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PF1MIL-Pikmoons-2.0.0 icon

Pikmoons

[v69] A set of moons based on the Pikmin series, with new shortcuts and features.

Date uploaded a week ago
Version 2.0.0
Download link PF1MIL-Pikmoons-2.0.0.zip
Downloads 1538
Dependency string PF1MIL-Pikmoons-2.0.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
DarthLilo-LevelMusicLib-1.0.2 icon
DarthLilo-LevelMusicLib

Allows custom moons to load their own music

Preferred version: 1.0.2
AudioKnight-StarlancerAIFix-3.8.4 icon
AudioKnight-StarlancerAIFix

Automatically assigns interior/exterior AI for enemies based on their spawn location. Also fixes a null reference exception regarding EnableEnemyMesh(). Part of my Starlancer Series!

Preferred version: 3.8.4
JacobG5-JLL-1.8.0 icon
JacobG5-JLL

Jacob's Lethal Libraries - For Jacob's Mods

Preferred version: 1.8.0
IAmBatby-LethalLevelLoader-1.4.6 icon
IAmBatby-LethalLevelLoader

A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v65 Compatible)

Preferred version: 1.4.6

README

Pikmoons

A custom moon set based on the Pikmin series' areas.

Custom music plays, but can be disabled through the config in case of stream muting or similar issues.

Fair warning: these maps are very large. The Company Cruiser and/or the running shoes upgrade from Lategame Upgrades are highly recommended for the best experience.

The Shower Room on Perplexing in particular is essentially enter-only, as the water makes it quite difficult to exit. Be careful!

Moons:

Pikmin 1:

211 Impact

POPULATION: Abandoned.

CONDITIONS: Winding, forested terrain.

RISK LEVEL: C-

ROUTING PRICE: 0

IMAGES:

212 Hope

POPULATION: Abandoned.

CONDITIONS: Forested terrain.

RISK LEVEL: C+

ROUTING PRICE: 150 credits.

IMAGES:

213 Navel

POPULATION: Abandoned.

CONDITIONS: Desert-like terrain, sparse water.

FAUNA: Ecosystem is well-adapted to steep cliffs, and creatures can traverse with ease.

RISK LEVEL: B+

ROUTING PRICE: 320 credits.

IMAGES:

214 Spring

POPULATION: Abandoned.

CONDITIONS: Swampy, humid terrain.

RISK LEVEL: B+

ROUTING PRICE: 480 credits.

IMAGES:

215 Trial

POPULATION: Abandoned.

CONDITIONS: ???

FAUNA: Beautiful flowers surround a small garden.

RISK LEVEL: S-

ROUTING PRICE: 600 credits.

IMAGES:

Pikmin 2:

221 Repose

POPULATION: Abandoned.

CONDITIONS: Hilled, snowy terrain.

RISK LEVEL: C

ROUTING PRICE: 100 credits.

IMAGES: Original landing site, with sparse pellet posies and eggs. LOUIE The two-island pond, with new fire exit, Bulbear Den. Bridge and Subterranean Complex

222 Awakening

POPULATION: Abandoned.

CONDITIONS: Rocky, forested terrain.

RISK LEVEL: B-

ROUTING PRICE: 225 credits.

IMAGES: Landing site, with pellet posies. White Flower Garden entrance. Hole of Beasts entrance, showing the distant pond. The two bridges near the Snagret Hole

223 Perplexing

POPULATION: Abandoned.

CONDITIONS: Swampy, humid terrain.

RISK LEVEL: B+

ROUTING PRICE: 500 credits.

IMAGES: Citadel of Spiders entrance and the landing site. The Shower Room entrance. Home of the Yellow Pikmin. Glutton's Kitchen and Submerged Castle entrances.

224 Wistful

POPULATION: Abandoned.

CONDITIONS: Autumnal, manmade terrain.

RISK LEVEL: S

ROUTING PRICE: 750 credits.

IMAGES: Landing site. Cavern of Chaos and Groink Firing Range entrances. Impact Site landing area glyph. Hole of Heroes entrance with eggs. Dream Den entrance with eggs.

More Info

MUSIC You may hear familiar music every now and again. This can be disabled in the config.

MECHANICS

  • Eggs --Can be broken for a chance to drop nectar as scrap, or other goodies.
  • Pellet Posies --5hp, can be killed with a shovel to yield their pellet as scrap.
  • Bomb Rocks --Only present on Pikmin 1 maps, can be thrown like a stun grenade, only more dangerous. --You can also just take them back like normal scrap, though they aren't worth much.
  • Functional Clam-Clamps --Giant clam enemy from Pikmin 1, which can be defeated by smacking the pearl's shield 8 times with a shovel or knife, yielding the pearl as scrap.

ENEMY SKINS Are planned, but not currently in.

Configuration

The config has one option, which lets you turn on and off Pikmin music and ambience.

Installation

The moon and all its dependencies should automatically install when using your mod manager of choice (Thunderstore, r2modman, Gale).

For manual installation, install BepInEx normally and drag and drop all .lethalbundles and .dll files directly into a folder under BepInEx/plugins. This must also be done for dependencies.

Make sure you have all the required dependencies installed before launching the game! The only optional dependency is EnemySkinKit, which is not yet being used, but you can just simply turn it off in-game through LethalConfig by AinaVT.

(Bozoros is no longer listed as a dependency, at the request of pacoito. You MUST still download it, however, or else my dad will ban you from Nintendo products forever.)

All players are required to have this moon set installed in order to be able to join the lobby at all.

Credits

Extra thanks to pacoito for all the help making my moon set. (He helped out quite a bit with many aspects of the project, from general unity knowledge to writing custom scripts!)

IAmBatby for LethalLevelLoader, which allows these moons to exist at all.

AntlerShed for EnemySkinKit and EnemySkinRegistry, which will be used for custom enemy skins in the future.

AudioKnight for StarlancerAIFix, which allows certain enemies to actually function outside. Also for their very comprehensive moon tutorial, which helped me a lot.

DarthLilo for LevelMusicLib, which allows the custom music to play.

JacobG55 for JLL, which I use for custom scrap and props.

olimar12345 for being the GOAT and having the best Pikmin OST uploads on YouTube.

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 <u>Major Changes</u>

  • 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.

<u>Minor Changes</u>

  • 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.