Big Walk
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Date Uploaded
last week
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49KB
Dependency string
khalil-BigWalk_Public_Lobbies-1.4.0

Big Walk Public Lobbies

Browse every public room in Big Walk and join it with one click — no room code needed.

The game ships without a public lobby browser; this mod adds one. It lists all public rooms (Lobby + Session sources), lets you filter them, and joins through the original in-game flow (JoinMenu.ConnectToNetworkMinder.SetTransportAndConnect), so everything behaves exactly as in the vanilla "Join" screen — including the original "Connecting…" screen and the original error menu when a connection fails.

Features

  • Public room browser: new "Public Rooms" button on the main menu → full-page list of all public rooms, merged & deduplicated by room code across the game's Lobby and Session sources.
  • Original join chain, errors included: joining calls the game's own JoinMenu.ConnectTo(joinCode) — it registers the connection-failure listener that pops the vanilla error menu (localized title/text, "continue" returns to the Join screen). No silent failures.
  • Modded-room tagging: rooms hosted by players with this mod can carry a bwpl_open="1" tag — toggle it on the Host page (persistent in-game switch, no config editing) or via cfg. A "Modded only" filter then shows exactly those rooms.
  • Targeted modded-room search: before the normal scan, the mod runs TaggedRounds (default 5) searches filtered by bwpl_open="1" — one round already returns all modded rooms while fewer than 200 exist; more rounds accumulate more as the modded community grows. Native EOS binding, crash-free.
  • Burst multi-round search: SearchRounds (default 30) concurrent random rounds + the game's Session source, deduplicated by room code — far more rooms than a single EOS search (200) allows; EOS rate-limit safety net ends a round early if throttled.
  • Anti-dedup perturbation: each targeted round sends a different maxResults (150-199), so EOS treats them as distinct requests and returns different random windows (identical requests get suppressed after a few rounds).
  • Any-name rendering: player/world names with rare characters (CJK beyond the font atlas, symbols, emoji) fall back to dynamically generated system-font glyphs — no more missing-glyph boxes.
  • "My language only" filter: shows rooms whose world/host name is in your language - follows the game language (Chinese / Japanese / Korean / Russian by script, Latin-family languages together), switches automatically on language change.
  • Live player counts: each card shows current/max players (e.g. 3/8); full rooms are hidden automatically.
  • Search & filters: search box matches world / host name; "Modded only" toggle (see the language filter above).
  • 15-language UI: automatically follows the game's own language (Chinese S/T, Japanese, Korean, English, French, German, Spanish, Portuguese, Russian, Polish, Turkish, Czech, Italian, Latin Spanish), switching live with zero lag.
  • Config hot-reload: edit the cfg while the game is running — every setting takes effect immediately, no restart.
  • F5 developer mode: open/close the public-room panel in any scene (auto-applies the game's UI mode: unlocked cursor, character input stopped) to verify your own room is recognized as a modded room.
  • Smart caching: manual refresh never clears the list (same-minute refresh only adds); cache auto-cleans on a configurable interval.
  • Auto-scan on first open only: re-entering keeps your existing list; hit Refresh when you want a fresh scan.

Requirements

Configuration

BepInEx/config/BigWalkPublicLobbies.cfgall settings hot-reload (apply immediately, no restart):

  • [Search] SearchRounds = 30 — normal random-search rounds per refresh (more rounds = more coverage; excessive/frequent refreshes may trip the EOS rate limit)
  • [Search] TaggedRounds = 5 — targeted modded-room search rounds, run before the normal scan
  • [Search] CacheClearSeconds = 300 — auto cache clear interval (seconds)
  • [Mod] EnableRoomTag = true — automatically tag rooms you host as modded rooms
  • [Dev] DevMode = false — developer mode (F5 opens/closes the public-room panel anywhere)
  • [Debug] Verbose = false — detailed diagnostic logging

How the search works

  • EOS Lobby single-search caps at 200 results (server hard limit; larger values return EOS_InvalidParameters).
  • Each refresh runs two phases: (1) targeted modded-room search, (2) normal random search. Results are merged & deduplicated by room code.
  • EOS returns a random subset per search, so round count determines coverage (measured: 30 rounds ≈ 3-4 s, 3000+ rooms).
  • Cache never shrinks within the window (default 5 min); auto-refresh only on first open of the page.

Known limitations

  • EOS's 200-result cap and random subsets are platform limits — a single search cannot return everything; multi-round dedup approximates full coverage.
  • The Session source caps at 16 per search (used as a supplement).
  • Colored emoji are rendered monochrome by TMP; CJK Extension B (rare archaic characters) may still show as boxes since the system font does not contain them.
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