MetroGnome-Schedule_1_Survival_Mode icon

Schedule 1 Survival Mode

Schedule 1 Survival Mode: hunger, thirst & sleep. 11 canon food vendors, 50+ eats & drinks with real models and sounds, staged penalties, drug-affected needs, store hours, per-save persistence. IL2CPP.

Last updated 3 hours ago
Total downloads 8
Total rating 0 
Categories IL2CPP
Dependency string MetroGnome-Schedule_1_Survival_Mode-0.6.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

LavaGang-MelonLoader-0.7.3 icon
LavaGang-MelonLoader

The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono

Preferred version: 0.7.3

README

Schedule 1 Survival Mode

Even dealers gotta eat.

Adds hunger, thirst, and sleep to the game. Let any of them run out and you'll feel it... slower, weaker, worse on your feet, and eventually you just drop. So now you actually have to grab food and a drink between deals.

And there's finally somewhere to spend it. The whole town's open for business: the diner, the cafe, the bar, the liquor store, the Chinese place, the French place, the servo, all of it. The people who run them will sell you food now, each with their own menu. Kyle slings tacos (including a $420 wagyu one and a burrito that costs more than your car). Dan'll cook you lunch, if he likes you. Poke around, there's a lot.

Not a hardcore grind unless you want it to be. Go see Cranky Frank to set it up. Hunger, thirst, and sleep each dial separately, from "barely there" to "actively trying to kill you." Want just hunger and nothing else? Done. Want the full punishment? He's got that too.

Needs MelonLoader. Drop it in and play.

What it does

Survival meters. Hunger, thirst and energy drain on real play time (menus and pauses don't count). Staged, fair penalties: get peckish, then hungry, then starving. Move speed, stamina and (optionally) health follow. Run out of sleep and your eyelids droop, microsleeps hit, and eventually you collapse where you stand. Sleep restores energy (bed after 2 AM is poor sleep); food and drink restore the rest.

A real food economy. Food vendors all over town, each with their own menu, their own voice, and their own opening hours on the game clock. There's always somewhere free to eat if you're flat broke, so you can never be starved out of the game.

  • Kyle Cooley runs a taco cart: five tacos including the $69 Kyle's Special, the $420 Manuke, a "vegan" option, and one legendary one-time purchase he really doesn't want to make you.
  • Cranky Frank adjusts the difficulty in-world: three pillars (food, water, sleep), seven levels each, from "Turn it off" to "Try to kill me", through dialogue.

Everything is itself. 50+ consumables each with their own model (bowls, mugs, glasses, sandwiches, a whole rotisserie chicken...), matching icons, and consume audio that matches what you're having: soft chews, crunchy bites, sips, gulps, soup slurps and beer glugs. All real recordings, 2-3 variants each so nothing loops.

Drugs affect needs. Munchies burn hunger, stims carry you through the night then take it back with interest, and drinking mouthwash brings everything back up (clearing your high the hard way). Drug mixers can be eaten for their effect, at your own risk. Gasoline is technically drinkable, once.

Install

r2modman / Thunderstore Mod Manager (recommended): click Install with Mod Manager. MelonLoader is pulled in automatically. Launch from the manager.

Manual:

  1. Install MelonLoader 0.7.3+ into Schedule I.
  2. Run the game once, then quit.
  3. Drop S1HungerThirst.dll into Schedule I/Mods/.
  4. Play.

Config

Everything lives in UserData/MelonPreferences.cfg under ten [S1HT_*] sections, 150+ keys: master toggles per feature, drain rates, stage thresholds, every penalty, sleep quality, drug interactions, per-item food values (FoodMap), taco prices, per-establishment vendor toggles and opening hours (Hours*, game-clock "HHMM-HHMM"), HUD position/scale, and audio volume. Prefer changing difficulty in-game? Talk to Frank.

Credits & licenses

Everything hooks the game at runtime against its own assembly... no game files get touched.

Bundled audio, all real recordings, no synthesis, licenses permit bundling:

  • Six bite recordings from the "Crunch sounds" packs by cogitollc (OpenGameArt), CC0 1.0 public domain.
  • Cap-open from "202 More Sound Effects" by OwlishMedia (OpenGameArt), CC0 1.0 public domain.
  • Under the Pixabay Content License (free for commercial use, bundling permitted), with thanks:
    • "Pill Bottle Quick Shaking out Pills 02" by Rudmer_Rotteveel
    • "Remove pill from a blister pack" by spinopel
    • "Eating a sandwich", "Chewing", "Disgusting Chewing", "Sipping coffee", "sipping", "Drink Sip and Swallow", "Gulp", "Drinking from aluminum can", "coffee slurp 7", "Drinking Beer From A Bottle", "Swig From Flask With Breath", "eating carot", via Pixabay's freesound_community
    • "chewing" by lolohool, "Sipping tea" by x021yippee_sfx, "Man eating hot soup with spoon on bowl" by audiopapkin, "SLurp" by hungrybirds, "Eating a Crunchy Crisp" by shut_up_ghost

All the 3-D models, textures and icons are the mod's own. No external art assets.

Compatibility

Schedule I (Steam) IL2CPP branch, tested on 0.4.6. Per-save data lives in UserData/S1HungerThirst/ (one small JSON per save slot). The game's own saves are never touched. Movement penalties are polite multipliers and stack cleanly with other mods.