DooDesch-FullHouse icon

FullHouse

Bigger co-op lobbies for Schedule I - raise the 4-player cap (32 by default, configurable). Standalone, no other lobby mod needed.

CHANGELOG

Changelog

All notable changes to FullHouse are documented here. This project adheres to Semantic Versioning.

[1.1.0] - 2026-08-03

Fixed

  • The raised cap now holds past five players. Seats beyond that could be occupied but not connected into: the fifth client and everyone after them hung on "Loading world..." forever. Growing the lobby was only ever half of it, because the game's network transport enforces a client limit of its own, and that one stayed at the vanilla value.

[1.0.0] - 2026-07-09

Initial release.

Added

  • Raises the Schedule I co-op lobby cap from the vanilla 4 to a configurable maximum (Capacity, default 32, range 2-250, in MelonPreferences under [FullHouse]).
  • Standalone: grows the game's fixed player array, raises the Steam lobby member limit after the lobby is created, opens the invite gate, and clones the lobby UI slots so all seats show - no other lobby mod needed.
  • Cooperative with other lobby-cap mods: only ever raises the cap (never lowers), never replaces the game's lobby creation, and a single-flight guard prevents double-patching, so the highest cap simply wins.
  • Clients adapt to the host: on joining, a client reads the host's advertised lobby cap (from the lobby's Steam data, no extra networking) and grows its own seats, invite gate and UI to match, so a player set to a smaller lobby than the host still seats everyone the host admits.
  • Touches only the Steam lobby and the game's own Lobby/LobbyInterface; leaves FishNet, saves and gameplay untouched.