Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
Yoink
A hand winch for Schedule I. Hook anything at the exact point you aimed at and reel it in - built for vehicles wedged where they can never drive out.
| Date uploaded | a week ago |
| Version | 1.0.0 |
| Download link | DooDesch-Yoink-1.0.0.zip |
| Downloads | 5 |
| Dependency string | DooDesch-Yoink-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: 0.7.3ifBars-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
Yoink - A Winch For Stuck Vehicles
🛟 Need help or found a bug? Get support at support.doodesch.de/yoink.
A hand winch for Schedule I. Aim at anything with a rigidbody, fire the hook, and reel it in. Built for the case the game has no answer to: a van wedged between two walls, dropped through the world geometry, or parked somewhere it can never drive out of.

Hook the car, hold right click, walk backwards. The cable tightens as the winch takes the load.
What it does
The hook bites the spot under your crosshair, not the object's centre. Pull a van by its rear corner and it swings round; pull it by the nose and it comes at you straight. On something wedged, that choice is usually the difference between freeing it and grinding it further in.
It reels anything with a rigidbody: vehicles, barrels, crates, litter. A parked car gets its handbrake released first, because the game leaves it permanently applied on anything nobody is driving, and without that no amount of force moves it a centimetre.
The cable is simulated rather than drawn. It sags under its own weight, rests on the ground instead of hanging through it, takes about half a second to tighten when the winch bites, and snaps if you walk too far.
Co-op works. The host owns the physics and a client's pull travels as an intent, and if someone is sitting in the vehicle you hooked, their machine applies the force, because that is who owns it.
How to use it
- Buy the Winch in the hardware store ($80 by default).
- Equip it. Left click fires the hook at whatever you are looking at; click again to let go.
- Hold right click to reel. Walk backwards while holding it and the load follows you out.
The rope breaks at 25 m, and reeling stops once the load is about 2.5 m away so it does not end up in your face. Both are configurable.
Settings
Everything lives in UserData/MelonPreferences.cfg under [Yoink]:
| Setting | Default | What it does |
|---|---|---|
PullNewtons |
40000 | Pull force, about a four-tonne recovery winch. Real mass applies - a loaded van moves slower than a bin. |
MaxSpeed |
1.5 | How fast the hook point is reeled in, m/s. |
HookRange |
15 | How far the hook can be fired, metres. |
BreakDistance |
25 | The rope snaps past this, metres. |
StopDistance |
2.5 | Reeling stops once the load is this close. |
RopeSegments |
20 | Points in the rope simulation. More is smoother, slightly more expensive. |
RopeCollision |
true | Rope slack rests on the ground instead of hanging through it. |
ShopPrice |
80 | What it costs on the shelf. Read once when the item is registered. |
When it will not move
The mod says why in the console every time it refuses a hook: nothing within Xm (nothing hookable in
range), has no rigidbody (scenery), is fixed in place (kinematic, and no winch moves a building).
If it hooked but nothing happens, it is usually one of three things. Someone is sitting in the vehicle, in
which case their machine owns it. Or it is wedged hard and wants a different hook point - aim at the corner
that has somewhere to go. Or it is simply heavy: raise PullNewtons.
PullNewtons and MaxSpeed do different jobs. The force decides whether a heavy thing moves at all; the
speed caps how fast anything is allowed to arrive. Raising the force will not make a barrel come faster,
because the speed ceiling binds first. Raising the speed will not free a stuck van.
Multiplayer
Everyone needs the mod. The machine that owns an object applies the force to it, so a pull on a networked object goes through the host, and a pull on a vehicle someone is sitting in is handed to their machine - that is the only one whose forces the vehicle accepts. The rope is not networked and does not need to be.
Co-op is implemented and reviewed but has not been run with two players since the physics rework.
Requirements
- MelonLoader 0.7.3 or newer
- S1API
Credits
Built by DooDesch on S1API by ifBars.
License
MIT. See LICENSE.md.
CHANGELOG
Changelog
All notable changes to Yoink are documented here. Format based on Keep a Changelog.
[1.2.1] - 2026-08-04
Fixed
- Yoink stops costing frames when you are not using the winch. It was searching the whole viewmodel and equip container for the winch model on every single frame, even for players who do not own one.
[1.2.0] - 2026-08-01
Fixed
- Works on Schedule I 0.4.6f11. Update S1API to 3.1.1 with it.
[1.1.0] - 2026-08-01
Added
- The winch hooks people now. A hit takes them off their feet and drags the whole body, and they get
back up by themselves once you let go.
HookPeopleturns it off,Knockdownsets how hard it knocks them over. Both live inUserData/MelonPreferences.cfg.
Fixed
- Cars with an NPC at the wheel can be winched. They used to ignore the cable completely, in single player and in co-op.
- Yoink reported itself to MelonLoader as version 0.2.0.
[1.0.0] - 2026-08-01
Added
- A hand winch, sold in the hardware store for $80. Left click fires the hook, hold right click to reel.
- The hook grabs the exact point you aimed at, not the object's centre. Pull a van by its rear corner and it swings round; pull it by the nose and it comes at you straight.
- Anything with a rigidbody comes along: vehicles, barrels, crates, litter. Parked cars get their handbrake released first, or no amount of force would move them.
- The rope sags under its own weight, rests on the ground instead of hanging through it, tightens over about half a second, and snaps past 25 m.
- Co-op works. Whoever owns an object applies the force to it, so a pull on a vehicle another player is sitting in is handed to their machine.
Pull force, reel speed, hook range and break distance are all in UserData/MelonPreferences.cfg.