Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
LittleLooneys BiggerLobbies
Ready to play with friends? Expand Schedule I lobbies to 8 players by default, with configurable limits and extra UI slots. For the 0.4.7 Special Customers update (IL2CPP).
| Last updated | 5 hours ago |
| Total downloads | 17 |
| Total rating | 0 |
| Categories | Mods Tools Misc |
| Dependency string | LittleLooney-LittleLooneys_BiggerLobbies-1.4.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
LavaGang-MelonLoader
The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
Preferred version: 0.7.3README
LittleLooney's Bigger Lobbies
Ready to play with friends? Expand your Schedule I lobby beyond four players.
Features
- Eight players by default, including the host.
- Configurable player limit from 4 to 32.
- Expanded portrait slots and a lobby title that reflects capacity.
- Steam lobby and server transport capacity patches.
- LittleLooney's Mods console banner.
- A top-right + invite button when the host opens the in-game pause menu.
- Host delivery-state synchronization and missing phone response callback repair for late joiners.
- Overnight sleep timing checks, wake readiness reset, and deal/sleep diagnostics.
Invite friends during a game
As the host, load your game, press Esc, and click + in the top-right corner to open Steam's invite dialog. If your solo game has no Steam lobby yet, clicking + creates one and waits for its callback before opening invites. The button appears for a loaded local server, is disabled while creating a lobby or when full, and hides when you resume. Friends join through the game's existing client-loading flow; install this mod on every participant.
Active-session joining and synchronization are experimental. A supplied host/client test verified one guest joining an already-loaded host. Gameplay with five or more players and the new deal/sleep fixes remain unverified. Invitations use the game's native loading, authentication and replication paths.
The fallback + button hides when the game's lobby panel appears, so its title and button do not overlap the native controls. The mod publishes readiness after the host finishes loading and prepares the Steam listener. Guests who accept an invite during loading keep waiting until the host is ready or they leave the lobby. Duplicate same-host requests are suppressed during native client loading.
Compatibility
For the IL2CPP build of Schedule I 0.4.7, developed against 0.4.7f12 (Special Customers update). Does not support the Mono build.
Experimental multiplayer support: Steam capacity and the server startup argument have been verified at eight. Joining and gameplay with five or more players have not yet been verified. Higher configured limits are not a guarantee of stable gameplay.
Requires MelonLoader 0.7.3, the version used for development and runtime checks.
Install this mod on every player, including the host. Use only one lobby-limit mod at a time.
Installation
Mod manager
Install this package in your Schedule I profile, then launch through the manager.
Manual
- Close Schedule I and install MelonLoader if needed.
- Copy
Mods/ScheduleI.PlayerLimit.dllfrom this package into the game'sModsfolder. - Launch the game and create a fresh lobby.
If upgrading from a development version, replace the old ScheduleI.PlayerLimit.dll; do not leave a second copy installed.
Configuration
After the first launch, close the game and edit UserData/MelonPreferences.cfg:
[ScheduleIPlayerLimit]
MaxPlayers = 8
EnableLogging = true
IncludeStackTraces = true
Allowed range: 4–32. Restart the game after changing the value and create a new lobby. Before a lobby exists, the UI shows your configured capacity; once connected, it uses Steam's reported capacity.
Set EnableLogging = false to disable this mod's banner and diagnostic output. Set IncludeStackTraces = false to keep exception messages without stack traces. These settings affect this mod; MelonLoader and other mods retain their own logging. Close the game before editing the config, then restart. Logs go to MelonLoader/Latest.log and contain lobby IDs, host/client role, loading transitions, and authentication events. Keep logging enabled on both machines when diagnosing a join failure. No authentication tickets or ticket bytes are logged.
Version 1.3.0 reuses the normal save-loading path's Steam transport selection, native authenticator assignment, and listener startup when preparing an already-loaded host. Readiness is published only after the listener reports Started. Modded clients send readiness requests over Steam lobby chat; the host replies after preparation, and clients acknowledge when their game has loaded. Clients continue through the game's native JoinAsClient / LoadAsClient flow. Both participants need this version for the additional request/reply exchange. This change has passed compilation but needs runtime verification of authentication, player spawning, and save synchronization.
Troubleshooting
Version 1.3.1 addresses a solo-to-multiplayer pause mismatch: Esc can freeze simulation before a lobby exists, while Resume can skip unfreezing it after lobby creation. The mod restores only a freeze it observed during Pause and adds timeScale to diagnostic state logs. Restart both games after upgrading; the fix cannot reconstruct a pause captured by an older version. This change still needs runtime verification.
Version 1.2.3 suppresses duplicate loading requests for the same host while authentication is pending. This addresses a repeated request observed in a client log; successful late-join authentication remains unverified. Authentication diagnostics are included for the next host/client test.
Check MelonLoader/Latest.log for this mod, patch errors, the verified Steam lobby capacity, and the server socket capacity. For multiplayer testing, use a separate save and check joining, movement, inventory, saving, reconnecting, sleeping, and scene transitions.
To uninstall, close the game and remove ScheduleI.PlayerLimit.dll from Mods.
Support
Created by LittleLooney. Independently implemented; not affiliated with TVGS or the BiggerLobbies mod by ifBars.
Invites during host loading
Version 1.3.2 keeps a guest waiting in the Steam lobby while the host loads the save. When the loaded host has a ready Steam listener, it announces readiness and the guest resumes the native join path. Readiness requests continue beyond one minute, slowing to every 15 seconds after the first 12 requests. Waiting ends when native loading begins or the guest leaves the lobby. Install this version on both host and client for the continuing fallback. This transition fix still needs an in-game test.
Deal and sleep fixes in 1.4.0
Install on both host and guests. The host refreshes native quest/message/customer data once per authenticated loaded connection and sends contract/delivery state. Clients restore missing contract links only from existing replicated quests belonging to that customer, update native delivery dialogue, and repair missing phone accept/reject/counteroffer callbacks. Deal acceptance, pursuit/dealer restrictions, product checks and money remain native.
Automatic sleep and the sleep menu use the native 6 p.m.–4 a.m. window, with tutorial behavior preserved. Host readiness resets after waking and overlapping sleep starts are suppressed. An active sleeping state left behind after the native phase ends is removed through the native state API. Active overnight events and saving are not forcibly skipped.
EnableLogging and IncludeStackTraces control the new deal RPC/gate/result logs and sleep phase/control/event/exception logs. A stalled sleep logs its phase and pending events after 90 seconds; an individual mod popup may be an intended post-sleep event rather than another sleep cycle.
Candidate fixes passed compilation and policy regression checks. Test an existing deal after late join, phone acceptance/counteroffers, and waking without a second morning sleep before relying on this release.