Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
Strain o nator
Beta V0.1.2: single-player genetics and processing, a ten-beaker Heisenberg dispenser, worker target quality, leftover delivery boxes and English/Spanish settings. Schedule I IL2CPP.
| Last updated | 15 hours ago |
| Total downloads | 14 |
| Total rating | 0 |
| Categories | Mods Tools IL2CPP |
| Dependency string | GameFadder-Strain_o_nator-0.1.2 |
| Dependants | 0 other packages depend on this package |
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: 3.2.1README

Description
Strain-O-Nator expands Schedule I with custom strains, specialised production equipment, and a private supply network accessed through the S.O.N. App.
Meet Manny, complete the network introduction, and gain access to equipment and ingredients unavailable through ordinary suppliers. Experiment with supported ingredients, develop prototypes, and submit samples for registration. Once registered, your customised mix creations become available to order through the app.
This is a hands-on production expansion with physical interactions, animated machinery, sample collection, deliveries, and progression tied to your operation.
Beta V0.1.2 — Windows x64, IL2CPP, single-player. Compatible with Phone Mod Manager, which is optional. You can also change supported settings directly through the mod's CFG.
Getting started
This mod includes a short story expansion. Reach Bagman I, unlock the warehouse, and personally complete a product with at least three ingredient-mixing steps. Manny will contact you to begin the introduction. Follow his instructions to access the network and S.O.N. App, then follow the station tutorials as you purchase equipment.
A new save is not required. The app and introduction do not appear immediately after installation. If you already meet the requirements, personally complete another qualifying mix after installing the mod.
For command information, enter help son in the console. bypasssonrequirements enables access without marking the story objectives complete. Commands that complete missions or unlock content can skip guided instructions, so normal progression is recommended for your first playthrough. developer commands require EnableDeveloperConsole to be enabled in the CFG, followed by a restart.
Installation instructions
- Close the game and back up your entire save.
- Install MelonLoader 0.7.3, 64-bit, and S1API Forked 3.2.1 using its IL2CPP MelonLoader variant. Follow S1API's instructions and install its complete package, including its supplied Plugins and Mods folders.
- Open the Schedule I installation folder through Steam: Manage → Browse local files. This is the folder containing Schedule I.exe.
- Extract this mod's ZIP so its Mods and UserLibs folders merge directly into that game installation folder.
- When updating, replace Strain-O-Nator's matching files and keep all model subfolders intact. Avoid duplicate copies of the mod DLL.
- Launch the game and follow the getting-started instructions above.
Extract into the game folder containing Schedule I.exe. Do not put the entire ZIP folder inside Mods or create Mods inside Mods. Installing only the mod DLL is not sufficient.
Schedule I/
Schedule I.exe
Mods/
Strain-o-nator.IL2CPP.dll
Strain-o-nator/
Models/...
UserLibs/
SharpGLTF.Core.dll
Main features
- The S.O.N. App: a dedicated phone interface with a home screen, sample registration, category-based shopping, registered products, cart, checkout, and shipment tracking.
| S.O.N. App | Sample registration | Registered strains |
|---|---|---|
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- Custom strain development: experiment with supported weed, coca, meth, and mushroom recipes. Ingredient order and repeated additions remain part of the recipe.
- MarryJane-O-Nator: develop custom weed and coca seed prototypes through a physical seed-processing workflow using Mary Jane reagent.
- Coke-O-Nator: a separately branded counterpart with the same seed-processing capabilities and its own Snowcap reagent.
| Coke-O-Nator | Coke-O-Nator in use |
|---|---|
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- Crank-O-Nator: prepare meth prototypes using Base Pseudo, Glucos, and an ordered additive queue.
| Crank-O-Nator | Crank-O-Nator processing |
|---|---|
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- Heisenberg-O-Nator: refine compatible liquid meth by one quality tier per cycle, from Trash through Heavenly. Includes a ten-beaker side dispenser, telescopic feeding arm, loading/restocking animations, and movement and glass-sliding sounds.
- Worker target quality: choose the desired Heisenberg quality at the station or through the management clipboard. Assigned chemists repeat refinement using Cellurator until the target is reached, then deliver the output. Return cycles reuse the receiving beaker. Manual operation remains one cycle at a time.
| Heisenberg-O-Nator | Heisenberg-O-Nator processing |
|---|---|
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- Spore-O-Nator: develop custom mushroom cultures through paired-syringe recipes.
| Spore-O-Nator | Spore-O-Nator processing |
|---|---|
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- Sample registration: submit eligible prototypes through the app and arrange physical collection. Shift-click supported samples to add them to the registration queue.
- Registered-product ordering: purchase registered strains and supplies through Son's Shipping, with delivery-location selection and shipment messages.
- Delivery leftovers: purchased cargo remaining when the van leaves at 04:00 by default is placed in a withdrawal-only cardboard box outside the delivery bay. Its S.O.N note appears automatically until read and remains separately readable afterward. Boxes, contents and note-read state persist through saves. Later deliveries use separate clear spots. The box and note disappear when emptied.
- Physical production: interact with caps, bottles, vials, syringes, and processors rather than completing everything through menus.
- Guided progression: Manny's introduction and station-specific objectives explain the production and registration workflows.
- Employee integration: botanist support for custom seeds and chemist support for registered custom meth recipes and Heisenberg refinement. Chemistry Station recipes follow the loaded custom precursor without a second clipboard recipe selection. Not every custom station is fully automated.
- English and Spanish: select English or neutral Latin American Spanish for mod descriptions, dialogue, missions, controls and phone text. Names and physical beaker labels remain unchanged.
- Configurable settings: adjust supported options through the CFG or an optional compatible phone manager, including processing times, shipping hours, booking delays and whether the RV explosion is allowed during progression.
Quick help / FAQ
Why won't regular seeds go into MarryJane-O-Nator or Coke-O-Nator? Prepare the seed first at a basic Packaging Station, not Packaging Station Mk2. Combine a supported supplier weed or coca seed with an empty custom vial purchased through S.O.N. Load the resulting prepared seed vial into the machine. Raw supplier seeds do not go directly into these machines. Both machines support weed and coca seeds; use Mary Jane in MarryJane-O-Nator and Snowcap in Coke-O-Nator. Use the Packaging Station for seed/vial preparation and unpacking.
Why is my custom weed or coca strain a new product with a different price? Custom strains appear as separate products. Their market values use the game's normal effect-based mix valuation. A manually adjusted asking price on the original product is not automatically copied to the new strain. Compare products at the same quality and check the new strain's asking price in the Products app. If the result still looks incorrect, report the starting strain, exact ingredient order, quality, and prices before and after.
When do deliveries and sample pickups operate? The default shipping window is 10 PM–4 AM in-game. New bookings normally wait one in-game hour within that window before dispatch; native travel or blocked parking can add time. Change DeliveryHour, DepartureHour and DeliveryDelayGameMinutes under the CFG's Strain-o-nator_Shipping section, then restart. In Beta V0.1.2, purchased cargo left aboard at departure remains in a collection box outside the delivery bay.
Do I need four Heisenbergs to reach Heavenly? No. The same station can perform successive one-tier upgrades. Set a target quality and assign a chemist to repeat the cycles, with enough Cellurator available. You can also run successive cycles manually.
Why does the Heisenberg still start above 1:30 after updating? The new default is 90 real seconds (1:30), but existing CFG values are preserved. With the game closed, set the following under Strain-o-nator_Processing, then restart:
ChemicalRefineryProcessingSeconds = 90
Batches already underway retain their saved duration. Processing time begins after both pours.
Settings and language
Settings generate at:
UserData\Strain-o-nator.cfg
Phone Mod Manager is compatible but not required. The manager and CFG control the same supported settings. Existing valid settings are preserved. If the CFG is missing, the mod creates a fresh file with current defaults. Persistent backup and recovery CFG copies are no longer generated.
Choose Language / Idioma in a compatible phone manager, or set Language to "English" or "Spanish" under Strain-o-nator_General in the CFG. Restart after changing language or processing times.
Requirements
- Schedule I — Windows x64, IL2CPP build. This release was compiled against game version 0.4.7f12.
- MelonLoader 0.7.3, 64-bit.
- S1API Forked 3.2.1, IL2CPP MelonLoader variant, installed as its complete package.
- SharpGLTF.Core 1.0.7, included in this download.
- All supplied Strain-O-Nator model files, with their subfolders intact.
MelonLoader and S1API are not bundled. Compatibility with other game or dependency versions has not been confirmed. Mono and multiplayer are not supported by this release.
This is a beta. Bugs and conflicts with other mods remain possible. Update safeguards are designed to preserve existing item identities, registrations, and production progress, but they are not a guarantee against every save issue. Always retain complete backups.
Do not downgrade or remove the mod from a save containing custom items, plants, stations, or active orders without restoring a matching whole-save backup.
For bug reports, include your game, mod, MelonLoader and S1API versions, reproduction steps, and relevant errors from MelonLoader/Latest.log.










