Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
Mods uploaded by DooDesch
Your old mods stopped working after a Schedule I update? Polyfill patches the game so a lot of them run again. It patches the game, not your mods - your own files are never changed, and one console command takes the patch back out.
Last updated: a day ago
Repair your wrecked RV in Schedule I - get the job from Mrs. Ming, pay Marco the mechanic, guided by a tracked quest with a repair cinematic.
Last updated: 2 months ago
A performance profiler - measure the cost + state of NPCs, trash, quests and your own mods, with a per-mod panel in the Hotline overlay, a live web dashboard, and a phone remote (scan a QR to drive it).
Last updated: a month ago
One overlay and one key for every mod's HUD - and it auto-catches mods that grab function keys.
Last updated: 2 months ago
Bigger co-op lobbies for Schedule I - raise the 4-player cap (32 by default, configurable). Standalone, no other lobby mod needed.
Last updated: 2 months ago
NPCs who see a corpse react (citizens call the police, police investigate) and carried bodies are heavier. Hide your bodies.
Last updated: 2 months ago
Distant NPCs take a siesta so your FPS doesn't - distance/visibility LOD for all NPCs.
Last updated: a month ago
In-game NPC editor: design body, face, hair, clothing and tattoos live on the menu character, then export a ready-to-publish Personnel NPC pack.
Last updated: 2 months ago
Text the people in your lobby from the in game phone. Threads, unread counts, group and one to one chat, in both orientations. Needs Sideload.
Last updated: 2 months ago
The NPC framework for Schedule I. NPC packs as plain folders - spawn points, daily schedules, customer/dealer economy, contacts - spawned as real networked, saved NPCs. No code needed.
Last updated: 2 months ago
Write a mod interface as HTML, CSS and JavaScript. Sideload renders the web bundle into real Unity UI and puts it on the in game phone, so an app is three files instead of a thousand lines of panel code.
Last updated: a month ago
A proper handheld flashlight - dial the beam from a wide near-flood to a tight far-throw.
Last updated: 2 months ago
Custom tattoo framework. Mods ship tattoo packs (a PNG folder + manifest, or via the API) and Inkorporated adds them to the tattoo shop - rendered, saved and co-op-synced like vanilla.
Last updated: 2 months ago
In-game 3D tattoo editor: import PNGs, place them on the character, preview live, and export a ready-to-publish Inkorporated tattoo pack - all from the main menu.
Last updated: 2 months ago
An in-game terminal with completion, output, history, and offline natural-language commands. Needs Sideload.
Last updated: a month ago
Multiplayer prop hunt for Schedule I: hiders disguise as props and blend in while hunters track them down. Hosted from the Side Hustle menu.
Last updated: 2 months ago
Litterally more trash, zero lag - routes Schedule I's litter into a cheap instanced field so the map holds far more of it, with no feature loss.
Last updated: 2 months ago