Schedule 1 Patch Notes

Patch 0.4.5f April 17, 2026

## What changed - **Community vote panel** — added choice descriptions so players can see details before voting - **Big sprinkler** — now available for purchase at Oscar's store ## Overall Players can now make more informed voting decisions, and the Big sprinkler is more accessible through Oscar's store.
  • Added choice descriptions to the community vote panel.
  • Big sprinkler is now sold at Oscar's store.
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Patch 0.4.5 April 17, 2026

# Schedule 1 Patch Notes ## What changed - **Community vote panel** — Added choice descriptions so players can see what each option does before voting - **Big sprinkler** — Now available for purchase at Oscar's store ## Overall Players can now make informed voting decisions with descriptions in the community vote panel, and the Big sprinkler is newly available at Oscar's shop.
  • Added choice descriptions to the community vote panel.
  • Big sprinkler is now sold at Oscar's store.
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Patch 0.4.5 March 30, 2026

## What changed - **Golden M1911** — added as a new weapon - **Big Sprinkler** — added as a new item - **Reorder feature** — added to the delivery app for convenience - **Dynamic reticle** — added for all ranged weapons - **Seeded mixing setting** — added to gameplay options - **Delivery notifications** — added to alert players when deliveries arrive - **Headshot damage multiplier** — added for ranged weapons - **Delivery app** — redesigned interface - **Supplier relationships** — now increase when purchasing items at meetups - **NPC product consumption** — employees (excluding dealers) now consume bagged products left in their inventory ## Balance Changes - **Ranged weapon spread and aim duration** — tweaked across all weapons - **Weapon impact force** — adjusted for various weapons - **NPC threat response behavior** — improved - **Product effect durations** — adjusted to 9 hours for **Weed** and **Meth**, 6 hours for **Cocaine**, and 12 hours for **Shrooms** when used by NPCs (player durations are one-third of these values) - **Customer product enjoyment evaluation** — now excludes quality consideration in theoretical contexts like deal offers and counteroffers ## UI and Gameplay Improvements - **Item slot filter context menu** — tweaked UI - **Management pop-ups** — assigned employee names now displayed and visible even outside property bounds - **NPC movement during heavy flinch** — now halted to prevent awkward animations - **Clipboard hints** — fixed to work properly ## Bug Fixes - **Chemistry station particles** — fixed missing visual effects - **Drug discovery in fresh saves** — fixed meth, cocaine
  • Added Golden M1911.
  • Added Big Sprinkler.
  • Added reorder feature to the delivery app.
  • Added dynamic reticle for ranged weapons.
  • Added 'seeded mixing' setting.
  • Added notifications when deliveries arrive.
  • Added headshot damage multiplier for ranged weapons.
  • Redesigned the delivery app.
  • Employees (excluding dealers) will now consume any bagged product left in their inventory.
  • Supplier relationships are now increased when you purchase items at a meetup.
  • Tweaked item slot filter context menu UI.
  • Tweaked product effect duration for NPCs: Weed = 9 hours.
  • Meth = 9 hours.
  • Cocaine = 6 hours.
  • Shrooms = 12 hours.
  • Effect durations for players are 1/3 of these values.
  • The assigned employee's name is now displayed on management pop-ups.
  • Tweaked the spread and aim duration of all ranged weapons.
  • Tweaked the impact force of various weapons.
  • Management popups are now visible even when outside of property bounds.
  • NPC movement is now halted during a heavy flinch.
  • Tweaked the customer product enjoyment evaluation algorithm to exclude quality consideration when used in a theoretical context (generating a deal offer, evaluating counteroffers, etc).
  • Improved NPC threat response behaviour.
  • Temporarily disabled the feedback system while we migrate to a different backend. The old system was vulnerable to exploits and did not handle the volume of reports sufficiently.
  • Fixed missing chemistry station particles.
  • Fixed meth, coke, and shrooms being discovered immediately in a fresh save.
  • Fixed clipboard hints not working.
  • Fixed NPCs jolting when they ragdoll while crouched.
  • Fixed weird collision at supplier meetups.
  • Fixed the sweatshop post box mesh not reflecting the actual physical position.
  • Fixed third-person gun animations sometimes getting stuck.
  • Fixed NPCs sometimes not reacting to gunshots/brandishing.
  • Fixed delivery duration always being 6 hours for non-host players.
  • Fixed the shotgun firing sound playing several times at once when heard from a third-person perspective.
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Patch 0.4.4 March 19, 2026

## What Changed ### New Content - **Clear weather** — new weather condition added to the system - **Umbrella item** — purchasable accessory currently usable only by NPCs - **Flashlight** — now available for purchase at hardware stores - **Police sentry locations** — additional patrol points added throughout the map - **Weather-specific NPC greetings** — NPCs now have dialogue that changes based on current weather - **Rainy bonus** — deals completed during rain now provide increased rewards ### New Commands - **setweather** — command to manually change weather conditions - **setweatherspeed** — command to adjust weather transition speed - **triggerlightning** — command to trigger lightning strikes - **triggerdistantthunder** — command to trigger distant thunder audio ### Settings & Systems - **Weather volume setting** — new audio control for weather sounds - **Settings menu** — redesigned layout and appearance - **Day-night cycle** — completely rebuilt system - **Equipping system** — refactored to support left-hand items like umbrellas - **UI framework** — new system added for future controller support ## Balance - **Warehouse worker limit** — increased from 10 to 12 - **Police sentry behavior** — officers now alternate between two locations - **Police tasing** — police will no longer tase you if you're within arrest distance - **Pot pathfinding obstacles** — reduced radius so employees can walk between adjacent pots - **Shadow settings** — improved coverage and quality - **Lighting** — more lights added to various props and buildings - **Employee code** — refactored to reduce stuttering during gameplay ## Bug Fixes - **NPC animations** — fixed resetting when switching between 2D im
  • Added new weather system: Clear
  • Added umbrella (usable only by NPCs at the moment).
  • Added a purchasable flashlight to the hardware stores.
  • Added more police sentry locations.
  • Added 'setweather' command.
  • Added 'setweatherspeed' command.
  • Added 'triggerlightning' command.
  • Added 'triggerdistantthunder' command.
  • Added weather-specific NPC greetings.
  • Added weather volume setting.
  • Added 'rainy bonus' for deals completed during rain.
  • Rebuilt the day-night cycle system.
  • Changed the layout and appearance of the settings menu.
  • Police will now alternate between two locations during their sentry behaviour.
  • Increased warehouse worker limit from 10 -> 12.
  • Tweaked shadow settings for improved coverage and quality.
  • Started moving core systems into a separate assembly (ScheduleOne.Core)
  • Refactored audio code.
  • Rebuilt the equipping system to support left-hand equippables (umbrella).
  • Added more lights to various props and buildings.
  • Tweaked some overly aggressive LODs.
  • Replaced various static props with physics ones.
  • Police will no longer tase you if you're within arrest distance.
  • Marked more geometry as static for improved culling.
  • Converted several transparent materials to opaque + alpha cutoff.
  • Reduced the radius of the pathfinding obstacle of the pots, allowing employees to walk in between adjacent pots.
  • Tweaked blood splatter particles.
  • Changed vehicle drift particles.
  • Fixed NPC animation resetting when switching to/from 2D impostors.
  • Fixed NPC ragdoll forces not working in some cases.
  • Fixed NPC head distortion during attack animations.
  • Fixed boot mesh clipping with feet.
  • Fixed fog being applied twice on certain objects.
  • Fixed avatar shape keys not applying to higher LOD meshes.
  • The player will no longer respawn inside the destroyed RV.
  • Fixed jukebox volume control not working.
  • Fixed missing trees in prologue.
  • Refactored some employee code to reduce stuttering.
  • Ultra settings no longer has a 2x render scale multiplier (whoops).
  • Fixed colliders blocking the knock prompt for several buildings.
  • Fixed wanted level getting reduced to 'investigating' when NPCs call the police.
  • Fixed vehicle impacts not dealing damage to NPCs.
  • Fixed a rare load ordering issue where grow lights would try to load in before suspension racks.
  • Fixed frame spike when the first vehicle pathfinding calculation occurs.
  • Added new UI framework in preparation for controller support (not yet enabled).
  • Fixed notification sound playing twice if two notifications are received in quick succession.
View full patch notes ↗

Patch 0.4.2 December 26, 2025

## What changed **Bug Fixes** — Multiple stability and visual improvements across production systems, NPC behavior, and UI elements. **New Mushroom System** — Complete cultivation pipeline added with **mushroom beds**, **spawn stations**, **substrate**, **spore syringes**, **grain bags**, and **temperature system** with heatmap visualization. **New Characters** — Four new customers added: **Fungal Phil**, **Irene Meadows** (uptown), **Kelly Reynolds** (docks), and **Sherman Giles** (docks). **Expanded Management Tools** — **Filing cabinet** now stores items, stations can be renamed via clipboard, and object removal button added to management system. ## New Content - **Mushroom cultivation system** — includes **mushroom beds**, **spawn stations**, **mushroom substrate**, **spore syringes**, **grain bags**, **AC units**, **spray bottles**, and **mushroom hats** - **Temperature system** — plants now grow faster when warm; includes heatmap visualization - **Randomly spawning mushrooms** in the sewer - **Shroom introduction quest** for new players - **Four new customers**: Fungal Phil, Irene Meadows, Kelly Reynolds, Sherman Giles - **Teleport command** — use "teleport [NPC name]" (e.g., `teleport benji_coleman`) ## Balance Changes - **Coca plant yield** increased from 9 to 12 (18 with PGR boost) - **Cleaners** can now be assigned to 6 trash cans (up from 3) - **Cartel dealers** now take smoke breaks, making them easier to ambush - **Cartel influence** in Westville capped
  • Fixed coca leaves sometimes falling behind the cauldron
  • Fixed mixing station 'preview product' having a different appearance from the actual product.
  • Fixed item instance data being sent to a joining client before created product data.
  • Fixed NPCField replication error (management system).
  • Fixed delivery vans having no items visibly displayed in the trunk.
  • Fixed drying rack items sometimes not aligning correctly.
  • Fixed excessive LODs on some lights.
  • Cartel dealers will now take smoke breaks, making them easier to find and ambush.
  • Cleaners can now be assigned to 6 trash cans (up from 3).
  • You can now which between metric and imperial units. This setting should automatically default to the appropriate choice for your region.
  • Added shrooms.
  • Added mushroom bed.
  • Added mushroom spawn station.
  • Added mushroom substrate.
  • Added spore syringe.
  • Added grain bag.
  • Added AC unit.
  • Added shroom spawn.
  • Added spray bottle.
  • Added shrooms visual effects.
  • Added temperature system.
  • Added temperature system 'heatmap' visualisation.
  • Added randomly spawning shrooms in the sewer.
  • Added mushroom hat.
  • Added Fungal Phil.
  • Added Irene Meadows (new customer, uptown).
  • Added Kelly Reynolds (new customer, docks).
  • Added Sherman Giles (new customer, docks).
  • Added Bruce Norton (new customer, downtown).
  • Added 'units' setting under display. This allows you to toggle between imperial and metric.
  • Added shroom introduction quest.
  • Added a 'remove' button to object list entries (management system).
  • Added some dirt particles when soil is used up.
  • Added cartel dealer smoke breaks.
  • Cartel influence in Westville is now limited to 500/1000. Old saves will automatically have Westville influence scaled down to reflect this.
  • Changed coca plant yield from 9 -> 12 (18 when boosted with PGR).
  • Cleaners can now be assigned to 6 trash cans.
  • Plant growth speed can now be boosted by warm temperatures.
  • Modified a few existing customers preferences to favour shrooms.
  • The filing cabinet can now actually be used to file stuff (you can put items in it).
  • Explanation now displayed when a tap can't be interacted with.
  • Moved 'use drying rack' botanist behaviour down the behaviour hierarchy.
  • Improved jar glass material appearance.
  • Improved baggie material appearance.
  • Improved brick wrapping material appearance.
  • Changed the appearance of applied additives.
  • Optimized employee logic to reduce unnecessary pathfinding calculations.
  • You can now use the teleport command to teleport to NPCs (e.g. 'teleport benji_coleman').
  • 'Pickpocket' interaction is now replaced with 'view inventory' if the NPC is unconscious.
  • Refactored some dealer code.
  • Refactored a lot of botanist code.
  • Removed bomb from item filter.
  • Made the moisture-preserving pot a bit lighter.
  • Cleaned up tap code.
  • Refactored watering can code.
  • Added more random items to cartel goon inventories.
  • Added some extra safety in the loading code to prevent loading the same object or employee twice.
  • Added 'fully grown particles' to the coca plant.
  • Staggered some tick functions to reduce recurring lag spikes.
  • Fixed some customers having no favourite effects.
  • Fixed objects sometimes getting stuck highlighted when using the management clipboard.
  • Fixed built object initialization sometimes happening twice.
  • Fixed pupil dilation not resetting to default after sobering up.
  • You can no longer apply additives after a plant is fully grown.
  • You can no longer open/close the management clipboard while you're selecting an object or setting a transit route.
  • Fixed outline renderers getting occluded.
  • Fixed NPC combat behaviour sometimes not resetting the NPC's vision component when combat is done.
  • Fixed first-person arms not synchronising with your skin color.
  • Added a missing collider to the fire station.
  • Fixes missing info on the Veeper's sale sign.
  • Fixed some bugs in NPC schedules in the tutorial.
  • Fixed a bug where handlers would prevent other NPCs from removing items from stations.
  • Fixed a quest UI null reference.
  • Fixed mixing station hints reappearing.
  • Fixed a bug where the final prologue cutscene would get stuck.
  • You can now rename stations, pots, storage racks, etc, using your management clipboard. This will make it much easier to distinguish different objects.
View full patch notes ↗