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All mods

27 mods, read from the GitHub org at their latest release. Nothing on this page is typed by hand.

ModWhat it doesVersion
FullHouseBigger co-op lobbies for Schedule I - raise the 4-player cap (32 by default). MelonLoader mod.1.1.0
InkubatorIn-game 3D tattoo editor for Schedule I: import PNGs, place them on the character, preview live, and export a ready-to-publish Inkorporated tattoo pack.1.0.4
L10nTiny single-file localization for Schedule I MelonLoader mods - built-in tables, player-editable JSON translation files, automatic language detectionunreleased
LitterallyTrash performance for Schedule I - the map can hold 100k+ pieces of litter, lag-free.1.1.0
LooseEndsSchedule I - NPCs who spot a body call the cops and an investigation kicks off.1.1.1
PersonifyIn-game NPC editor for Schedule I - design NPCs live, export Personnel packs.1.3.0
PolyfillKeeps older Schedule I mods working after a game update. Puts the names an update took away back into MelonLoader’s generated interop assemblies - your mod files are never touched.0.9.26
PolyfillIndexpolyfill.doomods.com - the public list of which Schedule I mods still work on which version of the game, built from reports players chose to send.unreleased
PropHuntMultiplayer prop hunt for Schedule I - hide as a prop or hunt them down. A Side Hustle gamemode built on S1API.1.3.8
ReflashPut the in game phone on your real phone. Scan the code in the Connect app and messages, map, deliveries, products, dealers, contacts and the journal open on a second screen. Needs Sideload.unreleased
RVRepairVanRepair your wrecked RV in Schedule I through a tracked questline, with referral haggling and a repair cinematic.2.6.2
SiestaNPC performance LOD for Schedule I - hides and pauses distant, off-screen NPCs for more FPS and wakes them cleanly as you approach.1.2.2
StashPublic shared source for DooDesch’s Schedule I mods (starts with the FullHouse lobby-cap engine).unreleased
WhatsDabChat on the Schedule I phone. Threads, unread counts, group and one to one, in both orientations. Built on Sideload.1.1.0
YoinkA hand winch for Schedule I - hook anything at the exact point you aimed at and reel it out of wherever it is stuck.1.2.1

These expose an API. Their reference is generated from their own source.

ModWhat it doesVersion
ClipwiseCategory tabs, search, filters and tooltips for the Schedule I management clipboard - and it sorts other mods’ seeds on its own.unreleased
HashA terminal instead of the dev console: completion, arguments, output and history, on the in-game phone.1.0.5
HotlineOne overlay and one key for every mod’s HUD - a framework + compatibility layer for Schedule I.1.3.1
InkorporatedCustom tattoo framework for Schedule I - mods add tattoos to the in-game tattoo shop via drop-in packs or a public API.1.1.3
PersonnelThe NPC framework for Schedule I - NPC packs as plain folders, spawned by mods as real S1API NPCs.2.2.0
SideHustleA main-menu hub that lists installed gamemode mods and launches them without a savegame.2.4.2
SideloadWrite Schedule I mod interfaces as HTML, CSS and JavaScript. Sideload renders them as real Unity UI - no browser, no native code.1.32.0
SnitchA performance profiler for Schedule I - cost + state of NPCs, trash, quests and your own mods, with a HUD and a live web dashboard.1.6.2
TightBeamA believable, limited-range handheld flashlight for Schedule I with a cross-mod control API.2.1.1

Source to read rather than mods to install.

ModWhat it doesVersion
HotlineExampleModder example for Hotline - register a panel in the unified overlay (no-op when Hotline is absent).unreleased
InkorporatedExampleExample + template for the Inkorporated tattoo framework (Schedule I): a no-code pack and a code mod using the API.unreleased
SnitchExampleExample + modder API (Snitch.cs shim) for the Snitch Schedule I performance profiler.unreleased