SidewalkEconomy is a beta Schedule I mod focused on outdoor living and improvised build spaces. It lets you place buildables outside normal property boundaries, adds an under-bridge sleeping bag for early shelter, and unlocks a sidewalk tent with sleep and storage once the player reaches Peddler rank.
This release is playable, but still beta. Outdoor placement works in many common street, road, lot, and sidewalk areas, but unusual world collision can still create edge cases. The tent and sleeping bag are active gameplay objects, while the NPC and quest flow are still planned for a later release.
It is recommended that you dedicate a separate save for this mod, as it may cause unintended consequences in your main save.
Outdoor build placement. Buildable objects can be placed outside the vanilla property boundaries. The mod creates the needed synthetic property data when an object is placed. Placed objects still need enough physical room and a usable ground surface; a red preview usually means the object is colliding with something or is not sitting cleanly on the world.
Under-bridge sleeping bag. A sleeping bag spawns under the bridge as an early shelter point. It provides a Sleep interaction using the game's normal sleep rules.
Sidewalk tent. Once the player reaches Peddler rank or higher, the tent will spawn on the next new day. The tent currently allows sleeping and has a 12-slot storage container for you to access.
Synthetic properties. Outdoor placements are backed by hidden synthetic properties so the game has a valid place to attach and restore buildables. These are not purchased properties and are not meant to behave exactly like vanilla properties. Nearby outdoor placements are grouped together when possible. This will help enable hiring employees in the future although that feature is not yet implemented.
Build mode recovery. If outside placement gets stuck after an overlap, interruption, arrest, death, or failed placement, try Alt + Right Click to cancel and clean up the outside placement flow.
SidewalkEconomy ships separate DLLs for the two Schedule I runtimes:
SidewalkEconomy-Mono.dll for Mono branches such as alternate or alternate-beta.SidewalkEconomy-IL2CPP.dll for IL2CPP branches such as the default or beta branch.Install only the DLL that matches your game branch into the game's Mods folder. Do not install both runtime DLLs into the same game folder.
For the default or beta branch:
Schedule I/
└── Mods/
└── SidewalkEconomy-IL2CPP.dll
or:
For Alternate or Alternate-Beta branches:
Schedule I/
└── Mods/
└── SidewalkEconomy-Mono.dll
SidewalkEconomy creates a MelonPreferences category named SidewalkEconomy.
EnableOutsidePlacement: enabled by default. Turns outdoor placement on or off.EnableDebugLogging: disabled by default. Adds detailed SidewalkEconomy messages to the MelonLoader log.Useful controls:
Alt + R: rename the nearby synthetic property. (For future use)Alt + Right Click: recover/cancel a stuck outside placement flow.Normal building, sleeping, and storage interactions use the game's usual prompts.
Reginald Iterson is planned for a later release. The long-term goal is for the tent to tie into an NPC and quest flow instead of only unlocking from player rank. The planned direction is that Reginald introduces the tent, offers a quest or exchange, and eventually hands ownership to the player.
That content is not active in this beta. For now, the tent unlocks at Peddler rank.
If the preview is red, move the object slightly and check for collisions with other buildables, walls, curbs, props, or hidden world collision.
If an outdoor object does not return after reload, confirm that you saved after placing it. Outdoor placements are captured during normal game saves.
If the tent does not spawn, confirm that the player is Peddler rank or higher, load into the Main scene, then pass a day or reload the save.
If build mode gets stuck, try Alt + Right Click. If that does not recover it, exit to the menu and reload the save.
SidewalkEconomy changes build placement validation, synthetic property/grid behavior, outdoor buildable save/restore, and custom storage behavior. It may conflict with other mods that change the same systems. If you run into conflicts, test SidewalkEconomy by itself first, then add other mods back one at a time. Basic compatibility testing is done with a variety of mods but compatibility is not guaranteed.
Useful bug reports include the runtime you are using, the game branch, what you were trying to place or interact with, where it happened, whether you saved before reloading, and relevant lines from MelonLoader/Latest.log.