The BepInEx console will not appear when launching like it does for other games on Thunderstore. This is normal (and helps prevent crashes during startup). You can turn it back on in your BepInEx.cfg file.
Decompiled source of PEAK LobbyControl v1.0.1
PEAKLobbyControl.dll
Decompiled 2 weeks agousing System; using System.Diagnostics; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.Versioning; using System.Security; using System.Security.Permissions; using BepInEx; using BepInEx.Configuration; using BepInEx.Logging; using HarmonyLib; using Microsoft.CodeAnalysis; using Steamworks; [assembly: CompilationRelaxations(8)] [assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)] [assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)] [assembly: TargetFramework(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")] [assembly: AssemblyCompany("PEAKLobbyControl")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("My first plugin")] [assembly: AssemblyTitle("PEAKLobbyControl")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] [module: RefSafetyRules(11)] namespace Microsoft.CodeAnalysis { [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] internal sealed class EmbeddedAttribute : Attribute { } } namespace System.Runtime.CompilerServices { [CompilerGenerated] [Microsoft.CodeAnalysis.Embedded] [AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)] internal sealed class RefSafetyRulesAttribute : Attribute { public readonly int Version; public RefSafetyRulesAttribute(int P_0) { Version = P_0; } } } namespace PEAKLobbyControl { [HarmonyPatch(typeof(SteamMatchmaking), "CreateLobby")] internal class MainMenuMainPagePatch { private static void Prefix(ref ELobbyType eLobbyType, ref int cMaxMembers) { //IL_0002: Unknown result type (might be due to invalid IL or missing references) //IL_0008: Expected I4, but got Unknown eLobbyType = (ELobbyType)(int)Plugin.ELobbyType; cMaxMembers = Plugin.intMaxPlayers; } } [BepInPlugin("PEAKLobbyControl", "My first plugin", "1.0.0")] public class Plugin : BaseUnityPlugin { private ConfigEntry<bool> privateLobby; private ConfigEntry<int> maxPlayerCount; internal static ManualLogSource Logger; public static ELobbyType ELobbyType = (ELobbyType)1; public static int intMaxPlayers = 4; private void Awake() { //IL_0089: Unknown result type (might be due to invalid IL or missing references) //IL_006f: Unknown result type (might be due to invalid IL or missing references) //IL_00d3: Unknown result type (might be due to invalid IL or missing references) //IL_00d9: Expected O, but got Unknown Logger = ((BaseUnityPlugin)this).Logger; Logger.LogInfo((object)"Plugin PEAKLobbyControl is loaded!"); privateLobby = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "PrivateLobby", false, "Determines if players can join without invite. Set true to disable \"Join Game\" button for friends."); maxPlayerCount = ((BaseUnityPlugin)this).Config.Bind<int>("General", "MaxPlayerCount", 4, "Change the maximum player count. Default is 4."); if (privateLobby.Value) { ELobbyType = (ELobbyType)0; Logger.LogInfo((object)"Lobbies will be private!"); } else { ELobbyType = (ELobbyType)1; Logger.LogInfo((object)"Lobbies will be public to your friends list!"); } intMaxPlayers = maxPlayerCount.Value; Logger.LogInfo((object)$"Lobbies created by you will have a max player count of: {intMaxPlayers}."); Harmony val = new Harmony("com.iswimfly.peaklobbycontrol"); Assembly executingAssembly = Assembly.GetExecutingAssembly(); val.PatchAll(executingAssembly); } } public static class MyPluginInfo { public const string PLUGIN_GUID = "PEAKLobbyControl"; public const string PLUGIN_NAME = "My first plugin"; public const string PLUGIN_VERSION = "1.0.0"; } }