Source-checkedAdmin & protection

LittleLooneys BiggerLobbies

by LittleLooney · for Schedule I

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).

19Downloads
23d agoLast updated
BepInExLoaders
ThunderstoreSource

About LittleLooneys BiggerLobbies

From Thunderstore

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).

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

  1. Close Schedule I and install MelonLoader if needed.
  2. Copy Mods/ScheduleI.PlayerLimit.dll from this package into the game's Mods folder.
  3. 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

LittleLooney's Discord

Created by LittleLooney. Independently implemented; not affiliated with TVGS or the BiggerLobbies mod by ifBars.

Invites during host loading

Read the full description on Thunderstore →

Highlights

From source data

Loaders

Runs on BepInEx.

Footprint

Rated a light load on a server.

Last update

Its author last shipped an update 23d ago.

LittleLooneys BiggerLobbies on Nxeon

From our catalogue
One-click install
Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
Server type needed
BepInEx
Server load
light
Latest build
1.4.0, released 2026-10-13

Game versions by loader

LoaderGame versionsNewest
BepInEx

From 1 recorded build of LittleLooneys BiggerLobbies.

Dependencies

Declared by the newest build that lists any. Required ones are installed with it on one-click installs.

What kind of mod it is

From the catalog
Listed on Thunderstore as “Admin”

Admin & protection

Permissions, moderation, anti-cheat and land protection for the people running the server.

Compatibility

Game
Schedule I
Loaders
BepInEx
Requires
One-click install needs a BepInEx server.

Verified at the source

  • ✓ThunderstoreOfficial listing, checked 2026-10-13Open ↗
  • ✓AuthorLittleLooney, as published on Thunderstore
  • ✓LicenseNot published by the sourceFree

LittleLooneys BiggerLobbies, answered

Generated from the mod’s own source data.

Which loaders does it support?

BepInEx.

Is it free?

Yes. LittleLooneys BiggerLobbies is free to download from Thunderstore.

How do I add it to my Nxeon server?

NxLabs doesn’t install Schedule I mods for you. Download LittleLooneys BiggerLobbies free from Thunderstore.

NxLabs

Run LittleLooneys BiggerLobbies on a Schedule I server.

Free to download from Thunderstore.