DropDaDeuce-K9Patrol_Mono icon

K9Patrol Mono

Police Officers now have a new helper! K9 Patrol units can smell the drugs on you, don't get too close!

CHANGELOG

Changelog

[1.1.0] - Check the bag - 2026-08-30

Dogs can now smell into backpacks, and the host decides every scent number.

Added

  • Added backpack support, so a dog smells contraband inside a backpack mod's bag.
  • Added a [containers] section to K9Scents.cfg for tuning how much smell escapes a bag.

Changed

  • Moved every scent setting to the host in multiplayer.

Notes

  • Editing K9Scents.cfg on someone else's game does nothing. That is intended.
  • Backpack settings do nothing without a backpack mod, because the base game has no bag.
  • K9Scents.cfg gains a [containers] section on first launch, keeping your tuned values.
  • If halving the backpack number changes nothing, the sniff radius is already at its cap.
  • Tested on both builds, single player and multiplayer.

[1.0.0] - Who let the dogs out? - 2026-08-29

First release. Police officers now patrol with a K9 dog.

Added

  • Patrols:
    • Added officer-and-dog pairs to the game's own police foot-patrol routes.
    • Added a body search at the end of a pursuit, using the game's own search.
    • Added a search cooldown shared between every dog on the map.
    • Added a speed boost for a chasing officer, given back when the chase ends.
  • Scent:
    • Added contraband detection, with the amount you are carrying deciding the range.
    • Added packaging muffling, so a baggie or brick leaks 60% of the smell and a jar 40%.
    • Added wall, floor and door muffling that cuts the range to about a third.
    • Added a ceiling of 1.5 times the sniff radius for very large stashes.
    • Added K9Scents.cfg, with an editable smell value per drug kind and container.
    • Added automatic scoring for drugs from other mods, by kind rather than by name.
    • Added an [items] section for overriding one exact item.
  • The dog:
    • Added a dog that trots, sprints, sits, wags, sniffs and growls.
    • Added a teleport that recovers a dog stranded by stairs or a doorway.
    • Added a K9 harness skinned to the dog's own rig.
    • Added idle barks on patrol and an alert shout when a dog smells you.
    • Added a hittable, indestructible dog that raises the same assault crime as its handler.
    • Added a dog yelp that everyone in the lobby hears, not just whoever swung.
  • Multiplayer:
    • Added multiplayer support, built on SteamNetworkLib.
    • Added client-side contraband reporting, sent only to the host.
    • Added host authority over spawning, pursuit and searches.
    • Added client-side dogs that follow the officers the game already syncs.
    • Added a host-or-yours split, marked on every setting in the config file.
    • Added a log line naming any player in the lobby without the mod.
  • Builds and config:
    • Added 23 settings in K9Patrol.cfg, each explained in plain language in the file.
    • Added separate Mono and IL2CPP builds from one codebase.

Notes

  • Everyone in the lobby needs K9 Patrol and SteamNetworkLib, matching their own build.
  • Mixed Mono and IL2CPP lobbies are not supported.
  • The config is read once at startup. Restart the game to pick up a change.
  • Being chased, searched and coming up clean is intended, because the search respects packaging.
  • Drugs added by other mods have not been tested.
  • A second search straight after the first is a known issue with no cause found yet.
  • Binds directly to the game's police, inventory and NPC code, so a game update can break it.