
Pikmoons
[v72] A set of moons based on the Pikmin series, with new shortcuts and features.
CHANGELOG
Changelog
Version 1.0.0
- No changes, as this is the first release!
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 1.0.2
- 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 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 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 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.