Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
Schedule Maintenance
A mod for Schedule I that adds new equipment and progression: Mixing Station MkIII (automated 3-step mixer), High-Intensity Grow Light (+40% growth) and UltraSpectrum LED Array (+50% growth).
By BeagleBango
| Last updated | 8 hours ago |
| Total downloads | 20 |
| Total rating | 0 |
| Categories | Mods |
| Dependency string | BeagleBango-Schedule_Maintenance-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
LavaGang-MelonLoader
The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
Preferred version: 0.7.2README
Schedule Maintenance
A mod for Schedule I that adds new equipment and progression:
- Mixing Station MkIII: an automated 5x2 mixer that runs up to three mixes in one go, recognises your discovered recipes, works with Chemists and Handlers, and has its own animated model.
- High-Intensity Grow Light: a three-tube industrial grow light. Plants under it grow 40% faster.
- UltraSpectrum LED Array: a five-bar LED array with violet accent lighting. Plants under it grow 50% faster.
| Item | Price | Unlock | What it does |
|---|---|---|---|
| Mixing Station MkIII | $8,500 | Shot Caller I | Automated multi-stage mixer (up to 3 mixes in one run) |
| High-Intensity Grow Light | $600 | Hustler V | Plants grow 40% faster (x1.4) |
| UltraSpectrum LED Array | $1,500 | Bagman V | Plants grow 50% faster (x1.5) |
All three are sold at Oscar's Store. For comparison, the vanilla lights are Halogen x1.0, LED x1.15 and Full Spectrum x1.3.
Mixing Station MkIII
A 5x2 automated mixer built on the game's own mixing system, so its products are identical to hand-mixed ones.
- Load a product and up to three ingredients in order, then press Begin. The MkIII runs every mix in turn by itself.
- Recipe screen: it uses the normal mixing-station screen, extended for the MkIII.
- With nothing loaded, the arrows cycle through every product you have discovered. Ghost icons show what each one needs.
- Load a base product, then ingredients: the list narrows to recipes that match, and a single match is picked automatically.
- Anything undiscovered is a NEW MIX. It still runs all the way through. When it finishes, you name each new product in turn, just like on the Mk2.
- Timing: 40 in-game minutes for the first mix and 20 for each extra one (1 mix = 40, 2 = 60, 3 = 80), shown as one countdown on the tablet.
- While it runs: the slots are locked, so the run can't be broken halfway. The mixer head spins and lowers, the green status lamp lights up, and the hoppers on top show what's loaded (in each item's colour) and drain as it's used.
- Employees: assign it to a Chemist as usual. They run the MkIII's production recipe (the last known recipe you started), with all its mixes. Handlers stock it from your routes: each slot only accepts what the recipe needs there.
Grow lights
Both lights hang from the ceiling grid like the vanilla lights (2x2) and switch on and off the same way. Their lamps go dark when they're switched off.
Configuration
UserData/MelonPreferences.cfg, section [MixingStationMkIII]:
| Key | Default | |
|---|---|---|
MachinePrice, RequiredRank, RequiredRankTier |
8500, Shot_Caller, 1 | MkIII price and unlock |
FirstMixMinutes, ExtraMixMinutes, MixTimeMultiplier |
40, 20, 1.0 | MkIII timing |
MaxMixSteps |
3 | Max mixes per run (restart the game after changing it) |
HiLightPrice, HiLightRank, HiLightRankTier, HiLightGrowBonus |
600, Hustler, 5, 0.4 | High-Intensity light |
UltraLightPrice, UltraLightRank, UltraLightRankTier, UltraLightGrowBonus |
1500, Bagman, 5, 0.5 | UltraSpectrum array |
EnableDebugSpawn, DebugSpawnKey |
false, F8 | Testing: the key gives a free MkIII |
Saves and uninstalling
- Placed MkIIIs are saved as Mk2 stations plus extra data. Without the mod they load as normal Mk2s. Anything in their two extra ingredient slots is lost then, so empty those first.
- Placed High-Intensity and UltraSpectrum lights, and unplaced MkIIIs in inventories or storage, are saved under their own IDs and disappear if the mod is removed.
Compatibility
- Requires MelonLoader 0.7.x (IL2CPP). Built for Schedule I 0.4.7.
- Single-player. The MkIII's automation runs on the host.
- On some game versions MelonLoader's own assembly generation fails (a
Pass11ComputeTypeSpecificserror in the log), and then no mods load at all. That's a MelonLoader issue, not this mod. If F8 / the shop items are missing, check the MelonLoader log.