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DooDesch-FullHouse-1.1.0 icon

FullHouse

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

Date uploaded 6 days ago
Version 1.1.0
Download link DooDesch-FullHouse-1.1.0.zip
Downloads 225
Dependency string DooDesch-FullHouse-1.1.0

This mod requires the following mods to function

LavaGang-MelonLoader-0.7.3 icon
LavaGang-MelonLoader

The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono

Preferred version: 0.7.3

README

FullHouse - Bigger Co-op Lobbies for Schedule I

🛟 Need help or found a bug? Get support at support.doodesch.de/fullhouse.

Bigger co-op lobbies. Vanilla caps you at 4 players - FullHouse raises the cap (32 by default) so more friends can join the same game. Drop it in, host, and fill the lobby. Works on its own, no other lobby mod needed.

Version Game MelonLoader

Features

  • Bigger lobbies, out of the box. Raises the co-op cap from 4 to 32 by default.
  • Configurable capacity. One setting (Capacity, 2-250) sets the lobby size. 32 is the tested default.
  • Standalone. Does the whole job itself - Steam lobby limit, the game's player list, the invite gate and the lobby UI. No other lobby mod required.
  • Plays nice with others. If you run another cap mod too, FullHouse cooperates - the highest cap wins and nothing double-patches.
  • Clients follow the host. A joining player automatically adopts the host's lobby size, so mismatched capacity settings still seat everyone.
  • Light-touch. The lobby layer plus the network transport's client limit, so the extra seats can be connected into and not just occupied. Saves and gameplay are left alone.

Requirements

  • Schedule I (IL2CPP) with MelonLoader 0.7.3+. No other dependencies.
  • Every player in the lobby needs FullHouse (the host to raise the limit, each client to seat the extras).

Settings

Capacity (default 32, range 2-250) in UserData/MelonPreferences.cfg under [FullHouse]. The game was built for small lobbies, so counts well above 32 can get unstable - start modest.

License

MIT. See the included LICENSE.md.

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.