Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
Polyfill
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.
| Date uploaded | a month ago |
| Version | 0.12.2 |
| Download link | DooDesch-Polyfill-0.12.2.zip |
| Downloads | 70 |
| Dependency string | DooDesch-Polyfill-0.12.2 |
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: 0.7.3README
Polyfill
🛟 Need help or found a bug? support.doodesch.de/polyfill
Your old mods stopped working after a Schedule I update? Polyfill gets a lot of them running again.
âš Early beta
Still got a mod that will not run? Open the console, type
polyfillexport, and send me the file it creates: support.doodesch.de/polyfill
The game gets an update. Mods made before it stop working. Polyfill patches the game so they run again.
It patches the game, not your mods. Your own files are never changed, and polyfillrestore takes the
patch back out.
It cannot save every mod. The console tells you which ones.
Tested on
| T.H.M - The Hitman Mod 5.0.2 | runs |
| OverTheCounter Dispensary 2.0.10 | runs; 29 of 40 names repaired, and two doors it looks up by name stay missing |
Requirements
MelonLoader 0.7.3 or newer. Nothing else.
Install
Polyfill.Boot.dllinto thePluginsfolderPolyfill.dllinto theModsfolder
Two files, two folders. The first one has to be in Plugins or nothing happens.
Console
Switch the developer console on in the game's settings.
polyfill |
what it did |
polyfillexport |
creates the file to send me |
polyfillrestore |
take the patch back out |
Good to know
- Made for Schedule I 0.4.6f12
- Only changes things on your own PC. Your save is untouched
- In multiplayer, everyone using the old mod needs it too
- To remove it:
polyfillrestore, restart, delete the two files
Schedule I by TVGS. Built on MelonLoader and Mono.Cecil. MIT licence.
CHANGELOG
Changelog
All notable changes to this project are documented here.
[0.13.1] - 2026-10-05
Fixed
- On the 0.4.7 beta, mods built on S1API that add their own products or packaging show the right look and icon for them again.
- With Over The Counter installed, Polyfill no longer writes a "Could not find property" warning into the log at startup.
[0.13.0] - 2026-10-01
Fixed
- Production Expansion Reborn no longer crashes the game when you assign a customer to a dealer.
- On the 0.4.7 beta, the game no longer closes without an error at startup when Expanded Storage is installed.
- On the 0.4.7 beta, Production Expansion Reborn's cleaner stations throw their trash bags again instead of dropping them where they are made.
Added
- On the 0.4.7 beta, RV Repair Van's questline starts again.
- On the 0.4.7 beta, K9 Patrol's dogs, Yoink, SimpleCall, CityCats and The Big Pimpin's messages work again.
- On the 0.4.7 beta, Lithium, Drones and BusinessTracker see a finished deal again, and Cartel Influence Enhancements' handover change runs again.
- On the 0.4.7 beta, All Your Clients Will Order, BFG Better Supplier and BFG Smart Deal Location read the open deal and supplier messages again.
- On the 0.4.7 beta, NetEye cameras, Personnel's custom NPCs and Police Response Overhaul load without errors about game functions the update removed.
[0.12.11] - 2026-09-23
Fixed
- On the 0.4.7 beta, mods that react to a finished deal see it again, like Over The Counter's handover.
- On the 0.4.7 beta, mods that open a phone chat with a character work again, like Over The Counter's drifters.
[0.12.10] - 2026-09-23
Fixed
- On the 0.4.7 beta, mods that give characters their own look (custom NPCs, look editors) can dress them again.
- On the 0.4.7 beta, mods built on S1API that read the clock or react to sleeping work again.
- Over The Counter no longer fills the log with an error every frame on the 0.4.7 beta.
[0.12.9] - 2026-09-23
Fixed
- On the 0.4.7 beta, OG Backpack keeps what you put in it: the backpack saves again and is back after loading.
- On the 0.4.7 beta, mods that add to the deal screen show up there again, like Over The Counter's fill button.
[0.12.8] - 2026-09-23
Added
- On the 0.4.7 beta, mods that finish a deal for you (drones, auto-delivery) can complete it again.
- On the 0.4.7 beta, mods that add their own dialogue load again.
[0.12.7] - 2026-09-23
Added
- Ready for the Schedule I 0.4.7 beta: Polyfill knows what that update renamed, so more of your old mods load there.
- On the 0.4.7 beta, mods that change how fast NPCs walk work again.
- On the 0.4.7 beta, mods that move an NPC to a spot work again, and the NPC keeps facing the way it faced.
Fixed
- Polyfill no longer lists itself as broken on the 0.4.7 beta.
[0.12.6] - 2026-09-12
For mod authors
- An error on your mod's page now carries the path through your own code that led to it, up to five frames, not just the one where it failed.
[0.12.5] - 2026-09-12
For mod authors
- An error on your mod's page now carries two frames: your own method, and the frame that threw.
- Errors are no longer misattributed. Every mod claimed the
Systemnamespace, so any frame from inside .NET was booked against whichever mod was listed first.
[0.12.4] - 2026-09-12
Fixed
- A repair that takes the game down is remembered and skipped on the next start, so one bad combination cannot stop you playing. The log names it.
[0.12.3] - 2026-09-08
Fixed
- Over The Counter's drifters answer you again. The message has its accept and decline buttons, and the drifter has the deal instead of a stranger's greeting.
- The game no longer dies when a drifter deal is paid out.
Added
- The compatibility index now says why a missing name is missing, not only that it is.
[0.12.2] - 2026-09-07
Added
- The mod page on polyfill.doomods.com now says why Polyfill refused a repair, instead of only that it did.
Fixed
- Mules and Lithium stop being listed as broken. What they asked the game for was there all along, in a form Polyfill did not recognise.
- Text Your Friends draws its message bubbles and its player conversations again.
[0.12.1] - 2026-09-07
Fixed
- Mods that lay out the handover screen work again. The game renamed the two slot lists they fill.
- Mods that make an NPC invincible work again. The game moved that flag onto the NPC's own data.
[0.12.0] - 2026-09-06
Fixed
- Four supplier mods load again: Auto Pay Suppliers, BFG Better Supplier, Legal Produce and SkillTree. They read a supplier's order limit, which the game moved onto the NPC's own data.
[0.11.18] - 2026-09-06
Fixed
- Storage containers show the Delivery Manifest again, with its have and needed list and the Smart Fill button.
- A hired manager is called by their own name. They were taking the name of another character.
[0.11.17] - 2026-09-06
Fixed
- Drifters and shop customers keep their own name. They were taking the name of the character they were built from, so every one of them was somebody else.
[0.11.16] - 2026-09-04
Fixed
- Smart Employees syncs employee changes between players again. The game moved where lobby chat arrives, so the mod switched its multiplayer sync off.
[0.11.15] - 2026-09-04
Fixed
- The game starts again with Deep Pockets and Mules installed together. It closed before the main menu with nothing in the log, and more mods made it more likely.
[0.11.14] - 2026-09-04
Fixed
- Rains Car Dealership opens its dealer screen. Interacting with a car did nothing at all, and the interaction broke off there.
- Mods that free or lock your mouse work again. The game moved both away from the camera, so a mod asking for either one got nothing.
- Dealer mods set the cut and the signing fee again, and employee mods set an NPC's health and walking speed.
- Mods that hide an NPC's chat work again.
- Your character's appearance is readable again, and so is whether a conversation is open.
Changed
- The listing stops calling a mod fixed when it is not. Anything Polyfill had an idea for counted as repaired, so a mod that still crashed could read "Works with Polyfill".
- A gap Polyfill cannot close now says why, instead of naming a lookalike and leaving it at that.
[0.11.13] - 2026-09-03
Fixed
- Over The Counter's Smart Fill takes the items off your stack. It put them in the handover and left the same stack in your hotbar as well.
- A client's chosen meeting place reaches the host again in HUB - MeetPoints. The host heard nothing, so the customer went to the vanilla spot.
- More Realistic Sleeping's app opens instead of waiting for two phone fonts it could never load, once every two seconds for the rest of the session.
- Mods that read an NPC's name keep working before the game has given that NPC one.
- Mods can work the roulette table's bet controls, the way they already could at the blackjack table.
Changed
- Mods that work stop reading as broken. Over The Counter and DealOptimizer said blocked while their repairs were already in place.
- The key hints a mod asks for are loaded and cleared again, though the game dropped most of the sets they used to name.
[0.11.12] - 2026-09-03
Fixed
- The game stays open when you start a counteroffer. Two repairs got in the way of each other, and the game closed with no message and no crash report.
- More Realistic Sleeping works again. It makes an effect that the game renamed, and the old name could not make one.
- Tweakables waters, pours and sprays. Four of its jobs did not start, because it names a value differently from the game.
- Tweakables sets the order days. Its change did not start, and the log showed an error that named no mod.
- Price per gram shows the price per gram. The counteroffer screen moved the number into the box beside it.
Changed
- OG Backpack, the employee mods and HUB - Dispensary show the correct state on polyfill.doomods.com. A repair that runs after the report was not counted.
[0.11.11] - 2026-09-01
Fixed
- Another fix for dedicated servers dying at startup. 0.11.10 guarded the wrong half and a server with TrashGrabber PLUS still died; S1API now only looks at mods that could hold its own NPCs.
[0.11.10] - 2026-09-01
Fixed
- Seeds and items a mod delivers by dead drop arrive again. With every dead drop in the world full, the game broke off instead of answering, and the delivery stopped halfway.
- Dedicated servers start again with S1API installed. The crash left nothing behind but
Internal CLR errorand no line saying which mod. - A dedicated server starts straight away. The question about sharing findings arrived as a dialog box nobody was there to answer, and the first three startups each waited a minute for it.
- Sharing turned on by hand on a server now survives a restart. Every startup wrote
ShareFindingsback to off.
Changed
- A dedicated server sends findings and crashes but no longer counts its uptime as playtime. A box running overnight with nobody on it says nothing about whether a mod works.
- Repairs that only change what you see - phone app layout, images drawn over the game, tree size - are skipped on a dedicated server.
[0.11.9] - 2026-08-31
Fixed
- Tweakables' raised deal cap works again. The higher number was worked out and then written nowhere, so you kept seeing the old limit with nothing to say why.
Changed
- When something a mod needs cannot be put back, but Polyfill restores what it was for another way, the report says which fix covers it instead of only listing it as missing.
[0.11.8] - 2026-08-31
Fixed
- Media Player, Tweakables and Wages Manager fill the phone screen again instead of being squeezed into a strip at the top.
- Tweakables works again. Six of its features were not loading at all, the packaging skip and the raised deal cap among them.
- Mods that put you into a screen and hand control back afterwards work again.
- Mods that use the packaging station, the ATM or the main menu are no longer called broken when they are not.
[0.11.7] - 2026-08-31
Fixed
- Media Player's app fills the phone screen again. It had been squeezed into a strip at the top since the game rebuilt the screen it borrows.
Added
- Polyfill now says when a mod borrows a piece of the game's own screens. Those mods can pass every check here and still look wrong on your phone.
[0.11.6] - 2026-08-31
Fixed
- Mods that open the sleep screen work again. The repair for it shipped in 0.11.3 and never once ran: it looked for the wrong thing and gave up without saying so.
- Mods built on the main menu's screens load again, LethalLizard's Mod Manager among them.
- Mods that read or change a dealer's cut work again.
- When Polyfill says a mod is missing something, it now shows enough of the name to tell it apart from what the game has. Two names that looked identical in the report were not.
Added
- polyfill.doomods.com has a "Find this mod" button on every mod, so you can go and get the thing you just read about.
[0.11.5] - 2026-08-30
Fixed
- Polyfill stops listing a mod as broken when the game still has everything it asked for. It counted how many arguments a mod named instead of checking which ones.
- Mods that change the object and route pickers on the management clipboard work again. They loaded without complaining and then did nothing.
- Mods that open a storage screen from a container work again. Two of the three ways to open one were repaired and the third was missed.
[0.11.4] - 2026-08-29
Fixed
- Another fix for overlay mods: 0.11.3 stopped the crash but drew nothing, so a clock or a crosshair was simply missing. The image is on screen now.
- A repair that cannot do the job says so and steps aside, instead of leaving a mod loaded and silent.
polyfillfixesshows it as failed and the log gives the reason.
[0.11.3] - 2026-08-29
Fixed
- Overlay mods draw again. ClockOverlay and EZCrosshair threw an error every frame instead of drawing, which filled the log and could take the game down with it.
- Mods that open or close the sleep screen work again. 0.4.6 replaced the call they use, and Polyfill now opens and closes it the way the game does.
- Mods that close the pause menu close it. They loaded without complaining and then did nothing.
[0.11.2] - 2026-08-28
Changed
- The sharing question now names everything that is sent: mod authors, how long you played, and any errors a mod threw. It said "mod names and versions only" and that was less than the truth.
polyfillshare onsays the same, and points atpolyfillshare showso you can read the exact text.
[0.11.1] - 2026-08-28
Fixed
- polyfill.doomods.com counted every launch as a separate player. Your PC rolled a new id each time the game started, so six sessions looked like six people.
[0.11.0] - 2026-08-28
Added
- polyfill.doomods.com now says whether a mod actually works, not just whether it starts. Polyfill watches your session for errors and reports what it saw when you leave the game.
- The list shows how long people played before answering, so a mod nobody has really used says so instead of looking fine.
Changed
- Reports go out when you quit, not while the game loads. A mod that starts and then breaks was passing the old check.
- Only the error type and the line it came from are sent. Never the error text, which can contain your save name or a folder path.
[0.10.1] - 2026-08-28
Fixed
- The sharing question stops coming back. It appeared on every launch and no button could stop it - the answer was written but never read back.
Changed
- The compatibility list now says a mod "starts" rather than "works". Polyfill checks what a mod asks the game for while it loads, which is not the same as playing it.
- Reports say which Polyfill wrote them, so polyfill.doomods.com can show when a mod was fixed by an update rather than by a game change.
[0.10.0] - 2026-08-28
Added
- Check whether a mod still works before you install it: polyfill.doomods.com lists what other players reported for your game version.
- Polyfill asks once, on your first launch, whether it may send what it found. Say no and nothing ever
leaves your PC.
polyfillshare showprints exactly what would be sent,polyfillshare onandoffchange your mind.
- Only mod names, versions and what Polyfill repaired are sent. Never your name, your save, your folders, or which mods you run together.
For mod authors
polyfill-check YourMod.dll --game 0.4.6f13lists what a game update broke in your mod, with no game and no MelonLoader installed.- It agreed with the in-game report on all 44 mods the two were run against.
- Your mod's page on the index names every member the game no longer has, and whether Polyfill bridged it, refused it, or found nothing to point at.
[0.9.26] - 2026-08-26
Fixed
- Absorbent Soil and NACops are no longer listed as broken. Both work on this version - the report was wrong about them, not the mods.
[0.9.25] - 2026-08-26
Fixed
- Your Over The Counter manager stops turning into a townsperson - their face, their name, their stock. If a manager is missing after you load a save, rejoin and they come back.
[0.9.24] - 2026-08-26
Fixed
- The Tweakables app opens on your phone again instead of sitting there dead.
- Suppliers show you their stock at the meetup. They used to just greet you until you shoved them.
- GraphicsMOD's lighting option turns the sun off again.
[0.9.23] - 2026-08-21
Fixed
- A patch a mod cannot bind no longer blocks every later patch of that same method. Harmony keeps the failed entry, and 0.9.19 left it there.
- Tweakables can raise how often a customer orders again, and GraphicsMOD's lighting option switches the sun instead of doing nothing.
[0.9.22] - 2026-08-21
Fixed
- Deal Optimizer re-evaluates a counteroffer after you change the quantity. The method kept its name and swapped its argument type, which Harmony can neither choose nor bind.
- Tweakables can patch the handover price box and the blackjack bet slider again. Polyfill's stand-ins carried the new argument names, and a patch binds by name.
Added
- The blackjack bet slider, its handler and the bet label are reachable on the screen again, after 0.4.6 moved them into the panel every casino game shares.
[0.9.21] - 2026-08-21
Fixed
- Enhanced PD stops logging an error every second. 0.4.6 moved the player lookups off Player onto PlayerManager, and the mod asks the old address once per raid tick.
[0.9.20] - 2026-08-19
Fixed
- The GreenTab app comes back after a trip to the main menu instead of failing to register, which took the whole app down rather than its icon.
- Unicorn's Custom Seeds can put its seeds in a supplier's shop again. Reading the list was bridged and writing it back was not.
- Installing through Vortex puts the plugin in the game's Plugins folder instead of bepinex/plugins.
[0.9.19] - 2026-08-18
Fixed
- The Heisenberg mod delivers Heisenberg again instead of a standard chemist: the flag that says an NPC has a last name moved in 0.4.6 and nothing had put it back.
- Deal Optimizer works on counteroffers and street deals again, and no longer throws at startup.
- One patch a mod cannot bind no longer costs it every patch after that one - Deal Optimizer lost seven working ones to a single dead target.
Added
- A method that kept its name and now hands back a renamed type is repaired instead of only listed.
- The report names a patched method the game split into two overloads, which Harmony refuses to choose between.
[0.9.18] - 2026-08-17
Fixed
- Despawning an NPC stops filling your log with errors. The game asks one list of schedule actions whether they should start without checking they still exist.
[0.9.17] - 2026-08-17
Fixed
- The Over The Counter manager panel goes away when you put the clipboard on another employee, instead of staying up and drawing over theirs.
[0.9.16] - 2026-08-17
Fixed
- Instant Pack works again. The packaging and mixing screens renamed the property that hands out the station they belong to, and mods that ask for the old name got nothing.
[0.9.15] - 2026-08-16
Changed
- The log names which character each Over The Counter customer was built from, for the first eight. Ask for it if your customers all look alike.
[0.9.14] - 2026-08-16
Fixed
- Suppliers open their sales page again and the GreenTab app takes input after you return from the main menu. Both died in the same call Polyfill had written wrong.
[0.9.13] - 2026-08-16
Fixed
- Over The Counter's manager panel goes away when you put the clipboard down, instead of staying up and overlapping the next employee's panel.
[0.9.12] - 2026-08-15
Fixed
- You can move again after putting the manager clipboard away. It was hidden without being taken off the input stack, so the game still had it open while the screen said otherwise.
[0.9.11] - 2026-08-15
Fixed
- Ultimate Mod Menu starts. Its third way of looking a type up killed the game too, and so did the way Polyfill answered the first two.
[0.9.10] - 2026-08-15
Fixed
- Ultimate Mod Menu gets past its clipboard setup. 0.9.8 covered one of its two type searches, so the crash moved from the police patches to the next feature instead of going away.
[0.9.9] - 2026-08-15
Fixed
- Over The Counter can dress a drifter again. It writes a field 0.4.6 deleted, and the whole routine stopped before its own error handling could run.
[0.9.8] - 2026-08-15
Fixed
- Over The Counter's customers stop all being the same person. They were cloned from one prefab; now every spawnable civilian gets a turn, and the log names which ones your game has.
- Giving an Over The Counter manager a route works again. The button did nothing because the panel named a UI class 0.4.6 removed, which stopped the whole method from running.
- Ultimate Mod Menu no longer kills the game on startup with no message. It searched for game types in a way that loads every type there is, which the game does not survive.
Changed
polyfillprobenow calls static members too, so a repair likeSingleton<T>.Instancecan be checked rather than only listed.
[0.9.7] - 2026-08-15
Fixed
- More Foot Patrols staffs its routes again. It cloned a police prefab this build no longer has; the officers now come out of the police station, two held back for callouts.
[0.9.6] - 2026-08-14
Fixed
- Deal Optimizer reads and sets the handover price again, and asks a dealer how much of a product it has. All three kept their meaning and lost their names.
- Always Show Distances On Compass finds what a compass marker points at. 0.4.6f5 renamed it to
TargetTransform.
[0.9.5] - 2026-08-14
Changed
- Schedule I 0.4.6f13 is a build these repairs have been read against, so they stop reporting themselves as unchecked on it. Nothing 0.4.6f13 changed is anything they touch.
[0.9.4] - 2026-08-14
Fixed
- The manager clipboard in Over The Counter answers the interact key again. It was listening on the key 0.4.6 moved its button to, so the prompt appeared and nothing happened.
- NPCs stop going unresponsive after you trade with them. The storage window lost the event a mod uses to put them back, so its cleanup never ran.
[0.9.3] - 2026-08-14
Fixed
- Custom Commands Framework stops killing the game on startup. It reads every type in every loaded assembly, and doing that to the game's generated ones ends the process with no error at all.
[0.9.2] - 2026-08-14
Fixed
- Over The Counter's hired manager stops throwing every tick, which is what froze the clipboard when you tried to give one a locker. It was being built out of a cleaner, same as the drifters were.
[0.9.1] - 2026-08-14
Fixed
- Trees stop growing every time you reload. With Bigger Trees installed, each load multiplied the size again instead of setting it, so dying and loading gave 2x, then 4x, then 8x.
Added
HelpHarmonyFindin MelonPreferences switches off the one layer that sits in front of another mod's code, for ruling it out when something misbehaves. The repairs themselves stay.
[0.9.0] - 2026-08-14
Fixed
- Mods stop throwing thousands of errors a session. A type Polyfill put back had its own members skipped, so one ATM reading alone threw once a frame for as long as the game ran.
- OG Backpack saves and loads its contents again, and its station panels work. One dead patch target was taking the whole class with it, five times over.
- Lithium's shop prices refresh again. 0.4.6 renamed an argument, and Harmony matches those by name.
- Lithium's drying rack and ATM screens work again.
- A nested type Polyfill put back is nested again. It was written at the top level under a name nothing asks for, so the repair reported success and the mod threw on the type.
Added
polyfillfixesgainssplit-screen-patches: where 0.4.6 split a station screen'sSetIsOpenintoOpenandClose, a patch aimed at the old name runs again from both.- The report says when a patch will be moved rather than left dead, so a working mod stops being listed as broken.
[0.8.1] - 2026-08-14
Fixed
- Hiring a manager in Over The Counter works again. It sets the NPC's pickpocket target, which 0.4.6 kept under the name its private field carries now.
- More Foot Patrols spawns its officers again.
ApplyShapeKeyslost a flag, and what the flag switched off is what 0.4.6 does either way.
[0.8.0] - 2026-08-14
Fixed
- OG Backpack opens with B again. The storage window has three
Openmethods, all three grew an argument in 0.4.6, and the repair answered for the wrong one. - Mods that patch the mixing or chemistry station screen work again. Those two and two more were renamed in 0.4.6, and a patch aimed at the old name now reaches the method the game calls.
- StackPro talks to other players again. 0.4.6 took the Steam ids off the lobby, and all three are still derivable from what it kept.
- Lithium reads a dealer's type and an NPC's walking speed again, and its ATM screen patches apply.
- DealOptimizer finds the counteroffer price box again. It became an
AmountSelector, and the input field inside it is the same control.
Changed
- The report stops naming members that were never gone. 0.4.6 moved eight of them onto base classes, where the game finds them anyway; four mods in one report were called blocked over that alone.
- One repair that fails no longer costs the other fifty. An emitter that threw took the whole assembly with it, and the log said only that it had been left alone.
Added
- When a member moved to a base class under a new name, the report says which class and which name, so a mod author has an answer rather than a dead end.
polyfillfixesgainspatches-on-grown-overloads, which moves a mod's patch onto the method the game calls when the old signature only exists because Polyfill put it back.
[0.7.4] - 2026-08-14
Fixed
- Another fix for the management clipboard: the stand-in for the deleted NPC selector screen was missing the one property the mod reads off it.
[0.7.3] - 2026-08-14
Added
polyfillprefab tree <name>walks a UI object in debug builds, for mods that find their way by a spelled-out path and break when a screen is redesigned.
[0.7.2] - 2026-08-13
Fixed
- Another fix for Bella's handover screen: it reads the customer's favourite drug with no count check, and hers has none.
[0.7.1] - 2026-08-13
Fixed
- Bella's handover screen shows your options again. It reads the customer's preferences straight out, and OverTheCounter's own customer has none, so the screen never filled in.
[0.7.0] - 2026-08-13
Fixed
- OverTheCounter keeps its manager panel AND the game keeps its clipboard. 0.4.6 deleted the NPC selector screen, which killed both; it now answers that it is not open, which is true.
[0.6.2] - 2026-08-13
Fixed
- OverTheCounter's route picker closes again without choosing. Right-click, which is what the mod's own community repatch picked after 0.4.6 removed the Escape and Back buttons.
[0.6.1] - 2026-08-13
Fixed
- The management clipboard works again with OverTheCounter installed. Its patch asks for a screen 0.4.6 removed, which killed the whole clipboard and filled the console every frame.
[0.6.0] - 2026-08-13
Fixed
- T.H.M's syringe and garrote kill again. They were repaired as far as the killing blow, which then never landed and said nothing.
- A type the game moved to another assembly AND renamed is put back properly. The old repair crashed any mod method that mentioned it, past that mod's own error handling.
- Mods built before 0.4.6 press the key they mean to press. The game deleted 14 entries from the middle of
its button list, so
Interactbecame the vehicle-lights key.
Added
polyfillprefab thmandpolyfillprefab doorsreport why a mod's action did nothing, in debug builds.
[0.5.2] - 2026-08-13
Fixed
- Doors a mod puts up in a property you already own can be opened again. They locked themselves and waited for a purchase that had already happened, showing no prompt at all.
- Counters, switches and doors a mod spawns come out visible. Half the copies Polyfill could hand over are switched off, because the game deactivates a building's interior while you are away from it.
Added
- Bigger Trees makes the trees bigger again. The game stopped drawing terrain trees in 0.4.6f5 and the
mod's setting reached nothing.
TreeScalein MelonPreferences sets the size, 1 leaves them alone.
[0.5.1] - 2026-08-13
Added
- OverTheCounter's drifters stop throwing an error every tick. The mod asks for a character the game no longer has and fell back to an employee, which crashes without a workplace.
[0.5.0] - 2026-08-12
Fixed
- After a Schedule I update Polyfill starts from the game's new files. It used to keep writing its copy of the old ones back over them, which broke mods that had been fine.
- Repairs keep working when the game reaches 0.5.0 or 1.0. Version numbers were compared in a way that read 0.5.0 as older than 0.4.6f5, which would have switched the rename history off.
- A repair a person wrote by hand is used before one guessed from spelling. Two similar-looking names could stop the better answer from being used at all.
Added
- The report says what Polyfill DID, not only what it found.
polyfillexportgains a REFUSED section for every repair it had a candidate for and did not trust. polyfillregenhas MelonLoader build the game's generated files again, for when Polyfill reports that it has no untouched copy of one left.
[0.4.3] - 2026-08-12
Fixed
- OverTheCounter's co-op sync is no longer switched off by a version number. It demanded exactly the SteamNetworkLib it was built with, and the newer one carries everything it calls.
[0.4.2] - 2026-08-12
Fixed
- The supplier's meeting greeting and its reply work again. 0.4.6 stopped keeping either in a field, and a mod reaching for them was throwing six times a minute.
[0.4.1] - 2026-08-12
Fixed
- Trees no longer stand inside the buildings a mod places. 0.4.6 draws them from a baked texture rather than from the terrain, so clearing the terrain had only been taking their collision away.
[0.4.0] - 2026-08-12
Added
- Renames the game made in any build since 0.4.4 are followed on their own. Polyfill carries the game's own history, chained over 14 versions, and asks it when the installed game cannot answer.
- That includes a FishNet RPC whose hash moved with its signature, which nothing on the installed game can work out by looking.
[0.3.0] - 2026-08-12
Added
- Per-mod fixes: one small module per mod, for breakage that has no name in the metadata to repair.
polyfillfixeslists them and switches one off. - Mods built on S1MAPI get their doors, switches and counters back. 0.4.6 stopped listing those as
network-spawnable and the lookup only ever searched that list, so they came out empty.
- The game keeps no loose copy of those, so what gets cloned is one already standing in the world.
It looks right and may behave like the one it came from.
polyfillfixes off s1mapi-prefab-lookup.
- The game keeps no loose copy of those, so what gets cloned is one already standing in the world.
It looks right and may behave like the one it came from.
- The same mods also follow prefabs the game renamed, such as the
_Builtsuffix 0.4.6 put on placeable furniture.
[0.2.0] - 2026-08-12
Added
-
Mods that build their own NPC run again: 0.4.6 moved the NPC's name, ID, mugshot and inventory settings, and writing them killed the mod.
-
More names get matched. A member renamed from
CustomerSlotsto_customerSlotsis found now, which brings back the weather reading and the handover screen for older mods. -
Two more kinds of break are repaired: a type that only changed namespace, and a method that grew an argument. That is OverTheCounter's contacts app and its storage screen.
-
T.H.M - The Hitman Mod now has a repair for all 6 things it asks for, OverTheCounter Dispensary for 29 of 40. It was 5 and 4.
-
polyfillprefab <name>says whether the game still has a prefab a mod spawns by name, and what is spelled close to it. Renamed prefabs used to fail in the Unity log where nobody looks.
Fixed
- Boots that died with no message. A mod asking Harmony for a type by name made the game load every type in every assembly, and one of them takes the process down.
[0.1.3] - 2026-08-11
Fixed
- The store pages said your files are never touched and then offered a command to undo things, which made no sense. It patches the game, not your mods, and now the text says so.
[0.1.2] - 2026-08-11
Changed
- The store pages are shorter and say what the mod does in one line. The previous text still read like documentation instead of a mod page.
[0.1.1] - 2026-08-11
Changed
- The store pages now say what the mod does in plain words. The old text explained the mechanism instead of the problem, so nobody could tell whether it was for them.
[0.1.0] - 2026-08-11
Added
- Mods built for an older Schedule I keep working: the names an update took away are put back into the game's generated interop assemblies, pointing at wherever the thing lives now.
- Your mod files are never touched. Repairs go into MelonLoader's own generated assemblies, and the
untouched copy stays beside them as
<name>.dll.polyfill-orig. polyfillin the console says what every installed mod is missing and what it was matched to, andpolyfillexportwrites all of it to one file you can send on, with no paths in it.polyfillrestoreundoes every repair on the next launch. It cannot happen sooner, because the assemblies are in use while the game runs.DryRunworks out what is missing and changes nothing, so you can see what it would do first.