Schedule Maintenance
A mod for Schedule 1 focused on adding new machines, and other cool things to fill in progression in the game. To keep progression fun and exciting :]Changelog
2.0.8
- Packaging Station MkIII: new press cycle on a conveyor belt. Empty baggies and jars ride in through a flap tunnel, the head drops your actual product in (1 per baggie, 5 per jar), pinches the baggie shut or presses the jar's lid on, and the pack rides out through the other tunnel. Unpackaging runs it in reverse. A work light inside the chamber lights it up while it runs.
- Packaging Station MkIII: the press head rides on four corner posts, clear of the conveyor.
- Packaging Station MkIII: product in a baggie stands upright at one set angle and fills the bag without poking through it.
- Packaging Station MkIII: product of the same kind spread over several slots is merged, so it still fills jars (e.g. 3 + 2).
- Packaging Station MkIII: the front trays are live displays, neatly arranged like the game's own stations: the loaded product in rows on the left, the bagged product and jars (on their side) on the right.
- Packaging Station MkIII: the packs and product in the chamber no longer vanish a few steps away.
- Secret characters: one of them can now take twice as many customers (the dealer app shows the extra rows), and hurries to deals at double speed. His home is now a real home: he goes inside at night like other NPCs, knocking calls him out, and the door says so in red when he's out.
- Bulk mixes now work in the vanilla Mixing Station Mk2 too (one case per mix of exactly 20 product).
- Bulk mixes unlock at Hustler V and are hidden in the delivery app until then (settings
BulkUnlockRank/BulkUnlockRankTier).
2.0.7
- Description cleanup.
2.0.6
- Store description and README updated (bulk mixes, S1API requirement).
2.0.4
- Secret content: visual polish.
- Portraits now show on message contacts and map icons too, and contacts without a portrait (other mods' NPCs included) get one the first time you're near them.
- Dealer Supply Station: portrait on the left of each drawer, just the dealer's name above it; the window stays centred so the Done button no longer overlaps the hotbar.
2.0.3
- Fix: dealers restocking from the supply station put the product into hidden overflow slots; it now goes into their real inventory (what the trade screen shows and what they sell from).
- Dealers who can't find a way to the station (no progress for 45 seconds) are moved there and restock, instead of standing outside.
- Secret characters' portraits are saved, so they show straight away in later sessions.
2.0.2
- Dealer Supply Station: dealers with a bigger inventory get a double drawer.
- Dealers walk to the supply station instead of teleporting; teleporting is a last resort after a few minutes, and they restock right away when it happens.
- Secret characters get real portraits on lockers, the supply station and contacts.
2.0.1
- Secret content: looks, sounds and dialogue polish.
2.0.0
Requires S1API (ifBars fork) 3.2.1+.
- Something new is waiting in Hyland Point. Keep an eye on your phone, and on old haunts.
1.9.4
- Packaging Station MkIII stands taller (bench at the height of the vanilla stations).
1.9.3
- Packaging Station MkIII screen: the slot blocks sit centred on the package / unpackage arrow.
1.9.2
- Packaging Station MkIII is now 5x2 and bulkier (wider tower, hoppers, trays and light bar). Ones placed before this update may overlap a neighbour; pick them up and place them again if anything clips.
- Packaging Station MkIII: shift-click now fills every product / packaging slot, not just the first; the package arrow sits centred between Packaging and Output.
- Mixing Station MkIII: closed the gaps above the mixing chamber (front and back).
1.9.1
- Packaging Station MkIII: new, much more detailed model (chamfered panels, sloped windowed hoppers and trays, blue brackets and vents, light bar) using the game's own baggies, jars and product. The console screen shows a packing display; the press head carries an amber light.
1.9.0
- New: Packaging Station MkIII ($5,000, Enforcer III). A fully automatic packing bench with 2x2 product, packaging and output slots. Load it, pick package or unpackage, and leave it: it bags (2.5 s each) or jars (4 s each) by itself, using up baggies before jars. Works with handlers and packagers, keeps packing while you sleep, and has a glass press chamber, hopper windows that show what's loaded, a beacon, status lamps and machine sounds.
- Fix: the Industrial Battery Pack was held backwards (and its icon faced the wrong way).
- Fix: the Mega Bean Sack showed its inside.
- The Gasoline Drum lies on its side on shelves (3x2 spot), so it no longer has to be shrunk.
- Fix: storage racks sometimes wouldn't open (or closed straight away) when you stood at the far end of a long rack.
- The Trash Compactor's screen no longer shows READY and a fill bar; large bins no longer flicker against the floor.
- New Trash Grabber MkII icon, posed like the MkI's.
1.8.0
- Ten more bulk mixes (delivery app, Gas-Marts; each counts as 20 in a Mixing Station MkIII): Banana Produce Crate ($55), Chili Produce Crate ($190), Donut Party Box ($85), Industrial Battery Pack ($220), Paracetamol Case ($85), Motor Oil Case ($165), Mouth Wash Case ($110), Mega Bean Sack ($190), Gasoline Drum ($135), Breeding Sample Cooler ($245).
- Bulk items take a storage spot that fits them on shelves (2x1, 2x2, or 3x2 for the bottle trays), and are twice as big in hand.
- Fix: printed tops on bulk boxes were upside down.
1.7.1
- New bulk mixes (delivery app, Gas-Marts; each counts as 20 in a Mixing Station MkIII): Addy Pharmacy Case ($245), Energy Drink Crate ($165), Flu Medicine Case ($135), Iodine Supply Case ($220), Viagra Pharmacy Case ($110).
- Bulk items look bigger in hand.
- Fix: the MkIII's output slot accepted items again after 1.6.4 (a second mixer could land there and the screen then said "take out" the new mix).
1.7.0
- New: bulk mixes, starting with the Cuke Case ($55, delivery app only, from the Gas-Marts). One case counts as 20 Cuke in a Mixing Station MkIII: it needs exactly 20 product and one case is used per mix. Stacks to 10. Recipes, filters and handlers treat it as Cuke. Vanilla mixing stations don't take bulk items.
1.6.4
- Mixing Station MkIII: opening the station (while it isn't mixing) clears locks an interrupted employee delivery left on its slots, so you can take stuck items out again.
1.6.3
- Mixing Station MkIII with employees: runs started by a Chemist now go through every mix without anyone opening the station (the game only made each mix's output when someone opened it, so the timer stopped after each stage).
- MkIII recipes: pick a known recipe with the arrows and close the screen; that becomes the station's production recipe. Handlers then bring exactly the right items to the right slots (hidden filters; the MkIII's input slots no longer have player filter buttons, and old filters are cleared). While a finished batch is in the output, the inputs take nothing, so handlers collect the product first.
- Large Trash Bin and Trash Compactor: no more gaps at the corners and edges of the trash pile.
1.6.2
- Mixing Station MkIII: a Chemist now starts the whole assigned recipe. Before, the Chemist's AI went through a path the mod didn't catch, ran a single vanilla mix and the product and first mixer were lost.
- Large Trash Bin and Trash Compactor: the trash inside now uses the game's own trash pile, tiled across the container and kept level.
- Trash Grabber MkIII: trash the vacuum lets go of (missed, out of aim, button released) falls normally again instead of floating.
1.6.1
- Storage racks open from all four sides; every slot has a filter (for employees); more space above the Done button on big racks.
- Large Trash Bin and Trash Compactor: the trash fills the whole container (rectangular pile), the bin's lid no longer clips into walls, the compactor's lid struts connect.
- Trash Grabber MkIII: new, much more detailed model, also shown in third person (MkII too); trash is pulled into the nozzle (no more shoving you), and ejected trash comes out of the nozzle.
- Botanists now use the mod's soils.
- Secret skateboard stock is unlocked per save, not per save slot (a new game in the same slot no longer inherits it).
- Hoverboards: the model is mounted more robustly and repaired if it ever goes missing while riding.
- The Bunk Bed is no longer sold (the game has lockers); existing ones still work.
1.6.0
- New: Industrial Storage Racks (Shot Caller I), the final tier of storage. Warehouse pallet racks in four sizes: Small 4x2 ($275, 30 slots), Medium 5x2 ($400, 40 slots), Large 6x2 ($525, 50 slots), Huge 7x2 ($875, 60 slots). Stored items show on the four shelves. Sold at the hardware stores.
- New: Large Trash Bin (Peddler I, $250). A wheeled dumpster, 3x2, holds 2.5x a trash can.
- New: Industrial Trash Compactor (Bagman IV, $1,000). 4x2, holds 5x a trash can.
- New: Trash Grabber MkII (Peddler I, $350). Darker, four-pronged claw, bigger bin, holds twice as much.
- New: Trash Grabber MkIII (Bagman II, $900). A trash vacuum: hold right click to suck up trash in front of you; hold left click to dump, like the regular grabber. Holds 5x as much.
1.5.0
- New: Dealer Supply Station (Enforcer III, $2,500). One drawer of 10 slots per recruited dealer plus a cash-deposit row. Dealers who run low walk to the nearest station holding stock for them, take what fits from their own drawer and drop their cash in the deposit row.
- New: Drying Rack MkII (Enforcer II, $1,250). Two input and two output slots, double capacity, dries a little faster, spinning fans. Works with Botanists.
- New: Brick Press MkII (Underlord II, $3,000). Four product slots; presses bricks by itself with an animated hydraulic ram (also through sleep). Packagers and Handlers can still use it.
- New skateboards at the skateboard shop: Golden Off-Road Skateboard ($2,500), and as secret stock (ask the owner for something more exotic: Shot Caller I and $5,000 to unlock, per save) the Boost Board ($7,500, rocket boosters on Shift), Prototype Hoverboard ($20,000, hovers up to 2.2 m) and Advanced Hoverboard ($50,000, free flight, prismatic glow). Hoverboards: Space up, Ctrl down, Shift boost.
- Apex Pot: growth speed +70% -> +100%.
- New item descriptions throughout.
1.4.1
- Fix: buds on the extra bud sites were invisible and couldn't be cut (a plant could say 24 buds but show 8).
- Helios Growth Reactor: a real little sun now. Two-layer turning corona, churning plasma atmosphere, solar prominences arcing off the surface, three energy motes orbiting with light trails, golden embers drifting down, a warm flickering sun light, and every 6-15 s a solar flare (everything surges, shockwave rings roll out, a burst of embers). Effects sleep beyond 30 m.
1.4.0
- New: Ultra Long-Life Soil (6 harvests), Peddler IV, $180.
- New: Luxury Chernozem Soil (12 harvests, darker rich earth, +1 quality tier on everything harvested from it), Hustler V, $350.
- Plants are no longer capped at 16 buds: each plant gets 3x the bud sites (config
BudSiteMultiplier), so high-yield pots actually pay off.
1.3.0
- New: Helios Growth Reactor (+100% growth) with its own plasma sun, golden light, beam and glare. Kingpin I, $8,000.
- Apex Pot: redesigned (gold buttresses that follow the body, framed panels, glowing rim inlay and badge); no more floating trim.
- Prismatic Radiance Array: rings no longer clip into each other; rainbow bars along the sides, rails and end blocks.
1.2.0
- New: Experimental Pot (+50% yield, +50% growth, double moisture drain), Underlord I, $3,000.
- New: Apex Pot (+100% yield, +70% growth, never dries out), Baron I, $10,000.
- New: Prismatic Radiance Array (+75% growth) with a flowing rainbow, a soft rainbow beam and a subtle glare, Block Boss IV, $3,500.
1.1.4
- Bunk Bed: the rounded end frames are one continuous tube (no more bumps at the corners).
1.1.3
- Bunk Bed: sheets and pillows use a seamless tile of the vanilla fabric (no more seams or marks); blankets use only the plain woven area.
1.1.2
- Bunk Bed: textured like the vanilla bed (game metal for the frame, the bed's own sheet, pillow and blanket fabrics).
- Bunk Bed: per-bunk locker views moved out of the bed's network object (fixes an occasional crash while loading a save).
1.1.1
- Deep Bed and Industrial pots: the soil is now the game's own dirt reshaped to the square (no more flat ring).
- Bunk Bed: the upper locker platform's braces now attach to a cross bar between the foot posts.
1.1.0
- New: Deep Bed Pot, Hydro Pot, Industrial Pot (custom models, built on the game's own pot).
- New: Bunk Bed - two employees, two foot lockers, one bed's footprint.
1.0.0
- First release: Mixing Station MkIII, High-Intensity Grow Light, UltraSpectrum LED Array.
