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*[[Careening Dirigibug]]s can carry and throw the [[bomb rock]]s they create.
*[[Careening Dirigibug]]s can carry and throw the [[bomb rock]]s they create.
*[[Honeywisp]]s can carry [[egg]]s, which they release upon defeat.
*[[Honeywisp]]s can carry [[egg]]s, which they release upon defeat.
*Leaders can carry Pikmin (when they hold them before [[throw]]ing them), and on [[Hostile Territory]], [[bomb rock]]s. They can also carry items from their [[Pack]] in {{p4}}.
*Leaders can carry Pikmin (when they hold them before [[throw]]ing them), and on [[Hostile Territory]], [[bomb rock]]s.
*[[Skutterchuck]]s can carry, toss, and drop [[crystal nodule]]s. They can also pick up [[bomb rock]]s in {{p4}}.
*[[Skutterchuck]]s can carry, toss, and drop [[crystal nodule]]s.
*Some [[jellyfloat family]] and [[umbloda family]] members can carry Pikmin or leaders inside of them.
*Some [[jellyfloat family]] and [[umbloda family]] members can carry Pikmin or leaders inside of them.
* [[Oatchi]] and [[Moss]] can carry objects in exactly the same manner as a Pikmin, counting as a number of Pikmin between 3 and 100 depending on the dog's current skills.
* [[Oatchi]] can carry objects in exactly the same manner as a Pikmin, counting as a number of Pikmin between 3 and 100 depending on his current skills.  
*The ''Pikmin 4'' [[Pikmin 4 player character|player character]] can carry objects with the strength of 1 Pikmin if they have the [[Extra Hand]] upgrade equipped.


==Destination==
==Destination==
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===Onions===
===Onions===
[[File:Beastly Caverns CT start point.jpg|thumb|left|200px|2 Onions in the [[Beastly Caverns]].]]
[[File:Beastly Caverns CT start point.jpg|thumb|left|200px|2 Onions in the [[Beastly Caverns]].]]
When carrying objects that will be deposited in an [[Onion]], the destination Onion is calculated based on the Pikmin carrying it. The Onion will match the type of the Pikmin type that makes up the majority of the carriers. If the number is a tie, the type will be decided [[Randomness|random]]ly between the tying types.  
When carrying objects that will be deposited in an [[Onion]], the destination Onion is calculated based on the Pikmin carrying it. The Onion will match the type of the Pikmin type that makes up the majority of the carriers. If the number is a tie, the type will be decided [[Randomness|random]]ly between the tying types.


In ''Pikmin 2'', [[White Pikmin]] and [[Purple Pikmin]] don't count for the calculation. As such, only the other Pikmin types can have an influence on the chosen Onion. If only White or Purple Pikmin are carrying it, a random Onion will be chosen (out of all Onions available at that point).
In ''Pikmin 2'', [[White Pikmin]] and [[Purple Pikmin]] don't count for the calculation. As such, only the other Pikmin types can have an influence on the chosen Onion. If only White or Purple Pikmin are carrying it, a random Onion will be chosen (out of all Onions available at that point).
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Despite ''Pikmin 3'' having only a single Onion most of the time, the same rules apply, except the "chosen Onion" just means the Pikmin type of the seeds that come out.
Despite ''Pikmin 3'' having only a single Onion most of the time, the same rules apply, except the "chosen Onion" just means the Pikmin type of the seeds that come out.
In {{p4}}, all Pikmin whose Onions have not been found will produce seeds for whichever Pikmin type has the fewest total Pikmin if they are ordered to carry an item back to the Onion. This calculation is also used for [[Oatchi]] (and the player once they have the [[Extra Hand]]).


====Examples====
====Examples====
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==Small objects==
==Small objects==
{{todo|Figure out if these objects have a different carrying speed.}}
{{todo|Figure out if these objects have a different carrying speed.}}
Starting in ''Pikmin 2'', some objects have a maximum number of carriers of 1. The carrying numbers don't appear above these items in ''Pikmin 2'' (in contrast to 1-pellets), and as such only one Pikmin may carry these items at a time. Items that come from a pile in ''Pikmin 3'' and ''Pikmin 4'' also lack numbers, due to the different way in which they are carried.
Starting in ''Pikmin 2'', some objects have a maximum number of carriers of 1. The carrying numbers don't appear above these items in ''Pikmin 2'' (in contrast to 1-pellets), and as such only one Pikmin may carry these items at a time. Items that come from a pile in ''Pikmin 3'' also lack numbers, due to the different way in which they are carried.


{{columns|0|
{{columns|0|
*Corpses from the following [[Enemy|enemies]]:
*Corpses from the following [[Enemy|enemies]]:
**[[Male Sheargrub]]s, [[Female Sheargrub]]s and [[Shearwig]]s.
**Members of the [[Mandiblard family]].
**All [[Flitterbie family|Spectralid]]s.
**All [[Flitterbie family|Spectralid]]s.
**All [[Skitterling family|Skitterleaves]]
**[[Skitter Leaf|Skitter Leaves]] and [[Desiccated Skitter Leaf|Desiccated Skitter Leaves]].
**[[Mitite]]s.
**[[Mitite]]s.
**[[Ravenous Whiskerpillar]]s.
**[[Ravenous Whiskerpillar]]s.
**[[Wolpole]]s.
**[[Wogpole]]s.
**[[Scornet]]s.
**[[Scornet]]s.
**[[Puckering Blinnow]]s
**[[Shearflea]]s
**[[Sunsquish]]s
**Flying [[Blowhog family|Blowhogs]] in '''Pikmin 4'''
**The fruit-like appendage on the [[Bloomcap Bloyster]]
|
|
*The following [[treasure]]s and similar items:
*The following [[treasure]]s and similar items:
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*Individual grapes from [[Dawn Pustules]] and [[Dusk Pustules]].
*Individual grapes from [[Dawn Pustules]] and [[Dusk Pustules]].
*[[Nugget]]s.
*[[Nugget]]s.
*[[Raw material]]s
*[[Clay]] pieces from the [[S.S. Beagle]]
}}
}}


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Each object has a [[weight]] and maximum number of carrier Pikmin. If the combined strength of the Pikmin is less than the weight, it cannot be carried. If the maximum number of carriers is already met, any new Pikmin will ignore the object. The "strength" is the total calculated Pikmin strength, so Purple Pikmin count 10 towards this number, instead of 1 like all others.
Each object has a [[weight]] and maximum number of carrier Pikmin. If the combined strength of the Pikmin is less than the weight, it cannot be carried. If the maximum number of carriers is already met, any new Pikmin will ignore the object. The "strength" is the total calculated Pikmin strength, so Purple Pikmin count 10 towards this number, instead of 1 like all others.


The maximum number of carriers is often twice that of the object's weight, but some collectibles deviate from this rule; for example, [[#Small objects|small ones]] can only have one carrier and anything heavier than 100 units will have a higher weight number than the [[Pikmin limit]]. For the minimum strength and maximum number of carriers on a [[ship part]], [[treasure]], [[enemy]] or [[fruit]], please visit the appropriate page and read the "Weight" and "Max. carriers" attributes on the infobox at the top-right corner of the article.
For the minimum strength and maximum number of carriers on a [[ship part]], [[treasure]], [[enemy]] or [[fruit]], please visit the appropriate page and read the "Weight" and "Max. carriers" attributes on the infobox at the top-right corner of the article.


When something is being carried, two numbers will appear on top of it, which indicate the strength of the carriers and the object's weight. These numbers will only appear on the [[HUD]] if the object has any carrier Pikmin on it. In the [[GameCube]] and ''[[New Play Control!]]'' versions of ''Pikmin'' and ''Pikmin 2'', the number of Pikmin needed to carry the object will be on the top, while the number of Pikmin carrying the object will be below it. This was reversed in ''Pikmin 3'' and all games and rereleases released after, likely to make more sense as a fraction. More information can be found [[HUD#Fraction numbers|here]].
When something is being carried, two numbers will appear on top of it, which indicate the strength of the carriers and the object's weight. These numbers will only appear on the [[HUD]] if the object has any carrier Pikmin on it. In ''Pikmin'' and ''Pikmin 2'', the number of Pikmin needed to carry the object will be on the top, while the number of Pikmin carrying the object will be below it. This was reversed in ''Pikmin 3'', likely to make more sense as a fraction. More information can be found [[HUD#Fraction numbers|here]].


Although only two Pikmin can carry a 1-pellet normally, there is some mystery surrounding the possibility of [[Pellet#Three Pikmin carrying a 1 pellet|three Pikmin doing so]].
Although only two Pikmin can carry a 1-pellet normally, there is some mystery surrounding the possibility of [[Pellet#Three Pikmin carrying a 1 pellet|three Pikmin doing so]].
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In {{p3}}, Pikmin that carry a [[Burgeoning Spiderwort]] berry or [[nugget]] to the [[S.S. Drake]], deliver a grape from the [[Dawn Pustules]] or [[Dusk Pustules]], or fit a piece of a [[bridge]] or [[hay]] will start making their way back to the location they started carrying from. If there's nothing else to do there, they [[idle]], but if there are more objects to collect, they will begin working on that automatically.
In {{p3}}, Pikmin that carry a [[Burgeoning Spiderwort]] berry or [[nugget]] to the [[S.S. Drake]], deliver a grape from the [[Dawn Pustules]] or [[Dusk Pustules]], or fit a piece of a [[bridge]] or [[hay]] will start making their way back to the location they started carrying from. If there's nothing else to do there, they [[idle]], but if there are more objects to collect, they will begin working on that automatically.


In {{p4}}, Pikmin will indefinitely return to Burgeoning Spiderworts, but will avoid returning to the original location of a pile of nuggets or raw materials if the game calculates that they would have nothing to carry back once they arrive. For example, if 15 Pikmin are instructed to carry back a pile of 15 nuggets, none will attempt to return. If 15 Pikmin are instructed to carry back a pile of 40 nuggets, all 15 Pikmin will return for a second time, but only 10 will return for a third time, since only 10 nuggets remain on the pile.
In {{p4}}, Pikmin will indefinitely return to Burgeoning Spiderworts, but will avoid returning to the original location of a pile of nuggets if the game calculates that they would have nothing to carry back once they arrive. For example, if 15 Pikmin are instructed to carry back a pile of 15 nuggets, none will attempt to return. If 15 Pikmin are instructed to carry back a pile of 40 nuggets, all 15 Pikmin will return for a second time, but only 10 will return for a third time, since only 10 nuggets remain on the pile.


The calculation determining how many Pikmin return is made the moment an individual Pikmin reaches the [[S.S. Beagle]], and takes into account how many Pikmin are returning and how many are currently carrying nuggets from the pile, even if the Pikmin cannot see each other. Once the Pikmin either chooses to return to the pile or stay idle at the ship, they will stop regarding changes in the nugget pile. This results in too few Pikmin returning to the pile (in the situation that the number of nuggets goes up, usually due to Pikmin deaths mid-transport), or the situation where too many Pikmin return, leaving some idle at the pile (in the situation that the number of nuggets goes down, usually due to the player setting more Pikmin on the pile as the other Pikmin are returning to it).
The calculation determining how many Pikmin return is made the moment an individual Pikmin reaches the [[S.S. Beagle]], and takes into account how many Pikmin are returning and how many are currently carrying nuggets from the pile, even if the Pikmin cannot see each other. Once the Pikmin either chooses to return to the pile or stay idle at the ship, they will stop regarding changes in the nugget pile. This results in too few Pikmin returning to the pile (in the situation that the number of nuggets goes up, usually due to Pikmin deaths mid-transport), or the situation where too many Pikmin return, leaving some idle at the pile (in the situation that the number of nuggets goes down, usually due to the player setting more Pikmin on the pile as the other Pikmin are returning to it).
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In the main series, the game calculates which path the Pikmin should take by examining all possible paths that reach the destination, and discarding those that are blocked. A path is considered blocked if a bridge within is unbuilt, if an uncleared [[gate]] is in the way, or if any other [[obstacle]] is blocking the path. In the case of multiple possible paths, the shortest one is picked. If the only available path is blocked, the Pikmin will follow it as far as they can, until they reach the obstacle, where they will move around in a small circle, waiting for it to be cleared.
In the main series, the game calculates which path the Pikmin should take by examining all possible paths that reach the destination, and discarding those that are blocked. A path is considered blocked if a bridge within is unbuilt, if an uncleared [[gate]] is in the way, or if any other [[obstacle]] is blocking the path. In the case of multiple possible paths, the shortest one is picked. If the only available path is blocked, the Pikmin will follow it as far as they can, until they reach the obstacle, where they will move around in a small circle, waiting for it to be cleared.


The paths in-game are consisted of interconnected waypoints forming a {{w|Graph (mathematics)|graph}}. These points are not visible to the player, nor are the paths in-between. Whenever the Pikmin begin carrying an object, they move to the nearest waypoint on the map. Once there, they follow the calculated path, walking in a straight line from waypoint to waypoint, until they reach their destination. Should the closest waypoint be on the other side of a wall, the Pikmin will attempt to go for it regardless. This can lead to them getting stuck behind the wall; see [[#Oversights|oversights]].
The paths in-game are consisted of interconnected waypoints forming a {{w|Graph (mathematics)|graph}}. These points are not visible to the player, nor are the paths in-between. Whenever the Pikmin begin carrying an object, they move to the nearest waypoint on the map. Once there, they follow the calculated path, walking in a straight line from waypoint to waypoint, until they reach their destination. Should the closest waypoint be on the other side of the wall, the Pikmin will attempt to go for it regardless. This can lead to them getting stuck behind the wall; see [[#Oversights|oversights]].


Once Pikmin begin to carry an object, they will decide on their path and stick to it, even if a shorter path becomes available while they are carrying. Pikmin only re-calculate their path if the load is dropped or (in ''Pikmin'' or ''Pikmin 2'') if the carrying speed changes. In ''Pikmin 4'', Pikmin are instead aware of route updates and will change their path immediately.
Once Pikmin begin carrying they choose a path, no matter how long. Opening up a shortcut during their carrying will not change their minds, unless the load is dropped and picked up again, or unless (in the first two games) Pikmin carriers are added and the total speed is "updated."


In ''Pikmin'', paths only enter [[water]] if there is no possible dry path, meaning bridges must be built instead of allowing [[Blue Pikmin]] to shortcut through the water.<!--p2?--> If entering water is required, Pikmin will gladly do so even if this would kill them. By comparison, if something is being carried by only Blue Pikmin in ''Pikmin 3'', and any part of the path (past or planned) crosses water, only Blue and [[Winged Pikmin]] will naturally join them. Stopping the transport once the water is cleared will recalculate a new fully-dry path and allow other colors to join.
In ''Pikmin 3'', if only [[Blue Pikmin]] are carrying an object on a path that has crossed or will cross water, only Blue or [[Winged Pikmin]] can join them. This limit is to prevent Pikmin drowning through that path, but it can decrease efficiency if Blue Pikmin are scarce. It helps to call back Blue Pikmin carriers and replace them with other types once an object's path is free of water obstacles.


While in a [[cave]], Pikmin will never take a path that the player has not yet themselves explored nearby.{{cite youtube|uECUbCvuSrA|where Pikmin don't take the watery path that is closer, but go the long way around, since the player never explored the water path|m=28|s=25}}
Inside a [[cave]] in ''Pikmin 2'', if the player has not explored a given path, the Pikmin will not go through it when carrying things back to the Research Pod.{{cite youtube|uECUbCvuSrA|where Pikmin don't take the watery path that is closer, but go the long way around, since the player never explored the water path|m=28|s=25}}


=== Charts ===
=== Charts ===
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Based on RAM readings, the value each Pikmin contributes depends on the table specified in the formula above, and [[ultra-spicy spray]] makes the Pikmin count as a flower Pikmin in terms of carrying speed. This also means that using an ultra-spicy spray on a group of flower Pikmin has absolutely no effect on their carrying speed.
Based on RAM readings, the value each Pikmin contributes depends on the table specified in the formula above, and [[ultra-spicy spray]] makes the Pikmin count as a flower Pikmin in terms of carrying speed. This also means that using an ultra-spicy spray on a group of flower Pikmin has absolutely no effect on their carrying speed.


Interestingly, any Pikmin carrying a leader will move at the fastest carrying speed possible, regardless of how many are carrying, their [[Pikmin family|type]], [[maturity]], or whether they're [[Ultra-spicy spray|spicy]] or not. The same is true when carrying a [[Cupid's_Grenade|cherry]] in 2-Player Battle (this does not apply when carrying the same treasure outside of 2-Player Battle, however).
Interestingly, any Pikmin carrying a leader will move at the fastest carrying speed possible, regardless of how many are carrying, their [[Pikmin family|type]], [[maturity]], or whether they're [[Ultra-spicy spray|spicy]] or not.


===''Pikmin 3''===
===''Pikmin 3''===
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**[[Leader]]s (in {{p1}}, and also in {{p2}} after collecting the [[Napsack]])
**[[Leader]]s (in {{p1}}, and also in {{p2}} after collecting the [[Napsack]])
**[[Marble]]s, [[Cupid's Grenade|cherries]], and other fruit in [[2-Player Battle]] and [[Bingo Battle]]
**[[Marble]]s, [[Cupid's Grenade|cherries]], and other fruit in [[2-Player Battle]] and [[Bingo Battle]]
**[[Treasure]]s, [[Sneak Bomb]]s, and [[Dandorium]] in [[Dandori Battle]]s
*To the [[S.S. Dolphin]]:
*To the [[S.S. Dolphin]]:
**[[Ship part]]s
**[[Ship part]]s
**[[Raw material]]
*To the [[Hocotate Ship]]:
**[[Burgeoning Spiderwort]] berries
*To the [[Hocotate ship]]:
**[[Treasure]]s
**[[Treasure]]s
**[[Burgeoning Spiderwort]] berries
**[[Burgeoning Spiderwort]] berries
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**[[Bomb rock]]s ([[Yellow Pikmin]] only in {{p1}})
**[[Bomb rock]]s ([[Yellow Pikmin]] only in {{p1}})
**[[Mine]]s
**[[Mine]]s
**[[Fire starter]]s
**[[Scrummy bone]]s
*To the player's [[Mii]] in {{pb}}:
*To the player's [[Mii]] in {{pb}}:
**[[Seedling]]s
**[[Seedling]]s
**[[Fruit (Pikmin Bloom)|Fruit]]
**[[Fruit (Pikmin Bloom)|Fruit]]
**[[Decor Pikmin|Gift boxes]]
**[[Decor Pikmin|Gift boxes]]
*To the [[S.S. Beagle]]:
**[[Treasure]]s
**[[Raw material]]
**[[Nugget]]s
**[[Burgeoning Spiderwort]] berries
**[[Enemy]] corpses
**[[Castaway]]s
**[[Leafling]]s
*To building locations in {{P4}}:
**[[Clay]]


==Oversights==
==Oversights==
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*In ''Pikmin 3'' if a non-[[Winged Pikmin]] tries to carry a pink [[pellet]] out from the zone where the Winged Onion is first found, the Pikmin will not walk past the bridge and start walking in circles, possibly as a way to prevent the player from getting rid of a helpful Winged Pikmin growing tool. This behavior disappears after the Winged Onion merges with the Master Onion.
*In ''Pikmin 3'' if a non-[[Winged Pikmin]] tries to carry a pink [[pellet]] out from the zone where the Winged Onion is first found, the Pikmin will not walk past the bridge and start walking in circles, possibly as a way to prevent the player from getting rid of a helpful Winged Pikmin growing tool. This behavior disappears after the Winged Onion merges with the Master Onion.
*In ''Hey! Pikmin'', if a Pikmin is carrying a [[heart]] and gets stuck around an obstacle, and the Pikmin goes into an idle state before it returns the heart to Olimar (which could be caused by the Pikmin being separated for too long over too great a distance), then upon finding the Pikmin in its idle state, the heart it was carrying will be gone.
*In ''Hey! Pikmin'', if a Pikmin is carrying a [[heart]] and gets stuck around an obstacle, and the Pikmin goes into an idle state before it returns the heart to Olimar (which could be caused by the Pikmin being separated for too long over too great a distance), then upon finding the Pikmin in its idle state, the heart it was carrying will be gone.
* All carriable objects in {{p4}} have double max carriers than [[weight]]. The exeptions are objects with 1 max carriers and objects with 100 or more weight.
*In ''Pikmin 4'', while the [[Pikmin 4 player character|player character]] can do automated tasks (ex: [[Raw material]] piles) with the [[Extra Hand]], they will not walk back to collect the remaining amount.


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==Names in other languages==

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