Public shared source for DooDesch's Schedule I mods (starts with the FullHouse lobby-cap engine).
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Updated
Jul 9, 2026 - C#
Public shared source for DooDesch's Schedule I mods (starts with the FullHouse lobby-cap engine).
Bigger co-op lobbies for Schedule I - raise the 4-player cap (32 by default). MelonLoader mod.
Multiplayer prop hunt for Schedule I - hide as a prop or hunt them down. A Side Hustle gamemode built on S1API.
Modder example for Hotline - register a panel in the unified overlay (no-op when Hotline is absent).
Schedule I - NPCs who spot a body call the cops and an investigation kicks off.
A performance profiler for Schedule I - cost + state of NPCs, trash, quests and your own mods, with a HUD and a live web dashboard.
In-game 3D tattoo editor for Schedule I: import PNGs, place them on the character, preview live, and export a ready-to-publish Inkorporated tattoo pack.
One overlay and one key for every mod's HUD - a framework + compatibility layer for Schedule I.
Example + modder API (Snitch.cs shim) for the Snitch Schedule I performance profiler.
Custom tattoo framework for Schedule I - mods add tattoos to the in-game tattoo shop via drop-in packs or a public API.
A main-menu hub that lists installed gamemode mods and launches them without a savegame.
Trash performance for Schedule I - the map can hold 100k+ pieces of litter, lag-free.
Example + template for the Inkorporated tattoo framework (Schedule I): a no-code pack and a code mod using the API.
Repair your wrecked RV in Schedule I through a tracked questline, with referral haggling and a repair cinematic.
A believable, limited-range handheld flashlight for Schedule I with a cross-mod control API.
NPC performance LOD for Schedule I - hides and pauses distant, off-screen NPCs for more FPS and wakes them cleanly as you approach.
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