SteadyCrew
Up to 6-8 players, plus a guard that keeps the round going when a client stalls: ship that will not leave, nobody revived, dead lever.
About this mod Author’s original text
SteadyCrew
Lobbies of up to 6 players (8 at most) for Lethal Company v81, built around not breaking mid-round.
It does two separate jobs:
Crew – more than four players. Every player in the lobby needs the mod.
FlowGuard – keeps a round moving when one client stalls or a counter drifts. This half also works
on its own: in a normal 4-player lobby, or next to MoreCompany if you would rather keep that for the
lobby size.
Why another lobby-size mod
The usual complaints in big lobbies are "the ship won't leave", "everyone stayed dead" and "people
drop when they join". In the game's code these are not about the lobby size itself:
- The host waits for every player at five points of a round (level generated, moon loaded, moon
unloaded, revived, revived after a failed quota). None of them has a timeout. One stalled client
and the round stops for everybody.
- Those waits compare against a player counter the game does not always decrement when somebody
leaves. Once it is one too high, every wait hangs until the lobby is recreated.
- The revive loop returns early if one player's voice object did not come up, leaving everyone
after them dead and the "living players" count wrong for the next round.
- The lever only works while the "loaded players" list is as long as the player count, on the
player who pulls it and again on the host.
- The Steam transport ignores the result of every send. When Steam's 512 KB send buffer fills up
(a slow client, a burst at join time), reliable messages are dropped without a trace.
FlowGuard checks the waits against who is really connected, bounds them in time, repairs the
counters, makes the revive survive an exception, and queues messages Steam refused instead of
losing them. It only steps in when the game has stalled or thrown; otherwise it does nothing.
Install
Import the zip Mod Manager / r2modman (Settings → Import local mod), or drop
SteadyCrew.dll into BepInEx/plugins.
- Remove MoreCompany if you want SteadyCrew to handle the lobby size. With MoreCompany present
SteadyCrew switches its Crew half off by itself and only runs FlowGuard and the network tuning.
- Everyone joining a SteadyCrew lobby needs SteadyCrew. A player without it is refused at the door
with a message saying so, instead of joining and desyncing.
- You can still join vanilla lobbies with the mod installed.
Settings
BepInEx/config/sweethiggs.steadycrew.cfg
| Setting | Default | |
|---|---|---|
| Crew / MaxPlayers | 6 | Host only. 2–8. |
| FlowGuard / LevelLoadTimeout | 150 | Seconds the host waits for a client to generate the level. |
| FlowGuard / SceneTimeout | 45 | Seconds the host waits for a client to load or unload the moon. |
| FlowGuard / ReviveTimeout | 30 | Seconds the host waits for a client's end-of-round revive. |
| FlowGuard / LaunchGrace | 12 | Seconds in orbit before a never-loaded client stops blocking the lever. |
| FlowGuard / LivingAudit | true | Recount living players from the real player states. |
| FlowGuard / AnnounceInChat | true | Say in chat when the host stops waiting for somebody. |
| Network / SteamSendBufferKB | 4096 | Steam default is 512. |
| Network / SteamSendRateKB | 1024 | Steam default is 256. |
| Network / SteamTimeoutSeconds | 25 | Steam default is 10. |
| Network / ResendDroppedReliable | true | Hold and resend what Steam refused. |
| Network / JoinSanitizer | true | Host: repair broken spawned objects before a client is let in. |
Slow machines or very large interiors: raise LevelLoadTimeout.
What it changes on screen
- Pause menu: the crew list holds every player, packed to fit.
- End-of-round report: still four rows; with more players it turns the page (1/2, 2/2).
- Spectator boxes: closer together once there are more than six.
When something goes wrong
Search BepInEx/LogOutput.log for SteadyCrew. Every time the guard steps in it says who it was
waiting for and what it did, for example:
[Warning:SteadyCrew] Waited 45s for Dubina (moon unloading) - going on w
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: