LobbyControl Experimental
A collection of Patches for Lethal Company with Quality of life changes for the Host.
Date uploaded | 2 weeks ago |
Version | 4.8.0 |
Download link | mattymatty-LobbyControl_Experimental-4.8.0.zip |
Downloads | 3983 |
Dependency string | mattymatty-LobbyControl_Experimental-4.8.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
This Releases are EXPERIMENTAL
Official Package
LobbyControl
A collection of Patches for Lethal Company with Quality of life changes for the Host.
This mod is 100% Vanilla Compatible and does not change any of the vanilla gameplay. only the host needs this mod installed
Lobby Control has split:
some of the features that are not about hosting have been moved to Matty's Fixes
Patches:
-
Steam Lobby ( all controls from terminal ):
- allow to re-open the lobby while the Ship is in Orbit ( Late Joining )
- change the visibility of the lobby
(public, Invite-Only, Friends-Only) - rename the lobby
-
Vanilla Saving ( all controls from terminal ):
- toggle autosave for the current SaveFile
( no need to quit before Orbit to reset a run ) - force save the lobby
( optionally with a alternative filename backup ) - hotload of the lobby
( reload a previous/different savefile without having to quit the lobby )
- toggle autosave for the current SaveFile
-
ItemLimit
- removed limit on amount of items that can be saved
( vanilla = 45 ) - removed limit to amount of scrap that can be synchronized
( vanilla = 250 , v55 = 500 )
- removed limit on amount of items that can be saved
-
InvisibleManFix
- fix for late joining player being invisible if the previous owner of the body disconnected while dead
-
ItemSyncFix
- prevent clients with extra inventory from generating unpickable items
- fix shotguns disappearing if client reloads while de-synced
-
JoinQueue:
- process incoming connections as a queue to prevent two clients connecting at the same time
- prevent landing if there are players in the queue
-
LogSpam:
- fix the causes of some spammy error messages
- stop CalculatePolygonPath when enemies die
- fix the causes of some spammy error messages
-
Others:
- Prevent host crashes when an extra player tries to join when the lobby is already full but the last player has not finished joining
- Fix wrong names in radarMap when a booster is enabled
Terminal Command:
Syntax: lobby [command] (option)
[option] means required
(option) means optional
Sub-Commnads:
- status : prints the current lobby status
- open : open the lobby
- close : close the lobby
- private : set lobby to Invite Only
- friend : set lobby to Friends Only
- public : set lobby to Public
- rename [name] : change the name of the lobby
- autosave : toggle the autosave state
- save (name) : forcefully save the lobby
- load (name) : re-load the lobby from SaveFile
Differences to ShipLobby
This mod started as a Fork of ShipLobby and instead of always reopening the lobby it allows the host to decide if and when with terminal commands
Differences to MoreItems
MoreItems simply sets the max amount of items to the arbitrary value of 999.
This mod instead removes the limit entirely, additionally it also allows you to sync the scrap value of all those items
Installation
- Install BepInEx
- Unzip this mod into your
Lethal Company/BepInEx/plugins
folder
Or use the mod manager to handle the installing for you.
Terminal Code by
@felix_argyle_nya on discord
<@675902479245770810>
GitHub | Thunderstore
Icon by
@pedro9006 on discord
<@464801863741734913>
CHANGELOG
v2.4.9
- fix players being unable to join on rehost
v2.4.6
- rewrite LateJoin system to prevent joining while loading a moon
- slightly change command handling to ( hopefully ) allow spaces in the
rename
sub-command
v2.4.5
- make some patches future-proof
- try use MonoMod to prevent Pulling the lever if a player is in queue
v2.4.4
- add extra checks to prevent joining while ship is landed
v2.4.3.5
- handle Cruiser save/load
v2.4.3.4
- use Cecil instead of ReversePatches
v2.4.3.3
- use MonoMod to prevent round Start
- fix use of KillPlayer for InvisiblePlayerPatch
- get killPlayer and RevivePlayer rpc id at runtime
v2.4.3.2
- Prevent landing if there are players connecting to the lobby
v2.4.3
- compatibility with v55
v2.4.2
- error from previous version
v2.4.1
- Rewritten Limit Patcher
v2.4.0
- Rewritten Transparent Player Fix thanks to Zeekers adding a better way to handle it
- Added config toggle for RadarName Patch
- Removed log patch for MoreCompany as now it is fixed
- remove packet size limit for scrap value sync
!! From this point LobbyControl will only be compatible with v50+
v2.3.6
- fix spaces in
lobby rename
- fix wrong radar names on late joining ( hopefully )
v2.3.5
- soft integration with new AsyncLoggers API
v2.3.4
- maybe fix disconnected players from remaining in the lobby
- fix minor bug with LobbyCompatibility SoftDependency
v2.3.3
- fix small error in LimitPatcher
v2.3.2
- added native compatibility with ReservedSlotCore
- removed
sync_ignore_battery
andsync_ignore_slot
in favor of newsync_ignore_name
- added new LogSpam fix for audio spatializer
- added LobbyCompatibility soft dependency
v2.3.1
- added config option to whitelist "desync" slots (compatibility with reserved slots)
v2.3.0
- added LogSpam fixes (CalculatePolygonPath)
- renamed GhostItems to ItemSync
- added patch to fix shotguns disappearing if client has de-synced inventory
- added patch to allow clients to pick up items that already belong to them
- fix scrap not having value/wrong state after hotload
- Yeet dependencies :D
SPLIT POINT
- moved non-host related features to Matty's Fixes
v2.2.6
- fix crash with InvisibleManFix ( rpc handlers are static! )
v2.2.5
- make the mod actually work (move harmony back to Awake)
v2.2.4
- Fixes to InvisibleMan to avoid crashes
- Improvements to ItemClippingFix ( now all offsets are dynamically calculated based on the model affecting also modded items)
- Fixes to Late Joining ( prevent a 5th player from connecting while the 4th is still being processed)
- Added OutOfBounds patch to fix items glitching below the ship
- Improved CupBoard fixes to now track each shelf separately and snap items to them
- Added config entry to automatically re-open the lobby once in Orbit
- Actually remove the scrap limits ( previously was setting them to intMax )
v2.2.3
- Use the correct LethalAPI dependency
v2.2.2
- Added Config File
v2.2.1
- Fully working lobby HotLoad
- Added Fixes for CupBoard ( storage closet ) items
- Improvements to invisible Player fix
- Removed item save limit, and scrap sync limits
v2.2.0
- Added Experimental HotLoad of the lobby
- Added Fixes for various Radar Bugs
- Added Fix for invisible Players
v2.1.1
- Full support of lobby status
- Addition to ste AutoSaving status and manual save command
- Integration of ItemClippingFix and expansion for host item rotation
v2.0.0
- Fork Point and first rewrite with terminal commands
OLD ShipLobby Changelog:
v1.0.2
- Fixes the ship lever getting stuck if someone joins before the post-mission stats screen has finished displaying.
- Fixes the
Invite Friends
button working during a mission.
v1.0.1
- Fixes an issue where the game would hang after attempting to leave the planet
if BepInEx's
HideManagerGameObject
was not set totrue
.
v1.0.0
Initial release.