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
| Date uploaded | a month ago |
| Version | 1.0.0 |
| Download link | BeagleBango-Schedule_Maintenance-1.0.0.zip |
| Downloads | 329 |
| Dependency string | BeagleBango-Schedule_Maintenance-1.0.0 |
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: 0.7.2ifBars-S1API_Forked
S1API is an open source collaboration project to help standardize Schedule One modding processes. The goal is to provide a standard place for common functionalities so you can focus on making content versus reverse engineering the game.
Preferred version: 3.2.1README
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.
CHANGELOG
Changelog
2.0.8
- Packaging Station MkIII: new press cycle on a conveyor belt. Empty baggies and jars ride in through a flap tunnel, the head drops your actual product in (1 per baggie, 5 per jar), pinches the baggie shut or presses the jar's lid on, and the pack rides out through the other tunnel. Unpackaging runs it in reverse. A work light inside the chamber lights it up while it runs.
- Packaging Station MkIII: the press head rides on four corner posts, clear of the conveyor.
- Packaging Station MkIII: product in a baggie stands upright at one set angle and fills the bag without poking through it.
- Packaging Station MkIII: product of the same kind spread over several slots is merged, so it still fills jars (e.g. 3 + 2).
- Packaging Station MkIII: the front trays are live displays, neatly arranged like the game's own stations: the loaded product in rows on the left, the bagged product and jars (on their side) on the right.
- Packaging Station MkIII: the packs and product in the chamber no longer vanish a few steps away.
- Secret characters: one of them can now take twice as many customers (the dealer app shows the extra rows), and hurries to deals at double speed. His home is now a real home: he goes inside at night like other NPCs, knocking calls him out, and the door says so in red when he's out.
- Bulk mixes now work in the vanilla Mixing Station Mk2 too (one case per mix of exactly 20 product).
- Bulk mixes unlock at Hustler V and are hidden in the delivery app until then (settings
BulkUnlockRank/BulkUnlockRankTier).
2.0.7
- Description cleanup.
2.0.6
- Store description and README updated (bulk mixes, S1API requirement).
2.0.4
- Secret content: visual polish.
- Portraits now show on message contacts and map icons too, and contacts without a portrait (other mods' NPCs included) get one the first time you're near them.
- Dealer Supply Station: portrait on the left of each drawer, just the dealer's name above it; the window stays centred so the Done button no longer overlaps the hotbar.
2.0.3
- Fix: dealers restocking from the supply station put the product into hidden overflow slots; it now goes into their real inventory (what the trade screen shows and what they sell from).
- Dealers who can't find a way to the station (no progress for 45 seconds) are moved there and restock, instead of standing outside.
- Secret characters' portraits are saved, so they show straight away in later sessions.
2.0.2
- Dealer Supply Station: dealers with a bigger inventory get a double drawer.
- Dealers walk to the supply station instead of teleporting; teleporting is a last resort after a few minutes, and they restock right away when it happens.
- Secret characters get real portraits on lockers, the supply station and contacts.
2.0.1
- Secret content: looks, sounds and dialogue polish.
2.0.0
Requires S1API (ifBars fork) 3.2.1+.
- Something new is waiting in Hyland Point. Keep an eye on your phone, and on old haunts.
1.9.4
- Packaging Station MkIII stands taller (bench at the height of the vanilla stations).
1.9.3
- Packaging Station MkIII screen: the slot blocks sit centred on the package / unpackage arrow.
1.9.2
- Packaging Station MkIII is now 5x2 and bulkier (wider tower, hoppers, trays and light bar). Ones placed before this update may overlap a neighbour; pick them up and place them again if anything clips.
- Packaging Station MkIII: shift-click now fills every product / packaging slot, not just the first; the package arrow sits centred between Packaging and Output.
- Mixing Station MkIII: closed the gaps above the mixing chamber (front and back).
1.9.1
- Packaging Station MkIII: new, much more detailed model (chamfered panels, sloped windowed hoppers and trays, blue brackets and vents, light bar) using the game's own baggies, jars and product. The console screen shows a packing display; the press head carries an amber light.
1.9.0
- New: Packaging Station MkIII ($5,000, Enforcer III). A fully automatic packing bench with 2x2 product, packaging and output slots. Load it, pick package or unpackage, and leave it: it bags (2.5 s each) or jars (4 s each) by itself, using up baggies before jars. Works with handlers and packagers, keeps packing while you sleep, and has a glass press chamber, hopper windows that show what's loaded, a beacon, status lamps and machine sounds.
- Fix: the Industrial Battery Pack was held backwards (and its icon faced the wrong way).
- Fix: the Mega Bean Sack showed its inside.
- The Gasoline Drum lies on its side on shelves (3x2 spot), so it no longer has to be shrunk.
- Fix: storage racks sometimes wouldn't open (or closed straight away) when you stood at the far end of a long rack.
- The Trash Compactor's screen no longer shows READY and a fill bar; large bins no longer flicker against the floor.
- New Trash Grabber MkII icon, posed like the MkI's.
1.8.0
- Ten more bulk mixes (delivery app, Gas-Marts; each counts as 20 in a Mixing Station MkIII): Banana Produce Crate ($55), Chili Produce Crate ($190), Donut Party Box ($85), Industrial Battery Pack ($220), Paracetamol Case ($85), Motor Oil Case ($165), Mouth Wash Case ($110), Mega Bean Sack ($190), Gasoline Drum ($135), Breeding Sample Cooler ($245).
- Bulk items take a storage spot that fits them on shelves (2x1, 2x2, or 3x2 for the bottle trays), and are twice as big in hand.
- Fix: printed tops on bulk boxes were upside down.
1.7.1
- New bulk mixes (delivery app, Gas-Marts; each counts as 20 in a Mixing Station MkIII): Addy Pharmacy Case ($245), Energy Drink Crate ($165), Flu Medicine Case ($135), Iodine Supply Case ($220), Viagra Pharmacy Case ($110).
- Bulk items look bigger in hand.
- Fix: the MkIII's output slot accepted items again after 1.6.4 (a second mixer could land there and the screen then said "take out" the new mix).
1.7.0
- New: bulk mixes, starting with the Cuke Case ($55, delivery app only, from the Gas-Marts). One case counts as 20 Cuke in a Mixing Station MkIII: it needs exactly 20 product and one case is used per mix. Stacks to 10. Recipes, filters and handlers treat it as Cuke. Vanilla mixing stations don't take bulk items.
1.6.4
- Mixing Station MkIII: opening the station (while it isn't mixing) clears locks an interrupted employee delivery left on its slots, so you can take stuck items out again.
1.6.3
- Mixing Station MkIII with employees: runs started by a Chemist now go through every mix without anyone opening the station (the game only made each mix's output when someone opened it, so the timer stopped after each stage).
- MkIII recipes: pick a known recipe with the arrows and close the screen; that becomes the station's production recipe. Handlers then bring exactly the right items to the right slots (hidden filters; the MkIII's input slots no longer have player filter buttons, and old filters are cleared). While a finished batch is in the output, the inputs take nothing, so handlers collect the product first.
- Large Trash Bin and Trash Compactor: no more gaps at the corners and edges of the trash pile.
1.6.2
- Mixing Station MkIII: a Chemist now starts the whole assigned recipe. Before, the Chemist's AI went through a path the mod didn't catch, ran a single vanilla mix and the product and first mixer were lost.
- Large Trash Bin and Trash Compactor: the trash inside now uses the game's own trash pile, tiled across the container and kept level.
- Trash Grabber MkIII: trash the vacuum lets go of (missed, out of aim, button released) falls normally again instead of floating.
1.6.1
- Storage racks open from all four sides; every slot has a filter (for employees); more space above the Done button on big racks.
- Large Trash Bin and Trash Compactor: the trash fills the whole container (rectangular pile), the bin's lid no longer clips into walls, the compactor's lid struts connect.
- Trash Grabber MkIII: new, much more detailed model, also shown in third person (MkII too); trash is pulled into the nozzle (no more shoving you), and ejected trash comes out of the nozzle.
- Botanists now use the mod's soils.
- Secret skateboard stock is unlocked per save, not per save slot (a new game in the same slot no longer inherits it).
- Hoverboards: the model is mounted more robustly and repaired if it ever goes missing while riding.
- The Bunk Bed is no longer sold (the game has lockers); existing ones still work.
1.6.0
- New: Industrial Storage Racks (Shot Caller I), the final tier of storage. Warehouse pallet racks in four sizes: Small 4x2 ($275, 30 slots), Medium 5x2 ($400, 40 slots), Large 6x2 ($525, 50 slots), Huge 7x2 ($875, 60 slots). Stored items show on the four shelves. Sold at the hardware stores.
- New: Large Trash Bin (Peddler I, $250). A wheeled dumpster, 3x2, holds 2.5x a trash can.
- New: Industrial Trash Compactor (Bagman IV, $1,000). 4x2, holds 5x a trash can.
- New: Trash Grabber MkII (Peddler I, $350). Darker, four-pronged claw, bigger bin, holds twice as much.
- New: Trash Grabber MkIII (Bagman II, $900). A trash vacuum: hold right click to suck up trash in front of you; hold left click to dump, like the regular grabber. Holds 5x as much.
1.5.0
- New: Dealer Supply Station (Enforcer III, $2,500). One drawer of 10 slots per recruited dealer plus a cash-deposit row. Dealers who run low walk to the nearest station holding stock for them, take what fits from their own drawer and drop their cash in the deposit row.
- New: Drying Rack MkII (Enforcer II, $1,250). Two input and two output slots, double capacity, dries a little faster, spinning fans. Works with Botanists.
- New: Brick Press MkII (Underlord II, $3,000). Four product slots; presses bricks by itself with an animated hydraulic ram (also through sleep). Packagers and Handlers can still use it.
- New skateboards at the skateboard shop: Golden Off-Road Skateboard ($2,500), and as secret stock (ask the owner for something more exotic: Shot Caller I and $5,000 to unlock, per save) the Boost Board ($7,500, rocket boosters on Shift), Prototype Hoverboard ($20,000, hovers up to 2.2 m) and Advanced Hoverboard ($50,000, free flight, prismatic glow). Hoverboards: Space up, Ctrl down, Shift boost.
- Apex Pot: growth speed +70% -> +100%.
- New item descriptions throughout.
1.4.1
- Fix: buds on the extra bud sites were invisible and couldn't be cut (a plant could say 24 buds but show 8).
- Helios Growth Reactor: a real little sun now. Two-layer turning corona, churning plasma atmosphere, solar prominences arcing off the surface, three energy motes orbiting with light trails, golden embers drifting down, a warm flickering sun light, and every 6-15 s a solar flare (everything surges, shockwave rings roll out, a burst of embers). Effects sleep beyond 30 m.
1.4.0
- New: Ultra Long-Life Soil (6 harvests), Peddler IV, $180.
- New: Luxury Chernozem Soil (12 harvests, darker rich earth, +1 quality tier on everything harvested from it), Hustler V, $350.
- Plants are no longer capped at 16 buds: each plant gets 3x the bud sites (config
BudSiteMultiplier), so high-yield pots actually pay off.
1.3.0
- New: Helios Growth Reactor (+100% growth) with its own plasma sun, golden light, beam and glare. Kingpin I, $8,000.
- Apex Pot: redesigned (gold buttresses that follow the body, framed panels, glowing rim inlay and badge); no more floating trim.
- Prismatic Radiance Array: rings no longer clip into each other; rainbow bars along the sides, rails and end blocks.
1.2.0
- New: Experimental Pot (+50% yield, +50% growth, double moisture drain), Underlord I, $3,000.
- New: Apex Pot (+100% yield, +70% growth, never dries out), Baron I, $10,000.
- New: Prismatic Radiance Array (+75% growth) with a flowing rainbow, a soft rainbow beam and a subtle glare, Block Boss IV, $3,500.
1.1.4
- Bunk Bed: the rounded end frames are one continuous tube (no more bumps at the corners).
1.1.3
- Bunk Bed: sheets and pillows use a seamless tile of the vanilla fabric (no more seams or marks); blankets use only the plain woven area.
1.1.2
- Bunk Bed: textured like the vanilla bed (game metal for the frame, the bed's own sheet, pillow and blanket fabrics).
- Bunk Bed: per-bunk locker views moved out of the bed's network object (fixes an occasional crash while loading a save).
1.1.1
- Deep Bed and Industrial pots: the soil is now the game's own dirt reshaped to the square (no more flat ring).
- Bunk Bed: the upper locker platform's braces now attach to a cross bar between the foot posts.
1.1.0
- New: Deep Bed Pot, Hydro Pot, Industrial Pot (custom models, built on the game's own pot).
- New: Bunk Bed - two employees, two foot lockers, one bed's footprint.
1.0.0
- First release: Mixing Station MkIII, High-Intensity Grow Light, UltraSpectrum LED Array.