Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
Inkorporated
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.
| Date uploaded | a week ago |
| Version | 1.1.3 |
| Download link | DooDesch-Inkorporated-1.1.3.zip |
| Downloads | 52 |
| Dependency string | DooDesch-Inkorporated-1.1.3 |
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: 0.7.3ifBars-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: 3.1.1README
Inkorporated - Custom Tattoos for Schedule I
🛟 Need help or found a bug? Get support at support.doodesch.de/inkorporated.
The tattoo framework for Schedule I. Mods add their own PNG tattoos to the in-game tattoo shop - via a drop-in pack folder or an API - and the game treats them like vanilla: they render on the avatar, persist in saves and sync in co-op. On its own this mod adds no tattoos; it's the dependency tattoo packs are built on.
What it does
- Adds custom tattoos to the tattoo shop under their placement category (Chest, Left/Right Arm, Face).
- Real avatar layers via the game's own pipeline - they render, save and sync in multiplayer like built-in tattoos (everyone needs the same mod + pack to see them; others just don't render them).
- Tattoo packs are plain folders of PNGs + a tiny
manifest.json- no code required. Code mods can also register tattoos through the API.
Requirements
- Schedule I (IL2CPP) with MelonLoader 0.7.3+.
- S1API (pulled in as a dependency).
Using it
Install Inkorporated plus any tattoo pack that depends on it; the new tattoos show up in the tattoo shop.
Packs live in UserData/Inkorporated/Packs/<PackName>/.
Want a quick look at the format (and a few free tattoos)? Set LoadExamplePack to true (in the Mod
Manager & Phone App UI or UserData/MelonPreferences.cfg under Inkorporated_01_Main) and restart - a
bundled example pack with a working folder/manifest template is dropped into Packs/Examples to copy.
Making a pack
A manifest.json lists tattoos with a placement (chest | leftarm | rightarm | face), an optional
price, and a transparent PNG. The design's opaque pixels must sit at the correct UV region of that body
part (a tattoo is a full skin-texture layer, not a centered sticker - so you can do anything from a small
mark to a full sleeve). See the example pack and the full guide on
GitHub.
Settings
LoadExamplePack (default false) - drop the bundled example pack on disk as a template. Editable in UserData/MelonPreferences.cfg.
License
MIT. See the included LICENSE.md.
CHANGELOG
Changelog
All notable changes to Inkorporated are documented here. This project adheres to Semantic Versioning.
[1.1.3] - 2026-08-01
Changed
- Runs on Schedule I 0.4.6f11.
- Needs S1API 3.1.1, up from 3.0.5. Update it along with the mod.
[1.1.2] - 2026-07-23
Changed
- The shipped READMEs now link the per-product support page (support.doodesch.de/inkorporated). No gameplay changes.
[1.1.1] - 2026-07-23
Fixed
- Custom tattoo prices in the shop now read "$250" like the built-in ones, instead of a bare "250" - the rows use the game's own money formatting again.
[1.1.0] - 2026-06-21
Added
Inkorporated.API.RegisterTattooFromResource(...)- register a tattoo from a PNG embedded in your mod's DLL with one call (the calling assembly is detected automatically; a trailing-suffix resource-name match is accepted), so code mods no longer need to write the embedded-resource-loading boilerplate.
[1.0.0] - 2026-06-21
Initial release.
Added
- Custom tattoo framework for the in-game tattoo shop, built on S1API. Tattoos register through the game's
own
Resources.Loadpipeline, so they render, persist in saves and sync in multiplayer like vanilla. - Drop-in pack format:
UserData/Inkorporated/Packs/<Pack>/manifest.json+ PNGs. Placementschest,leftarm,rightarm,face; optional per-tattoo price; transparent PNGs at any size. - Public API (
Inkorporated.API.RegisterTattoo/RegisterTattooFromFile) for code mods, with aTattooPlacementenum. Lazy registration so PNG/texture work happens when the shop first opens. - Shop integration: custom tattoos are injected into the matching tattoo-shop category by cloning an existing option, with the game's own selection/price/persistence handling reused.
- Bundled example pack (8 UV-aligned designs across all placements) gated behind the
LoadExamplePackpreference (default off); extracted to disk as a copyable template, never overwriting an existing folder. - Correct face-vs-body routing (face layers register under a
/Face/path so the game applies them to the face mesh). - Debug build only: a built-in-tattoo UV template exporter (
UserData/Inkorporated/Templates/) and a shop layout diagnostic; neither ships in the release.