K9Patrol Mono
Police Officers now have a new helper! K9 Patrol units can smell the drugs on you, don't get too close!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 toK9Scents.cfgfor tuning how much smell escapes a bag.
Changed
- Moved every scent setting to the host in multiplayer.
Notes
- Editing
K9Scents.cfgon 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.cfggains 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.
- Added 23 settings in
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.
