This isn't a bug with the mod, it's an issue with the actual game. This can happen without mods and is acknowledged in the games current patch notes as one of the next issues they're going to be working on. Even without the mod and 4 players when this happens you need to fully shut down the game and reform your party and try again.
We tried the Mod with 5 friends, but the lobby was still set for 4 people, so the fifth couldn't join... After this, we uninstalled the mod, and now others can't join my game... it's broken now
Can you post your error? I checked over all the code with this new update and there's no changes made related to lobbies or the networking that this mod relies on.
if all players have the mod can they all acess the save or only the host? is there a mod for multi player or coop where everyone can acess the save even when the initial host isnt there?
Our group of 6 is having a helluva time with the mod.
1. We can't have a 6th person join in on a live session. They get stuck at the end of the loading sequence and never load in. The player count DOES iterate up to show the additional player. 2. We have a bunch of issues with inconsistency in object spawning on load-in. It seems whole storage racks will not show for players but work fine for the host. It seems we need to reload to fix this (see issue #1).
Getting the mod/melonloader working was relatively easy but I do have past experience with using the software.
I wrote a patch that will hopefully help with your 6th person. The inconsistency issues are with the actual game and unrelated to the lobby mod. The game doesn't write to one save file, it writes to a ton of different .json files in your save directory and when any desync happens in the game it can cause these to not be up to date for all players. Steam cloud saves can also overwrite previous .json files that weren't supposed to be modified, and they're recommending to turn that off for the game over in their official Discord. We'll have to wait for either a patch to fix the desync and save system or a different mod for it.
Not sure why you're getting that, there's nothing nefarious in the mod. My Windows Defender doesn't detect anything in the DLL and you can try it over on virustotal.com. You could also use a program like dnSpy or Jetbrains dotPeek to look at the mods code if you don't trust it(the same way us modders look at Schedule I's game code).
Can you describe what breaks past 6 players? I don't have more people than that online to test with. Is it the invite button or does it throw errors? I added a new version that ensures it sets the max players in a lobby is set to 16 when you click the invite button if you want to try that.
22 comments
1. We can't have a 6th person join in on a live session. They get stuck at the end of the loading sequence and never load in. The player count DOES iterate up to show the additional player.
2. We have a bunch of issues with inconsistency in object spawning on load-in. It seems whole storage racks will not show for players but work fine for the host. It seems we need to reload to fix this (see issue #1).
Getting the mod/melonloader working was relatively easy but I do have past experience with using the software.