Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
Snitch
A performance profiler - measure the cost + state of NPCs, trash, quests and your own mods, with a per-mod panel in the Hotline overlay and a live web dashboard.
| Date uploaded | a week ago |
| Version | 1.3.0 |
| Download link | DooDesch-Snitch-1.3.0.zip |
| Downloads | 123 |
| Dependency string | DooDesch-Snitch-1.3.0 |
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: 0.7.3ifBars-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: 3.0.5DooDesch-Hotline
One overlay and one key for every mod's HUD - and it auto-catches mods that grab function keys.
Preferred version: 1.0.0README
Snitch
A performance profiler for Schedule I - find out what's actually slow.
🛟 Need help or found a bug? Get support at support.doodesch.de.
Snitch measures the cost and state of NPCs, trash, quests, and - through a tiny no-op API - any other mod's systems. Its in-game panel lives in the Hotline overlay (each mod gets its own panel), alongside a combined log timeline and a live web dashboard so you can see frame times, section costs, and entity-state distributions in real time, and make your mod (or vanilla gameplay) faster.
Live dashboard · Wiki / docs · Modder example · Support
Features
- Frame time distribution + fps + GC pressure - the load-bearing, build-independent truth.
- Section costs - time named code sections (yours, or vanilla hot paths like
NPCMovement.Update). - State distributions - NPCs by movement/visibility, trash by physics state, quests by state, + your own.
- Per-mod panels - each mod that reports data gets its own toggleable, movable, resizable panel (counters, state, text, buttons, toggles).
- Log timeline - a combined, chronological view of every mod's log output, filterable per mod.
- Ablation A/B - toggle a subsystem off and measure the real frame-time delta (causal "total cost").
- Live web dashboard - opens straight to your local game over WebSocket; telemetry never leaves your PC.
- Honest - every number self-certifies; Snitch even reports its own overhead.
- Modder API - a zero-overhead no-op when Snitch isn't installed; no hard dependency.
Requirements
| Requirement | Notes |
|---|---|
| MelonLoader | 0.7.x (IL2CPP) |
| S1API | ifBars-S1API_Forked |
| Hotline | The in-game overlay framework Snitch's panel renders in (auto-installed as a dependency). |
Use it
Install Hotline (pulled in as a dependency) and press F6 for its overlay; Snitch's panel is inside,
with Start/Stop/Reset and live stats. Then snitch start (or the Start button on the panel). Or open the web
dashboard at snitch.doodesch.de - it auto-connects and shows everything live.
Console verbs: start, stop, status, frame, top, sections, states, counters, panels, act, toggle, log, vanilla on|off, ablate <lever>, levers, report. Reports go to Mods/Snitch/runs/.
For modders
Your mod's OnUpdate etc. are auto-timed with zero code (<YourMod>.OnUpdate). For more, drop in Snitch.cs
(or reference Snitch.Api.dll) - a no-op when Snitch isn't installed:
using Snitch.Api; // Profiler, Panel, StateSnapshot
Panel p = Profiler.RegisterPanel("MyMod", "My Mod"); // your own panel in the overlay + dashboard
p.Counter("Queue", () => _q.Count, "items"); // a gauge
p.Action("Flush", () => Flush()); // a button (replaces a debug hotkey)
p.Toggle("Verbose", () => _v, x => _v = x); // an on/off control
using (Profiler.Sample("MyMod.Work")) { ... } // hand-time a sub-section
Or just name a class SnitchProbe with a static Register() - Snitch discovers and calls it automatically.
Full example: ScheduleOne-SnitchExample.
Notes
ProfilerRecorder engine counters are inert in Schedule I's IL2CPP build, so Snitch relies on frame-time + GC
and self-measured section timing. Profiling is local and safe in multiplayer; state-mutating features run
host-only. Everything is idle until you snitch start.
Credits
Built by DooDesch on S1API.
CHANGELOG
Changelog
All notable changes to Snitch are documented here. Format based on Keep a Changelog.
[1.3.0] - 2026-06-26
The in-game overlay moves to the new Hotline framework, so every mod shares one overlay and one hotkey. The web dashboard and the profiling itself are unchanged.
Changed
- The in-game overlay is now provided by Hotline (a dependency). Snitch contributes its profiler panel (frame stats, sections, states, Start/Stop/Reset) to the unified Hotline overlay, opened with Hotline's master key (default F6).
Removed
- Snitch's own in-game windowing and its overlay settings (
ShowHud,HudFontSize,HudX,HudY,WindowLayouts) and thesnitch hud/snitch panel <id>console verbs - the overlay lives in Hotline now.
Note
- Without Hotline, Snitch still profiles and serves the web dashboard, but has no in-game overlay. Hotline is pulled in automatically as a dependency.
[1.2.0] - 2026-06-25
The on-screen overlay becomes a small windowing layer, every mod gets its own panel, and there is a combined log timeline. The modder bridge ABI is unchanged (additive), so existing integrations keep working.
Added
- Multi-window overlay: the profiler HUD is now an "Overview" window alongside per-mod panels and a log "Timeline". Each window is independently shown/hidden, dragged (title bar) and resized (bottom-right grip), with a scrollable body and a layout that persists across restarts.
- Per-mod panels: any mod that reports data gets its own toggleable panel of counters, state distributions,
free text, action buttons, toggles and a log channel - in the overlay and the web dashboard. New modder API:
the
Profiler.RegisterPanel(...)fluent builder (Counter/State/Text/Action/Toggle/Log) andProfiler.Log(...). - Log timeline: a combined, chronological view of all channels (each mod plus Snitch and the console), with per-mod filtering, both in-game and on the dashboard.
- Arm sampling from the overlay: Start / Stop / Reset buttons in the Overview (no console needed).
F6toggles the overlay and always summons the Overview, so it can't get stuck closed. - New console commands:
snitch panels,snitch panel <id> [on|off|move|size|reset],snitch act <id>,snitch toggle <id>,snitch log [<channel>|all].
Changed
- The on-screen "resize" is now a real window resize (width/height with scrolling); font size is a separate setting. Button labels no longer clip descenders.
[1.1.0] - 2026-06-24
The on-screen HUD is now movable and resizable, and remembers where you put it.
Added
- HUD position and font size are adjustable and persist across restarts:
snitch hud move <x> <y>,snitch hud font <n>, andsnitch hud reset(back to defaults), plus matchingHudX,HudY, andHudFontSizesettings (sliders in the Mod Manager UI). The overlay auto-fits, so a bigger font makes a bigger window. - Drag the HUD with the mouse: grab the body to move it, or its bottom-right corner to change the font size (works while the cursor is free, e.g. with the phone or pause menu open).
Fixed
- The
F6hotkey now actually toggles the HUD (it was documented but never wired up).
[1.0.2] - 2026-06-22
Less code in mods, more profiling for free. No change to the host data/wire protocol or the bridge ABI, so existing integrations keep working.
Added
- Auto-instrumentation: while sampling, every other loaded mod's per-frame methods (
OnUpdate,OnFixedUpdate,OnLateUpdate,OnGUI) are timed automatically and shown as<Mod>.OnUpdate- per-mod frame cost with zero code on the mod's side. Toggle with theAutoInstrumentpreference. - Zero-wiring registration: a mod's
SnitchProbe.Register()is now discovered and called by the host automatically when sampling starts, so a mod no longer wires a registration call into itsOnInitializeMelon.
Changed
- Modder API shim class renamed
Snitch.Api.Snitch->Snitch.Api.Profiler(drops theusing Prof = ...alias; justusing Snitch.Api;thenProfiler.Sample(...)). The bridge contract is unchanged, so previously shipped shims still bind and report. - Cheaper no-op path: the shim's pre-bind host lookup no longer scans every loaded assembly each call.
[1.0.1] - 2026-06-22
Internal cleanup. No functional or behavioural changes.
Changed
- Removed leftover development scaffolding: the dev-only verification probes and all internal "phase"-process references in code comments, console help, and docs.
[1.0.0] - 2026-06-22
Initial release. Feature-complete and verified in-game.
Added
- Frame-time + GC sampler (the load-bearing measurement layer).
- Stopwatch section timer (
Snitch.Sample), backing both the modder API and vanilla probes. - Built-in state providers: NPCs (movement/visibility), trash (physics), quests (state).
- Vanilla CPU cost attribution via Harmony accumulators (
snitch vanilla on) - e.g.NPCMovement.Update/FixedUpdate. - Ablation A/B harness with a stability gate + lever registry (
snitch ablate <lever>), built-innpclever. - Local HTTP + WebSocket data server (loopback
:6140) with CORS/PNA/Origin/token. - SnitchWeb live dashboard (React + uPlot), bundled offline at
http://localhost:6140/. - Zero-overhead modder API (
Snitch.Api) - copy-in source or referenced DLL, no hard dependency. - In-game HUD, periodic telemetry, and Markdown/CSV report export.