#PintoBoy 2.0 - A Gameboy-esque Scrap
192 messages · Page 1 of 1 (latest)
really fun idea for a mod! me and my friends had some issues while playing with it we wanted to let you know of
-supposedly it spawns outside (i didnt see this myself)
-also spawns floating while outside? (i didnt see this myself)
-seemed to only work for the host of the server
i agree i added it to my modpack the same minute you uploaded it
i am patient 0
oh btw i found a dumb bug in the mod
so for other people who aren't the host sometimes the pinto boy spawns with a white screen
and you cant play with it but i am excited to more stuff you are going to add to the mod
idk like Nintendo shit would be fun too
can i get a sneak peak?
cant wait for lethal runany
i have a suggestion
are you a fan of aot?
well nvm then xD but i think you can add tetris
or add a game that if you lose in it it kills you/ turn you into the masked enemy and if you win you get credits
I see i wish i could re skin ur pinto game tho
hm, inspecting it appears to make the screen dark, making it really hard to see the game
please do lol, my group thought I was going crazy saying you could play the device
thank you i will try it rn with my freind thank you
@chilly hinge It works
for everyone not just the host
so what was the issue tho?
like what made this bug
@chilly hinge ok so i found 2 pintoboys in a tree
i harvested them like an apple
i see
also droping the pinto boy doesnt make a sound dont know if that a bug or not
well i got money at the company
i am a great asset
it keeps hapening in march
@chilly hinge ran into a bug, I could see the PintoBoy on the ground but other players couldnt until I picked it up and dropped it
also scanning doesnt seem to work until picked up and dropped
ah gotcha, I wish you the best of luck 
For me as host, but the other players cant even see it in the first place to scan until grabbed and dropped, so N/A for them
Maybe, we're about to go to another moon so Ill see if the bug persists or if it was a 1 off
Scanning seems to be fine, I think I just had a skill issue

in my language pinto means a other thing on my language 😅
I'm afraid this mod affects performance quite a bit. The more of them are spawned in the facility, the worse it gets. Even outside.
Tested with this mod only. On default rarity setting on Assurance I mostly hit my limit of ~138. Setting rarity to 300 dropped me to ~80 on Assurance. Same weather.
Saw that it got updated, what's new?
Found this mod today and I will never sell my pintoboy. EVER. It's MINE!
np
Looking forward to seeing where the mod goes!
Has it been suggested before to store high scores per player instead of on a pintoboy item? high scores reset when the lobby loads
I have a new greatest mission in life and it's to break 2k. I've almost made 1500 points so far
I love the music too! Is that custom?
Also I've been sitting in orbit for a few minutes now trying to get a good high score. Don't judge me...
Question: Is the Pintoboy meant to have infinite battery until the first time you charge it? I charged mine for the hell of it and now the battery meter is actually able to go down
Er... obviously one of the behaviors is wrong. I should have worded that better
It gets fixed when you charge it
I'm trying to figure out how to get gud at Jumpany. At the start of the game slimes are the worst enemy because their size coupled with the slow scrolling means you have to jump almost perfectly if a slime is one of the first like three enemies. After that, you get a mostly easy segment up until it gets kinda fast and then the hoarding bugs become the big enemy
Also the Bracken running is so hilarious like his little leggies
rn my main goal is to make 1500
this mod is amazing
Beat 1600 today, trying to reach that level but it's so hard after a certain point. Hoarding bugs are so fast that after a certain point you have to jump before you even know what's coming next...
Also do you take game suggestions? I know every game means more code to write and bugs to discover, so I get it if you aren't taking ideas
Hey! So AdvancedCompany has revealed that you have the weight incorrectly configured for PintoBoy. If I had to guess, you probably have its weight value set to 0.2 (translating to -84 lbs). Assuming the intent is 21 lbs, it should be set to 1.2. If that's not the intended weight, then the following are what you want to base it off of:
1 = 0 lbs
2 = 105 lbs
0 = -105 lbs
It's not very noticeable currently in-game because you can't have negative weights in practice, so PintoBoy is just a 0 weight scrap at the moment.
I've currently set AdvancedCompany to override it to 10lbs, which is 1.095 (approximately) according to AdvancedCompany's config file. 1.09523809 to be exact
All good! PintoBoy works otherwise and I have his weight set to 10lbs on my end so it literally wouldn't really affect me
Just wanted to provide feedback so you were aware c:
Seems like presently pintoboy's acting odd where only the spider ever runs by, so you never have to jump or dodge in perpetuity 🤔
Hmm, I haven't had that issue lately
But I haven't played sooper recently
Nobody around to game 
Huh...
I noticed the first few times I played a pintoboy the rng was kinda... iffy. But I don't get that nearly as much anymore. I honestly thought it was just slimes the first game
No other enemies
Might've been improved in an update, or my first experience coulda just been cursed
PintoBoy 2.0 - A Gameboy-esque Scrap
AYO?!
Dubs!
Wait there's a color version of the pintoboy now? Am I understanding correctly?
Had a weird issue where whenever someone dropped a pintoboy it would float upwards like a balloon. Only happened one time tho, next time we found one it behaved normally
Pinto did it again, was able to get a pic of the console tho
inside the dungeon
Didn't do it in the ship it seems
Yup, like a balloon
Im uh
pretty sure this has some slight issues on v50
Im fr just a cracked gamer probably
:pirate_flag: Hello, @full cedar! You appear to have mentioned a cracked or pirated version of the game. Note that a large number of mods do not work at all with those and you're completely on your own for support. We here at the Lethal Company Modding Community do not condone piracy
oh so thats a non v50 bug
I was seeing if the mod worked on v50 by spawning in both varients
i dont know if this issue is known, but some pintoboys can ascend to heaven, and wont turn on for some reason
heres the log of the test run i did
btw reloading the save doesnt fix the issue, the console just change its color
no problem, i hope it'll be fixed soon because the mod is fun !
Hey could you add more to facility dash? Its got a lot of promise but its kind of boring currently. Its seems to be majority of just shovel spam. You run forward through here...and you can get way too far by just mindlessly mouse click spamming, it needs more strategy or interactivity. I say this not to be rude but to help improve! I love the concept of new games for this.
i dunno
Haha probably some compatibility issue with some recent mod i installed or my other 200+ mods lol. Still a great mod tho! Just kinda multifunctional now
well, i guess im a rare guy
it happens to me no matter where i am or what pinto i pick up
Still only happens to me sometimes, would love a fix tho
Damn dude, thanks! Appreciate it
Have you tried using your mod with MattysFixes? I was thinking it might have something to do with the ItemClipping fix
Tbh I never tried setting the manual offset for the pintoboy to anything. Setting it to 0 might actually fix the issue😅
Testing right now to see if setting the offset to 0 fixes it
That seems to have fixed it!
I would prefer to keep it enabled. Seems like setting the offset to 0 fixes it! 😄
The Manual Offset
Now I'm just checking if it's natural spawning position is okay
Spawn looks normal to me 😄
I'm so annoyed I didn't think of this sooner🙃
@clear helm Is there anyway for @chilly hinge to be able to set a default offset for if someone uses Matty_Fixes with his mod?
Let's just ask the man himself
there is no way for a mod to tell MattyFixes to use a specific offset.
MattyFixes calculates the offset at runtime using two methods:
- creates a Convex collider on the item ( requires the item meshes to be readable )
- combines all Renderer bounds and uses the total area for the calculation ( high probability of miscalculating )
the Readable meshes are also a requirement from the basegame if the item is conductive ( can be hit by lightning )
obiouvsly the users can set the offset manually in the config, and the mod will skip all checks and use the manualOffset
anyone else having graphics issues with the 2.0 Pintoboy updated mod?
The bracken enemy on the original game on pintoboy shows fine. But the slimes an spiders are invisible on the handheld.
Same for all enemies on the new game on pintoboys 2.0 update
IF its a conflict with one of my mods. So far I have narrowed down the the Pintoboy 2.0 update mods graphic conflict I am having to one of the following mods installed. An I cleared my mod cache as well to ensure it isnt an older mod. But here is whats currently active with it...
BetterSecurityCameras
HDLethalCompany
LethalThings
MirrorDecor
... or possibly TVloader vids
Pintoboy 2.0 works. But the enemey graphics dont show on screen. Save for the Bracken in the original game. But all other enemies are invisible.
Will update again once I have a 100% confirmation on the conflicting mod.
Thank you for the invite link over!! Much apprecaited
oops wrong channel.
Ok, so after testing it wasnt any of the mods. the update itself is broken. I loaded an older version 1.04 an it worked fine with no graphic issues
the new version has invisible enemies
bracken that chases you is fine. All other enemies on both games are 100% invisible an not displaying on current update
No worries. Im just glad your aware of the issue. As I love the mod an always am excited when I find it in game. 😄
Spotted this odd code for pintoboy. Says a 2d cam is missing.
Is that normal? Figured I would share an ask in case its somethin that slipped thru the cracks in the update.
After I spotted it I tracked down boht pintoboy game variants an there is an issue. Original game is fine, but facility dash loads fine. I can see enemies. but now the background area is just this black haze. No lines for interiors, etc. just enemies on a black haze.
May just be a mod conflict. I am rechecking all my mod additions inviditually now that I have both games onboard the ship to see if its a conflict. If so I will let ya know.
Figured it out.
Its this mod.
This mod alters the view distance and breaks pintoboys graphics. Which is a problem. As this is a required mod for the crazy popular Starlancer moon series of mods.
But once you remove that mod; as I had the moons but noy the view distance disabled for conflict testing; an as soon as I disabled the view extension pintoboy works fine now.
pic with view extension disabled. Works fine. So def conflicting.
Just wanted to get ya a heads up brother. Keep up the outstanding work on ay mod!
I also tested the outdated "starship mod" that adds in a tesla rocket replacement an includes its own distance alteration an it didnt do this.
If that helps with something to compare code with.
I am running on r2modman if thats a factor.
lemme clear my mod cache, and delete all my settings files an recheck with just those two mods.
May be old settings causing problems.
I'm a little confused. How do you hide from the Bracken in dash?
Also I love the multicolored pintoboys now
nvm I figured it out
I've just discovered this mod and want to give it a try but the ViewExtension conflict worries me, has that been resolved?
only issue I've had recently with pintoboy is when I play facility dash after like a few seconds the item just disappears from my hand
the hand slot icon for the item is there but it gets immediately replaced by smth if I grab it using that slot
Does anyone know what causes this issue? The screen just appears blue on both pintoboys once you turn it on. I've tried removing ViewExtension and MirrorDecor but neither of those fixed the issue:
I also noticed console is being spammed with this
If there is any other information I could give to help fix this let me know.
I spawned the pintoboys in with Imperium I might try and find some naturally to see if the issue persists.
Alright
I tried it with finding pintoboys by making them spawn really common and it lagged and crashed a lot but again that was with unnaturally high spawn rates so not an issue that needs fixing. The pintoboys I found worked perfectly fine and even with ViewExtension on the Facility Dash minigame worked fine for me which I thought was an unresolved issue.
Very fun minigames btw, hadn't played them until now since they never worked.
Nono
When I find them in the wild
They work perfectly fine
And I have ViewExtension on (I just mentioned it because I thought the mod was supposed to break them somehow but it didn't)
Spawning them with Imperium breaks them
Regardless of if I have ViewExtension or not
No. Never tried spawning one in yet. Only recently started using the debug mod that lets ya spawn in enemies an items.
Till now it was all naturally spawned in items as game sets up its seeds
Why is someone having problems with spawn in pintoboys?
spawned.. pardon
I can try spawning one in via the debug mod an see what it does if ya need me too bud.
...but finding them is half the excitement!
Lvoe comin across a pintoboy. Sucks the draw distance mod is messin the second game up. but I keep it in my list just for the normal game at least....I really need to buy an old gameboy. lol
...maybe I am cravin an old game collection... hmm.
you need to turn some nerds loose on yoru code an let me make a physical version of your games.
I spawned a pb by present one time and got the blank screen bug if that helps
suddenly having a consistent crash issue when landing on Argent, causes everyone including the hoster to crash to desktop, but it happens between flying down toward the moon and several seconds after the ship has come to a complete stop, and has crashed 5 times now in this time frame, this was in the logs at the time of the game dying
even though we made sure no more pintoboys were present on the ship (we used to have 4)
removing the pintoboy mod entirely resolved the crash
Game suggestion Re: v60 content- ||maneater care simulator? You have to rock the maneater on screen whenever it starts crying at random to keep it from going berserk. 1 point per second survived, could be kinda reminiscent of tomogatchi toys but more horrifying. Also, a good idle game while in the facility||
This one's definitely less active than other games but it means the player has to manage both the ||crying|| and the battery life to get a really high score. Also the noise might attract dogs.
Just making it a straight up tomogatchi clone would be sick🔥
Whats up with the pinto boy floating away when I drop it lol
You are not worthy of the facilty dash
I assume you use Matty's Fixes? Set the manual offset to 0. That will fix it
fixed mod got plobelm net code
Do it still float?