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TightBeam

Latest release2.1.1
DownloadGitHub · Thunderstore
RequiresMelonLoader 0.7.3
APIReference

🛟 Need help or found a bug? Get support at support.doodesch.de/tightbeam.

A proper handheld flashlight for Schedule I. It upgrades the game’s own flashlight - toggle it with your flashlight key, then hold ALT + mouse wheel to dial the beam from a wide near-flood to a tight, far-reaching throw. No map-wide floodlight, no blinding glare - just a light that feels like a flashlight.

  • A beam you can aim and shape. Hold ALT + mouse wheel to slide a single Focus axis: the wide end is a short, broad flood right in front of you; the narrow end is a tight cone that throws far. Range and cone angle both follow the focus, so you get real control without ever washing out the map.
  • Velocity-sensitive focus. Scroll slowly for fine steps; flick fast and the beam races to the nearest extreme. The displayed beam eases in smoothly instead of popping.
  • Fixed, sane brightness. The beam holds a sensible brightness within a hard floor and ceiling - no accidental whiteout. Brightness is not a player control; mods can drive it through the API (e.g. dim it in a dark room).
  • Shadows and a cool-white tint by default, so the beam is blocked by walls and reads against the game’s warm lighting. Both are configurable (turn shadows off on low-end machines).
  • In perfect sync with the game. TightBeam drives off the game’s own flashlight state, so its on/off never falls out of step - your flashlight key toggles it, and it swaps the vanilla point light for its own clean cone.
  • Works in co-op. Everyone else’s flashlight becomes a TightBeam cone too, pointed where they are looking rather than sitting on their chest, with their own focus, brightness and colour. Players who join late see the lights that are already on - the base game never tells them about those. Capped, distance-culled and shadow-free by default so a full lobby stays smooth, and anyone without the mod still gets a cone instead of the vanilla dot.
  • Light-touch and update-resilient. A spotlight that follows your camera - no gameplay rewired, and nothing written to the game’s own state. In co-op your beam’s shape goes on a noticeboard in the Steam lobby that the game itself never reads, so players without the mod are not touched by it at all. A tiny guard keeps ALT+scroll from cycling your hotbar.
  • Cross-mod API. Other mods can drive the beam - dim it in a dark room, flicker it near power, blink it as an alert - through a drop-in Beam shim. See For modders.
InputAction
Flashlight key (your game bind)Toggle the flashlight on/off
ALT + mouse wheelFocus: wide near-flood to tight far-throw

On/off uses your game’s own flashlight key; the focus modifier is rebindable in TightBeam’s config.

ComponentVersion / Source
Schedule IIL2CPP (current Steam public build)
MelonLoader0.7.3+

No other dependencies - just MelonLoader. TightBeam reads the game’s own flashlight state and renders its own light; no S1API. Co-op works with only some players having the mod, though everyone gets the best result if you all do.

Install with r2modman / Gale from the Schedule I community; MelonLoader is pulled in automatically.

  1. Install MelonLoader 0.7.3 for Schedule I.
  2. Drop TightBeam.dll into your Schedule I Mods/ folder.

Settings live in UserData/MelonPreferences.cfg under [TightBeam]. Highlights:

SettingDefaultWhat it does
EnabledtrueMaster on/off for the whole mod.
FocusModifierKeyLeftAltHold this and scroll to change focus.
DefaultFocus0.5Starting focus. 1 = wide flood, 0 = tight throw.
DefaultIntensity7Base brightness (clamped to Min/Max).
MinIntensity / MaxIntensity1 / 20Hard floor / ceiling for brightness.
RangeWide / RangeNarrow8 / 34Beam range (m) at each focus extreme.
AngleWide / AngleNarrow66 / 16Cone angle (deg) at each focus extreme.
ColorHex#E6F2FFBeam colour (cool white).
CastShadowstrueSoft shadows (turn off on low-end machines).

There are more fine-tuning knobs for the focus feel (sensitivity, easing, flick threshold) in the same section if you want to dial it in. Editing the file takes effect on the next launch.

TightBeam exposes a small cross-mod control API so your mod can drive the player’s flashlight - on/off, brightness, range, colour, plus Blink/Flicker/Pulse and scoped per-field overrides. Every call is a safe no-op when TightBeam is not installed, so you can ship it with no hard dependency.

Full reference: the TightBeam Wiki - see the Modder API page.

Copy the Beam shim (TightBeam.cs) into your project (or reference TightBeam.Api.dll) and call it:

using TightBeam.Api;
Beam.Blink(3); // blink as an alert
using (var ov = Beam.BeginOverride("MyMod")) // scoped, per-field override
{
ov.SetIntensity(1f).SetSpotAngle(28f); // dim + narrow while in a zone
} // released -> back to the player's own settings
  • DooDesch - mod author.

Provided as-is under the MIT License.