InLobbyConfig

v1.7.1·Updated 2025-11-09

Adds an ability to edit configs for mods (that support this) inside a lobby

Screenshots 4 screenshots

About this mod Author’s original text

Description

This library adds an ability to edit configs for mods (that support this) inside a lobby.

For developers

Dependency attribute [BepInDependency("com.KingEnderBrine.InLobbyConfig")]

TL;DR

Easiest (but limited) way to add config based on BepInEx config is to use helper method

var configEntry = InLobbyConfig.Fields.ConfigFieldUtilities.CreateFromBepInExConfigFile(Config, "Display name");

InLobbyConfig.ModConfigCatalog.Add(configEntry);

There is a special field. If your config has a bool field called Enabled (ignored case) it will be shown next to the mod name like so:

This behavior can be disabled if you add false to parameters for CreateFromBepInExConfigFile.

Or you can create InLobbyConfig.ModConfigEntry and add fields and section manually

var configEntry = new InLobbyConfig.ModConfigEntry();

configEntry.DisplayName = "Display name";

//configEntry.EnableField = new BooleanConfigField(...);

configEntry.SectionFields.Add("Section name", new List

{

new InLobbyConfig.Fields.BooleanConfigField("display name", () => ConfigField.Value, (newValue) => ConfigField.Value = newValue),

InLobbyConfig.Fields.ConfigFieldUtilities.CreateFromBepInExConfigEntry(ConfigField)

});

InLobbyConfig.ModConfigCatalog.Add(configEntry);

Documentation

Supported field types

|Type|Field class|

|----|---|

|bool|BooleanConfigField|

|enum|EnumConfigField|

|int|IntConfigField|

|float|FloatConfigField|

|string|StringConfigField|

|UnityEngine.Color|ColorConfigField|

|Collection|SelectListField|

Or you can create your own ConfigField with your own prefab, for example:

Field constructor parameters description

BaseConfigField (BooleanConfigField, EnumConfigField)

  • displayName - name of a field
  • tooltip - text to display when hover over field name.
  • valueAccessor - a function which will be used to retrieve actual value of config.
  • onValueChanged - a function which will be called when the value of a field is changed. Value in config doesn't automatically change, this is up to you what you want to do with the changed value.

SelectConfigField

Same as BaseConfigField +

  • optionsAccessor - a function which will be used to retrieve available values for selection.

BaseInputConfigField (ColorConfigField, StringConfgiField)

Same as BaseConfigField +

  • onEndEdit - a function which will be called when a user ended changing field. Unlike onValueChange which called with every change. Value in config doesn't automatically change, this is up to you what you want to do with the changed value.

BaseNumberInputConfigField (IntConfigField, FloatConfigField)

Same as BaseInputConfigField +

  • minimum - minimum for a field value.
  • maximum - maximum for a filed value.

SelectListField

Same as BaseConfigField +

  • OnItemAddedCallback - a function which will be called when a new item added to a collection.
  • OnItemRemovedCallback - a function which will be called when an item removed from a collection.
  • OptionsAccessor - a function which will be used to retrieve options for selection.

Custom config field

Mandatory things that you need to create a custom config field:

  • Create a class that implements InLobbyConfig.Fields.IConfigField (or inherits form InLobbyConfig.Fields.BaseConfigField)
  • Create a class that inherites InLobbyConfig.FieldControllers.ConfigFieldController
  • Create a prefab that has your ConfigFieldController in a root object

From this point, you can do whatever you want. For examples of how I set up fields, you can go to InLobbyConfig GitHub or ArtifactsRandomizer GitHub.

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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.

Dependencies

Install these first, or the mod will not work:

bbepis-BepInExPackKingEnderBrine-ScrollableLobbyUI

File & checksum

Filename
InLobbyConfig-1.7.1.zip
File size
447.1 KiB