectar and bomb rocks should now be visible and behave normally on other moons and in orbit.
  • Another consequence of this is that scrap such as pellets, bomb rocks, and even some small creature corpses can now be found naturally spawned inside. (I didn't think about some of this stuff before doing this, but it's actually kinda cool in a horror game to find already-dead Pikmin enemies, so I'm leaving it this way because it's fun. :) )

Minor Changes

  • A pellet posy to the right on the stump when entering Impact has been lowered into the ground so it is no longer slightly floating.
  • Extra off-mesh links have been added to get onto and off of the ship on every moon, hopefully helping with Pikmin pathing without moving the whole moon vertically.
  • The scales on Pikmin 2 moons now make sounds when enemies/players step on them, but are not quite properly functional yet.

Version 3.0.2

Major Changes

  • nuffin

Minor Changes

  • The pellet posy animator has been rearranged and has added triggers to make it more reliably die and spawn its item.
  • All pellet posy types now correctly play particles and sounds.
  • Large color-changing pellet posies now use the same method as color-changing one-pellet posies do to change their material.
  • Red pellet on top of fire exit no longer spawns where it is inacessible.
  • Several objects now properly turn off scan nodes when defeated/completed.
  • Unmarked Spectralids now have a ghost particle and sound effect when defeated, similar to the games. (courtesy of NoteBoxz)
  • The ♏︎♋︎⬧︎⧫︎♏︎❒︎ ♏︎♑︎♑︎ in ♌︎◆︎●︎♌︎●︎♋︎⌧︎ 🙵♓︎■︎♑︎♎︎□︎❍︎ now has a hidden shovel, to prevent softlocking.
  • Additional new offmesh links have been added to every moon, to hopefully help pikmin path onto the ship more easily.
  • Version has been updated in the DLL, making it appear as the correct version in the console.

Version 3.0.1

Major Changes

  • none really :)

Minor Changes

  • Fixed incompatibility with LethalPerformance which would cause a softlock while landing.
  • As a byproduct of above fix, bridges no longer use navmesh links, and should be much smoother with enemies and Pikmin.
  • Scrap spawners now reference blank references rather than the scrap directly. This (should) fix a bug causing materials to unload and other strange behaviors with scrap such as pellets and bomb rocks.

Version 3.0.0

Major Changes

  • Easter Egg locations have been added. I'll leave it to you to figure out what that means.
  • The day speed multiplier has been reduced on every map, from 1 to .77. This means players should have 15ish minutes per day, rather than vanilla's 12ish. Late-game upgrades is still heavily recommended, but hopefully this helps.
  • Scrap from my other mod Pikmoons Scrap and other scrap tagged with "Pikmin" can now be found more commonly on these moons.
  • Burgeoning Spiderwort, the berry plants from Pikmin 2, have been added to each Pikmin 2 map, including a few new ones in Repose. You can smack them with a melee weapon to make them drop their berries, which can be taken back as scrap.
  • Water Drains from Pikmin 2 have been added to Pikmin 2 moons, allowing you to drain the water in areas you could in the game. Smack with a melee weapon to break.
  • Players can now jump into entrances to enter them on Pikmin 2 moons, in addition to holding the interact button like before.
  • Snow, cherry blossom, and leaf particles have been added to Repose, Awakening, and Wistful, respectively.
  • Trees that can be found in beta files have been added to Repose and Wistful, and a brand new combination of those two trees has been added to Awakening. These should not affect gameplay, and are purely for cosmetics.
  • Stick bundle bridges from Pikmin have replaced all previous lethal company bridges, including a few new locations. Smack with a melee weapon to unroll.
  • Crushable bags from Pikmin 2 have been added where they are found in-game.
  • Bramble gates have been added where they are found in-games. Again, smack with a melee weapon to damage.
  • Stone gates have also been added. They are only found on Pikmin 1 moons, and can only be destroyed with bomb rocks.
  • Boxes on Pikmin 1 moons are now pushable.
  • Nectar grass and stone patches have been added, break with a melee weapon for a chance to get nectar.
  • Honeywisps have been added. They have a chance to drop all the things eggs can, plus a small chance for a bonus goodie.
  • Unmarked Spectralids have been added. They can be found mostly in groups of four, and drop nectar, spicy drops, or bitter drops based on their color.
  • Honeywisps and Spectralids can be found everywhere they can in the original games, plus a good amount of extra spots. Explore to find them all!
  • Bomb-rocks have been remade with new scripts, and should be synced properly in multiplayer now. (I've remade these things like 4 times)
  • Bomb rocks can now chain react with each other, and can be triggered by melee attacks.
  • Geysers on Pikmin 1 moons have been remade, and now use a momentum system rather than the awkward spline animation previously used. Fall damage is disabled while using them.
  • Many scripts have been replaced by those from itolib.
  • Due to V1.0 of Lethalmin releasing, many features are now more compatible. (see in minor changes)
  • The config has been updated to work with the new music system.

Minor Changes

  • Every plant prefab has been remade from the ground up, with their individual animations.
  • This includes the weird water tendril plant thing on Spring, which now waves in the water as an idle animation.
  • New map boundaries have been created for all moons except Navel.
  • UV mapping has been redone for many areas, including the weirdly shaded areas in Wistful, and the spirals that appear near landing sites.
  • Particle effects similar to those in Pikmin 2 have been added for dungeon hole entrances, along with a creepy ambient cave sound.
  • The new music system mutes itself when you enter the interior, and unmutes when leaving.
  • The sand near the landing site on Perplexing has been redone with an actual mesh, rather than the awkwardly angled objects previously used.
  • Enemy spawn weights have been tweaked, to hopefully make the moons slightly less difficult, especially low cost ones. More tweaking may be necessary.
  • The stretched grass texture and black-background sand texture have been fixed on Impact.
  • The invisible wall near the box on Impact has been removed. (saw people trying to jump around up there, wanna leave it open)
  • Clam-clamps have been slightly redone, now using their actual collision during animations rather than the previously used (super janky) mesh.
  • The starting generation point of the dungeon and the kill floor have been lowered, to make room for other things.
  • A dark "curtain" mesh has been added between level geometry and the dungeon, in preparation for the interiors mod.
  • The tree root mesh near Snagret Hole on Awakening has been shrunk, to make it 'attach' to the new tree there.
  • Pikmin 2 eggs now have an animation when damaged, and a small chance to drop a bomb rock instead of nectar.
  • A few map-boundary colliders have been removed on Perplexing, to allow access to an easter egg.
  • Off-mesh links on bridges have been replaced by navmesh links, hopefully making them more reliable for enemy pathing.
  • Pikmin 2 hazards, from my upcoming interior mod, are in some easter egg locations. Deal 3 damage to disable them.
  • Pikmin 1 fire geysers have been modified to have better particle effects.
  • Nectar-type scrap should no longer make their sound effect while being carried, unless activated(left-clicked by default).
  • Audio sources for most things besides the dropship have been reduced in range, as they were able to be heard from much farther than intended.
  • New sounds have been added to inside ambience.
  • New dependency added for Moon Day Speed Multiplier Patcher to make new day lengths work.
  • Fog has been tweaked for Pikmin 2 moons (yet again).
  • Color-changing one-pellet posies' color is now consistently cycling throughout all animations, and it now drops the shown pellet when defeated.
  • Glowcaps have been updated with a new animation, light source, and transparent emissive material.
  • Water on Spring now uses the map's visible mesh rather than a plane, making the visuals in the northwest fire exit area match up with the hitbox better.
  • Candypop Buds have been added, though they don't do too much yet. (they do make funny sounds though)
  • b e e g e g g 🥚
  • Video clips in the ship's monitor have been updated once more, now scrolling more slowly to look a little better.
  • Pellets, Clamclamp Pearls, and Nectar are now carried to the onion by default if Lethalmin is present, giving 1, 50, and 3 sprouts, respectively.
  • Pellet Posies now have a hitbox towards the top that you can throw pikmin at to one-shot them. (easier done with yellows)
  • Large pellets (should) no longer push players through the floor during pellet posies' death animation.
  • Large pellets now eject players that end up inside their collider.
  • The appearance of the clamclamp's pearl shield has been greatly improved.
  • An erroneously-enabled mesh has been disabled in the blue pikmin pond on Awakening, deepening the pond.
  • Extra sakura petals that previously covered z-fighting petals have been removed.
  • Sakura petals on Awakening have been separated on the y axis to avoid z-fighting.
  • Meshes near the Snagret Hole entrance on Awakening have been tweaked to avoid z-fighting.
  • Due to a lethalminlib update, pellets are now carried to onions by default. Matching colors give 2 sprouts instead of 1.
  • Removed Louie, then added him back.
  • The ramune bottle on Navel's texture has been made more transparent.
  • UV mapping on Navel off the edge has been fixed, and the texture has been changed to the correct one (though the base map color is modified).
  • UV mapping of pushable boxes has been fixed, so they no longer have janky extra objects attached.
  • Pushable boxes can no longer be "pulled" from the inside.
  • Pushable boxes now have their own navmesh surface, and a navmesh blocker underneath them, to make pikmin and enemy pathing behave more predictably around them.
  • Pushable boxes also have navmesh links, so pikmin and enemies can jump off.
  • All fake shadow meshes on Pikmin 1 moons have been removed.
  • Light beam meshes' material have been replaced with a custom shader instead, to make them more emissive and appear more like light. (they also gently sway)
  • Each moon now has a contour map, meaning terrain should once again show up on the radar.
  • The ship's scan node range has been extended fivefold, hopefully making it easier to find your way back to the ship.
  • Every interactable object now has its own scan node, with subtitles to help out people unfamiliar with pikmin mechanics.
  • Bomb rocks' range has been extended by 25% to more easily interact with objects like walls and hazards.
  • Navmesh has been modified in many places, and navmesh links have been added for pikmin carrying paths. (if you have issues with pikmin getting stuck anywhere, lmk in the lethal modding discord)
  • 1-3 shovels have been added to every map, to assist interacting with the many new hittable objects.
  • UV mapping on Spring has been modified to make the "sand donut" textures appear more closely to where they do in the games.
  • The raised meshes with "sand donut" textures on Perplexing have been removed in favor of proper UV mapping.
  • Seesaw Blocks now slightly shake and make a sound when entities/players/pikmin walk on them. They are not functional yet.
  • Fluffy dandelion plants now have a particle when rustled.
  • Navmesh has been tweaked on most Pikmin 2 moons, mostly to accommodate Lethalmin pathing.
  • OutsideShipAmbience no longer erroneously has inside atmosphere.
  • Giant Kiwi can now spawn on all maps with varying chance.
  • Circuit Bees removed from outside enemies field, added to daytime enemies field on all moons.
  • Pikmin 2 moons' models' shading has been smoothed, to avoid strange-looking baked dark areas.
  • Every water pool in all moons now uses the same material, and the opacity of that material has been increased to help visibility.
  • Offmesh links have been added to various areas to aid with Pikmin and enemy pathing.
  • Extra erroneous EntranceTeleportB script & object that was in Pikmin 1 moons' fire exit prefabs has been removed.
  • Extra scan node on Pikmin 1 moons' fire exits has been removed.

Version 2.0.0

Major Changes

  • Added five new moons based on Pikmin 1! --Impact is free, so you can do a full pikmin-one-and-two-map playthrough, if you're dedicated!
  • The new moons do not have cave-type entrances, as caves are not in Pikmin 1.
  • Pikmin 1 moons have bomb rocks, which can be thrown like a stun grenade. They do not stun. Be careful!
  • Pikmin 1 and 2 moons now have functional Pellet Posies with harvestable pellets, placed similarly to their games.
  • One Pellets are scrap that can be brought back to the ship, but five, ten, and twenty pellets are too large and heavy.
  • There are also functional Pearly Clamclamps, in Impact and Spring.
  • Water Geysers and Fire Geysers appear in Pikmin 1 moons, along with many new original shortcuts. Have fun!
  • The Eggs found throughout Pikmin 2 moons are now functional, and can be broken with a shovel or knife.
  • Each moon now has a custom moon prefab (moon model outside da ship), with prominent cameos.
  • There is now a config for the mod, although it only has one option. --You can now turn on and off pikmin music/ambience through the config.

Minor Changes

  • Removed a few meshes on Pikmin 2 moons that unnecessarily covered another mesh.
  • Fixed the texture on the tree in Awakening to look better when tiled. (no longer has black stripes)
  • Tweaked lighting on all maps to reduce light intensity.
  • Fixed the stretched texture around the manhole on Repose.
  • Moved the dropship closer to the ship, and extended its jingle's audio range.
  • Turned off mesh compression on all terrain meshes to combat z-fighting and gaps where there shouldn't be.
  • Added mesh compression on almost every model that is not a map terrain model.
  • Made all materials and models read/write, removing warnings from console.
  • Made cave entrance collision consistent.
  • Fixed the darkened textures on Wistful.
  • Manually raised every enemy AI node, hopefully eliminating any lingering pathing issues that spam console.
  • Made off-mesh links for navmesh areas enemies could get stuck in.
  • Snowmen now spawn on Repose. :)
  • Restructured project to better separately load moons with the new Lethal Level Loader update.
  • Re-recorded new video clips for the monitor, due to map changes.
  • Tweaked enemy weights, including adding roaming locusts and manticoils, and more frequent circuit bees.
  • Funny Bozoros dependency has been removed, because the scripts I had planned to use from it are now inside the project in a plugin instead.
  • Tweaked spawnable outside objects.

Version 1.0.2

  • Added textures near the onion spots on Repose to be more accurate to the game.
  • Covered a texture poking through where it was not supposed to be near the Bulbear Den fire exit on Repose.
  • Added even more new inside ambience sounds.
  • Changes weights of interiors to make facility and mansion more common.

Version 1.0.1

  • Fixed cattails being bent over.
  • Fixed AudioReverbTriggers throwing errors in the console.
  • Fixed very minor z-fighting near the landing site on Repose.

Version 1.0.0

  • No changes, as this is the first release!
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