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PF1MIL-Pikmoons-3.2.2 icon

Pikmoons

[v81] A set of moons based on the Pikmin series, with new shortcuts and features.

Date uploaded 2 weeks ago
Version 3.2.2
Download link PF1MIL-Pikmoons-3.2.2.zip
Downloads 1049
Dependency string PF1MIL-Pikmoons-3.2.2

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

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

Preferred version: 5.4.2305
IAmBatby-LethalLevelLoader-1.6.9 icon
IAmBatby-LethalLevelLoader

A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v73 Compatible)

Preferred version: 1.6.9
AudioKnight-StarlancerAIFix-3.13.1 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: 3.13.1
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
pacoito-itolib-0.9.3 icon
pacoito-itolib

[v80] Wondrous gizmos and gadgets for the restless mind.

Preferred version: 0.9.3
PF1MIL-Pikmoons_Scrap-1.1.1 icon
PF1MIL-Pikmoons_Scrap

[v81] A scrap mod with nearly 500 scrap items based on the Pikmin series.

Preferred version: 1.1.1

README

Pikmoons

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

!!All scrap from this mod has been moved into Pikmoons Scrap, which is now a required dependency for this mod!!

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

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.

The music uses an adaptive system, similar to the games! When you carry scrap or engage with enemies, alternate instrumentation plays!

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.

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: New Spiderwort location, near the wall near main (Emergence Cave). Far-away fire exit, near a snowman. (Frontier Cavern) New fire exit, where a Fiery Bulblax once resided. The landing site, on the big manhole cover. The original landing site, with eggs and pellet posies.

222 Awakening

POPULATION: Abandoned.

CONDITIONS: Rocky, forested terrain.

RISK LEVEL: B-

ROUTING PRICE: 225 credits.

IMAGES: The landing site. Pellet Posies near the landing site. The area with the wall blocking off the fire exit. (Snagret Hole) The area near a fire exit, with a poison gate. (Hole of Beasts) Main, and the nearby Electric Gate. Crushable Bag, Electric Gate, and Poison Gate near fire exit. (White Flower Garden)

223 Perplexing

POPULATION: Abandoned.

CONDITIONS: Swampy, humid terrain.

RISK LEVEL: B+

ROUTING PRICE: 500 credits.

IMAGES: The farthest fire exit. (Submerged Castle) Another electric gate and fire exit. (Glutton's Kitchen) Main entrance, near the landing site. (Citadel of Spiders) Burgeoning Spiderwort across the bridge near main. An electric gate and fire exit. (Shower Room)

224 Wistful

POPULATION: Abandoned.

CONDITIONS: Autumnal, manmade terrain.

RISK LEVEL: S

ROUTING PRICE: 750 credits.

IMAGES: The landing site. Main entrance and fire exit near the landing site. (Cavern of Chaos and Groink Firing Range) A different angle on fire exit near landing site. (Groink Firing Range) Fire exit near poison gates. (Dream Den) The bamboo leading to fire exit. (Hole of Heroes) Three Burgeoning Spiderwort near an electric gate.

More Info

MUSIC You will semi-frequently hear moon-specific music. 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.
    IMAGE: A rideable geyser in Navel.
  • Eggs --Can be broken for a chance to drop nectar as scrap, or occasionally other goodies.
IMAGE: Eggs in Repose.
  • Nectar Rocks and Grass --Damage these patches of rocks and grass for a chance to drop nectar per damage dealt.
IMAGES: Nectar Rocks in Hope. Nectar Grass in Hope.
  • Pellet Posies --5hp, can be killed to yield their pellet, or players can throw a pikmin at/hit 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. Pellet scrap items can be collected for money, or used to propagate Pikmin. Match Pikmin and pellet color to increase the amount sprouted.
    --By default, Pikmin will bring pellet scrap to their Onion, and there is currently not a config option to change this.
    --5, 10, and 20 pellets will spawn a smaller scrap item version atop themself, either when the round starts for floor pellets, or when the large pellet posy it's in is defeated.
IMAGE: Pellet Posies on Awakening.
  • Soft and Hard Bramble Gates --Can be broken by taking either 3 or 6 damage respectively to gain access to areas on the moons.
IMAGES: Soft Bramble Gate on Repose. Hard Bramble Gate on Hope.
  • Bomb Rocks --Only present on Pikmin 1 moons, and 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.
IMAGE: Bomb Rocks in a can on Hope.
  • Soft, Medium, and Hard Stone Gates --Large stone walls that can be broken by 3, 6, or 9 bomb rocks explosions, respectively. --They cannot be damaged by normal weapons, only bomb rocks!
IMAGES: Soft Stone Gate on Hope. Medium Stone Gate on Navel. Hard Stone Gate on Hope.
  • Electric Gates --Functionally an electrified bramble gate with 6 health. Getting close hurts, so be careful.
IMAGE: Electric Gate on Awakening.
  • Hazards --Elemental Hazards from both games can be found on several maps.
IMAGES: Fire Geysers on Navel. Poison Gas Pipes on Awakening.
  • 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!
IMAGES: Water Clog on Repose. Drained pool of water on Repose.
  • 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. --There are some new ones on Spring!
IMAGE: Clam-Clamp on Spring.
  • 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.
IMAGE: Honeywisp near fire exit on Repose.
  • 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.
IMAGE: Yellow Unmarked Spectralids on Awakening.
  • Stick Bundle Bridges --These replace vanilla lethal company bridges on the moons, and can be damaged to unroll across gaps and bodies of water.
IMAGE: A rolled-up and unrolled Stick Bridge on Awakening.
  • 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.
IMAGE: Crushable Bag on Awakening.
  • 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.
IMAGE: Pushable Box on Hope.
  • 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.
IMAGE: Candypop Buds on Repose.
  • Burgeoning Spiderwort --Large berry-growing plants. Once they grow at the beginning of a round, they will start producing berries. --Smack the plant to make it drop the berries. Be sure to harvest all 5, or they won't regrow more. --There are some new ones in Repose!
IMAGES: Burgeoning Spiderwort berry plant on Awakening.
  • Spiderwort Mold --A large mass of mold that has a chance to spawn near some Burgeoning Spiderwort at round start. --If it grows too large, it will defeat nearby pellet posies, and force Burgeoning Spiderwort into hibernation, until they are defeated. --They slowly regenerate health over time and grow again unless defeated, so make sure to finish them off!
IMAGE: Spiderwort Mold growing near the landing site on Awakening.
  • Easter Egg Locations --On Pikmin 2 moons specifically, they're another source of scrap. Go find 'em to figure this one out!
IMAGE: An easter egg location on Awakening.

ENEMY SKINS

  • Are technically (very slowly) in progress, and will likely be a separate mod in the (far) future.

Configuration

The config has two options: an option that turns on and off outdoor Pikmin music and inside ambience, and an option that controls the volume of outdoor 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)

JaySalty (on YouTube and Twitter) for remaking every Pikmin map model to be more game-accurate for me, and for various shaders and assets.

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 and social media for their support. :)

CHANGELOG

Changelog

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!