## 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.
# 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.
## 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.
## 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.
## 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 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.