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PF1MIL-Pikmoons-3.0.1 icon

Pikmoons

[v72] A set of moons based on the Pikmin series, with new shortcuts and features.

Date uploaded 2 weeks ago
Version 3.0.1
Download link PF1MIL-Pikmoons-3.0.1.zip
Downloads 1254
Dependency string PF1MIL-Pikmoons-3.0.1

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
WhiteSpike-Moon_Day_Speed_Multiplier_Patcher-1.0.1 icon
WhiteSpike-Moon_Day_Speed_Multiplier_Patcher

Patches the time passing mechanism to solve problems whenever day speed multiplier value has been changed. This is meant for people who wish to use these values and are able to configure them to their desire.

Preferred version: 1.0.1
IAmBatby-LethalLevelLoader-1.4.11 icon
IAmBatby-LethalLevelLoader

A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v69 Compatible)

Preferred version: 1.4.11
AudioKnight-StarlancerAIFix-3.11.1 icon
AudioKnight-StarlancerAIFix

Automatically assigns interior/exterior AI for enemies based on their spawn location and adjusts certain behaviors so that they act appropriately. Part of my Starlancer Series!

Preferred version: 3.11.1
pacoito-itolib-0.3.2 icon
pacoito-itolib

[v72] Wondrous gizmos and gadgets for the restless mind.

Preferred version: 0.3.2

README

Pikmoons

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

Features that directly interact with Lethalmin require the additional mod, LethalminLibrary

Custom music plays, but can be disabled through the config in case streamers/youtubers are nervous about copyright issues. I recommend not turning off the music, as Nintendo generally isn't too bad about copyright stuff with their music.

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. Days are lengthened however, to somewhat help balance this.

Flooded weather is not enabled on these moons, as the flood plane visually does not generate past a certain point. If a mod is made that allows for customization of the flood plane, it will be added back.

Scrap from my other mod Pikmoons Scrap, and scrap tagged with Pikmin, spawn more frequently on these moons.

Moon Images and Details:

Pikmin 1:

CLICK TO EXPAND

211 Impact

POPULATION: Abandoned.

CONDITIONS: Winding, forested terrain.

RISK LEVEL: C-

ROUTING PRICE: 0

IMAGES: Overview of the landing site, with pellet posies, a fire exit, and the ship. The pond area with clamclamps. Fire exit atop the largest stump. Another overview of the landing site, showing the pushable box.

212 Hope

POPULATION: Abandoned.

CONDITIONS: Forested terrain.

RISK LEVEL: C+

ROUTING PRICE: 150 credits.

IMAGES: Overview of landing site, showing nectar grass and pellet posies. Wide shot of where yellow pikmin are discovered, with bramble wall and bomb rocks visible. Bridge area leading to a fire exit. Field near landing site with pellet posies and a large pellet. Pushable box on the land bridge near a fire exit.

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: Landing site, with plants, pellet posies, and a bramble gate visible. A fire exit with an unrolled large bridge. Fire exit with bridge, geyser, bomb rocks, and glowcaps. An image of main, with custom-placed glowcaps and pellet posies. Several pools of water, and a candypop bud. Field of glowshrooms with fire geysers visible.

214 Spring

POPULATION: Abandoned.

CONDITIONS: Swampy, humid terrain.

RISK LEVEL: B+

ROUTING PRICE: 480 credits.

IMAGES: Landing site with onion formation. Peninsula across the way from the ship, with bomb rocks and fire exit. Fire exit near the strange rock formation. Fire exit in the far corner, with a blue candypop bud. Main, on the giant stump, with bramble gate, red candypop bud, bomb rock spot, and giant pellet visible. The progg egg in the swampy water area, with a custom clamclamp. The other two custom clamclamps, and some bramble gates.

215 Trial

POPULATION: Abandoned.

CONDITIONS: ???

FAUNA: Beautiful flowers surround a small garden.

RISK LEVEL: S-

ROUTING PRICE: 600 credits.

IMAGES: Landing site, with abundant flowers, and all three primary candypop buds. Side view of path that leads to bomb rock can near the landing site. Side view of fire geysers, pushable box, main, and a fire exit. View showing behind main, with bomb rocks and a bramble gate visible. Behind-angled view of behind main, with fire exit, bombs, and bramble gate.

Pikmin 2:

CLICK TO EXPAND

221 Repose

POPULATION: Abandoned.

CONDITIONS: Hilled, snowy terrain.

RISK LEVEL: C

ROUTING PRICE: 100 credits.

IMAGES: Landing site on top of the manhole, with a bramble gate and crushable bag. Main (Emergence Cave) near the bramble gate. Three eggs near the original landing site in Pikmin 2, with many pellet posies. Newly custom-placed burgeoning spiderwort, across the way from main. Fire exit near the other custom-placed burgeoning spiderwort. The far-end fire exit on top of the hexagonal tiles. A shot of the 'custom cave' fire exit, near where the fiery bulblax originally was in the game. LOUIE.

222 Awakening

POPULATION: Abandoned.

CONDITIONS: Rocky, forested terrain.

RISK LEVEL: B-

ROUTING PRICE: 225 credits.

IMAGES: Bitter spiderwort near main (Bulblax Kingdom) Fire exit White Hole Garden (left) and main (right), with bramble gate and weights visible. Where blues are discovered in the original game, with blue pellet posies in a pond. Many sakura petals near the Hole of Beasts fire exit. The Snagret Hole, obscured by a bramble gate, with new trees visible in the back. The double-bridge pond area leading to the Snagret Hole. Pellet Posies and Spiderwort near the landing side. The main closest Spiderwort location.

223 Perplexing

POPULATION: Abandoned.

CONDITIONS: Swampy, humid terrain.

RISK LEVEL: B+

ROUTING PRICE: 500 credits.

IMAGES: The landing side, with the landing site in the original game in the background. Main(Citadel of Spiders) with bridge that goes across the pond in the background. The Shower Room fire exit. Submerged Castle fire exit. The strange stone formation. Where yellow Pikmin are discovered, with bramble gate and yellow pellet posies.

224 Wistful

POPULATION: Abandoned.

CONDITIONS: Autumnal, manmade terrain.

RISK LEVEL: S

ROUTING PRICE: 750 credits.

IMAGES: Landing site, with giant yield sign. Hole of Heroes fire exit, with bamboo stalks in the background. Custom fire exit and main, with breakable eggs visible near fire exit. Mixed Burgeoning Spiderwort area, with spiral pattern on the ground. The Dream Den with eggs.

More Info

MUSIC You may hear moon-specific music every now and again. The volume can be controlled and this can be disabled in the config.

  • Use a mod like LethalConfig to easily edit the config in-game.

MECHANICS

  • Longer day length --Courtesy of Moon Day Speed Multiplier Patcher, days are noticeably longer.
  • Ridable water geysers --In Pikmin 1 moons, jump on to hitch a ride. They frequently lead to interesting locations or shortcuts.
  • Eggs --Can be broken for a chance to drop nectar as scrap, or occasionally other goodies.
  • Nectar Rocks and Grass --Damage these patches of rocks and grass for a chance to drop nectar per damage dealt.
  • Pellet Posies --5hp, can be killed to yield their pellet, or players can throw a pikmin at the upper area of the stem for quick collection.
  • 1, 5, 10, and 20 pellets -- Standalone pellets can be found on many of the maps. 1 pellets can be collected as scrap, or used to propagate Pikmin. Match Pikmin and pellet color to double the amount given.
    --By default, Pikmin will bring 1 pellets to their Onion, and there is currently not a config option to change this.
    --5, 10, and 20 pellets cannot be collected by Pikmin or players, but they are kinda fun to jump on.
  • Soft and Hard Bramble Gates --Can be broken by taking either 3 or 6 damage respectively to gain access to areas on the moons.
  • Bomb Rocks --Only present on Pikmin 1 moons, can be thrown to do big damage, even to damageable map hazards such as bramble and stone gates.
    --They can also be taken back like normal scrap, though they aren't worth much.
  • Soft, Medium, and Hard Stone Gates --Large stone walls that can be broken by 3, 6, or 9 bomb rocks explosions, respectively.
  • Electric Gates --Essentially an electrified bramble gate with 6 health. Getting close hurts, so be careful.
  • Drainable Water Pools --Certain water pools have a drain that's clogged by a large stone. Break the stone to drain the body of water!
  • Clam-Clamps --Giant clam enemy from Pikmin 1, which can be defeated by dealing 6 damage to the pearl's shield, yielding the pearl as scrap.
  • Honeywisps --Floating, fairy-like creatures that can be found in certain areas. Toss a pikmin at it to break its egg for some nectar or other goodies.
  • Unmarked Spectralids --Pikmin 2-only butterfly enemies that usually swarm as groups of four. They can be discovered by rustling some plants. Toss a pikmin at each to defeat them for nectar or spray drops.
  • Stick Bundle Bridges --These replace vanilla lethal company bridges on the moons, and can be damaged to unroll across gaps and bodies of water.
  • Crushable Bags --In Pikmin 2 moons only; large paper bags that require the weight of a player or a certain amount of pikmin on top to crush.
  • Pushable Boxes --In Pikmin 1 moons only; giant cardboard boxes that block the way. They can be pushed by holding the interact button on the pushable end.
  • Candypop Buds --Giant flower "enemies" that are currently decorative only. They are planned to convert Pikmin thrown inside to the shown color in the future, if possible.
  • Easter Egg Locations --On Pikmin 2 moons specifically, they're another source of scrap. Go find 'em to figure this one out!

ENEMY SKINS

  • Are technically in progress, and will likely be a separate mod in the (probably far-ish maybe idk) future.

Configuration

The config has two options: one that turns on and off Pikmin music/inside ambience, and one that controls the volume of Pikmin music.

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.

(Bozoros and PlayZone are not dependencies, you MUST still download them, however, or else my dad who definitely works at Nintendo will ban you from all Nintendo products forever.)

All players are required to have this mod and all dependencies installed in order to be able to join the lobby at all.

Support

If you encounter a game-breaking or very annoying bug, let me know in the [Lethal Company Modding Discord]https://discord.gg/XeyYqRdRGC thread for my mod. Search Pikmoons in the Modding category's forum, mod-releases. I did not make Lethalmin. Any bugs relating to Pikmin behavior not directly interacting with my mods should be reported to the Lethalmin thread on the same discord.

Credits

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

pacoito for itolib, which I use for custom scrap, props, and most other script-based mechanics that aren't vanilla.

NoteBoxz for LethalMinLibrary, for making Lethalmin altogether, and for the enemy ghost shader used in this mod. (also for being cool and active in dms and threads)

Waffles for being so helpful in DMs, and for having such comprehensive documentation of Pikmin game sfx.

WhiteSpike for Moon Day Speed Multiplier Patcher, which allows the moons to have a longer day length.

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

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

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

Several other people on the [Lethal Company Modding Discord]https://discord.gg/XeyYqRdRGC and social media for their support. :)

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.