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Troubleshooting
Always check the MelonLoader log first: …/Schedule I/MelonLoader/Logs/ (newest file). Side Hustle logs when
it initializes, every gamemode that registers, and any problem with a warning.
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Mod not loaded? The log should show
Side Hustle <version> ready - N gamemode(s) registered so far.If not,SideHustle.dllis not in…/Schedule I/Mods/, or MelonLoader/S1API are not installed. -
Hidden by the toggle. Check
EnabledinUserData/MelonPreferences.cfgunder[SideHustle_01_Main]. Return to the main menu after changing it. - Menu not laid out yet. The button is injected when the menu scene loads (with a short retry). Backing out to the main menu again re-injects it.
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Registered too late or not at all? The log should show
Gamemode registered: '<Name>' (<id>).Register in yourOnInitializeMelon- see API Reference. -
Side Hustle absent at load. Add
[assembly: MelonOptionalDependencies("SideHustle")]so the hub loads first, and make sureSideHustle.dllis installed. -
Duplicate id. Registering reuses the row for an existing
Id; give each gamemode a uniqueId.
- Your launch callback is null or throws -
OnLaunchSingleplayerfor Singleplayer / Hybrid, orOnHostMultiplayer/OnJoinMultiplayerfor a Multiplayer gamemode. Check the log for an exception from your callback. - A
Multiplayer-only gamemode shows a Host / Join choice instead of launching directly; pick Host or Join.
Call ctx.ReturnToHub() from your gamemode when it finishes (e.g. on a Back button). If your overlay covered
the menu, make sure you also tear it down. OnExitToHub is invoked when Side Hustle initiates the teardown.
Schedule I itself kicks any joining player who is not on the host's Steam friends list - the connection
establishes, world data even starts loading, then the host drops them about ten seconds in (the host log shows
Player <name> is not friends with the host. Kicking from game.). Side Hustle lifts that kick while you host a
Side Hustle gamemode, so anyone can join your public or password-protected lobbies.
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Make sure the host is on Side Hustle 1.5.1 or newer. The fix runs on the host, so only the host needs the
up-to-date build - a joiner can be on any version. When hosting, the log shows
[mp] public-lobby access installed (non-friends may join a hosted lobby). - It only applies to Side Hustle-hosted sessions. Normal co-op started outside Side Hustle keeps the vanilla friends-only behaviour.
- Different builds. Everyone in a session should run the same version of the gamemode. Side Hustle warns on the browser card and in the log when your build differs from the host's - update to match.
- Different mod sets. If the host runs mods that add networked objects the joiner doesn't have, the world sync can stall. Host with "Required mods only" (if the gamemode declares a mod policy) so both sides run the same curated set.
Still stuck? 🛟 support.doodesch.de.