SpongesBetterMultiplayerExperience
Bigger lobbies than the stock eight, and a longer grace period before a stalled player gets dropped. Only the host needs it.
By SpongeMods
| Last updated | a day ago |
| Total downloads | 97 |
| Total rating | 0 |
| Categories | |
| Dependency string | SpongeMods-SpongesBetterMultiplayerExperience-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305SpongeMods-SpongesModMenu
One in-game menu, on one key, holding the settings for every Sponge mod you have installed.
Preferred version: 1.0.0README
Sponge's Better Multiplayer Experience
Bigger lobbies, and fewer players dropped for no good reason.
What it does
Bigger lobbies. The stock limit is eight. Set whatever you want up to 32; the default is 12.
The game fixes that limit in two separate places — the Steam lobby has its own member cap, and the networking layer has its own client cap — and this raises both together. Raising only one gets you a lobby people can join but a server that turns them away.
Steadier connections. The default disconnect timeout is short enough that an ordinary stall — a texture load, a stutter, an alt-tab on a slower machine — can be mistaken for a player who has gone away, and they get dropped mid-session with nothing actually wrong. This widens that window, so a brief interruption is ridden out instead of ending the session.
The trade is that a genuinely dead connection takes longer to notice, which in a co-op fishing game is the better side to err on.
When you want it
You play with more than seven other people, or somebody in your group keeps dropping out on a loading screen and having to rejoin.
Keys
None of its own. Its settings live on the Multiplayer tab in Sponge's Mod Menu,
which opens on F5. They are the host's, so a guest is not shown them.
Settings
| Setting | Default | What it does |
|---|---|---|
| Max players | 12 | Lobby capacity when you host. |
| Patient timeouts | on | Ride out short stalls instead of dropping the player. |
| Timeout seconds | 60 | How long a player may go quiet before being dropped. |
The timeout is applied through the networking layer's own public setting rather than by modifying it, so it keeps working across game updates and the value is range-checked by the game itself.
Multiplayer
Only the host needs this. The cap is decided when the lobby is created, so guests join a bigger lobby without installing anything.
Two honest caveats before you set it to 32:
- The game's interface was laid out for eight players. Nothing breaks, but lists and indicators were not designed with twenty in mind.
- More players means more to keep in sync. If your connection struggles hosting eight, it will struggle more with sixteen.
Compatibility
Touches only lobby creation and the connection timeout. It does not change how anything is synchronised, so it does not affect gameplay behaviour and will not desync you from players who do not have it.
License
See LICENSE in the package.