第一类管制物质
Schedule I
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From small-time dope pusher to kingpin - manufacture and distribute a range of drugs throughout the grungy city of Hyland Point. Expand your empire with properties, businesses, employees and more.
游戏预览
配置要求
最低配置
- 系统
- Windows 10 (64-bit)
- CPU
- 3GHz 4-Core or similar
- 内存
- 8 GB RAM
- 显卡
- GeForce GTX 1060 or Radeon RX 580
- 存储
- 8 GB available space
推荐配置
- 系统
- Windows 10 (64-bit)
- CPU
- 3.5GHz 6-Core or similar
- 内存
- 16 GB RAM
- 显卡
- GeForce RTX 3060 or Radeon RX 6700
- 存储
- 8 GB available space
在线人数趋势(最近 7 天)
在线人数(7 天)
价格历史(90天)
游戏简介
From small-time dope pusher to kingpin - manufacture and distribute a range of drugs throughout the grungy city of Hyland Point. Expand your empire with properties, businesses, employees and more.
更新记录
v0.4.6 Open Beta
Additions
•
Added controller/gamepad support.
•
Added Xbox controller input prompts.
•
Added PlayStation DualSense input prompts.
•
Added gamepad-related settings.
•
Added new internal 'state system', integrated with all menus, interactions, etc.
•
Added platform-integrated fullscreen fade. (prevents unintentional input when the Steam overlay is opened).
•
Added virtual cursor for gamepad.
•
Added virtual cursor 'friction' system to make it easier to grab stuff.
•
Added virtual cursor 'lure' system to make click-heavy tasks less tedious on gamepad.
•
Added new client-side code to interface with the new in-game feedback system backend.
•
Added fancy new tree 'billboard' shader that closely matches the tree mesh.
•
Added 'quit' command.
•
Implemented new light source culling solution.
•
Added new shadow optimization tool that reduces/culls shadows at a certain distance.
•
Your organisation name is now displayed in the pause menu.
•
Combined and optimized several buildings.
•
Property contents culling is now staggered over several frames to minimize stuttering when approaching/leaving a property.
•
Tweaked the LOD distances of several buildings, props, etc, to reduce pop-in.
•
Created new, higher quality LODs for several buildings and props.
•
Property light sources now culled when distant.
•
Added new player 'visibility points' at the neck and hips to prevent cheesing NPC vision.
•
Added 'stop arrow' button to the pickpocket interaction.
•
Added some more grime to the police station.
•
Added an option to automatically pause the game when focus is lost.
•
Added 'restore defaults' button for input bindings.
Tweaks/Improvements
•
The game can now be paused in any state (in vehicle, phone open, active dialogue, etc) instead of requiring everything to be 'closed' before pausing.
•
Rewrote the tree shader to be way more efficient.
•
Police patrols, sentries, checkpoints now assign 1-2 officers instead of 2 all the time.
•
NPC data (name, appearance, voice, etc) is now all centralized to a single data container instead of spread across lots of separate components.
•
Tweaked shop UI.
•
Cleaned up, modularised the UI for all stations.
•
Rebuilt the input prompt system to support gamepad buttons.
•
Improved the audio blending algorithm for going inside/outside when its raining.
•
'Inventory empty' displayed when trying to pickpocket an NPC with nothing in their inventory.
•
Improved movement animations when moving slowly or diagonally.
•
Display settings now apply automatically instead of needing to press 'apply',
•
Made some visual tweaks to the phone home screen.
•
Optimized interaction physics checks.
•
Tweaked UI alignment in the deal screen.
•
Tweaked counteroffer UI.
•
Optimized lots of shadow-casting lights.
•
Turned off baked occlusion culling (its calculations were actually more expensive than just rendering everything).
•
Adjusted the compression format of lots of audio files to minimize CPU spikes due to decompression at runtime.
•
Separated out lobby logic from interface.
•
Rewrote the platform integration code (achievements, lobbies, invites, etc) to be platform-agnostic.
•
Increased max UI scaling to 1.5.
•
Turned off shadow casting for lots of tiny meshes.
•
Cleaned up weather code, moved several weather components to the core DLL.
•
Removed legacy sky system.
•
FOV now has a lower limit of 20.
•
Converted NPC deal behaviour from schedule event -> behaviour.
•
Increased how much trees/bushes obscure NPC vision.
•
Pressing 'I'm stuck' will now teleport your vehicle back to safety if you are driving.
•
Rebuilt the barbershop and tattoo parlour UI.
•
Rebuilt the 'new mix discovered' interface.
•
Stripped lots of shader variants to minimize memory use.
•
Reduced the resolution of several unnecessarily massive textures.
•
Optimized some UI layout calculations.
•
Rebuilt the vehicle repaint interface.
•
Optimized compass UI rendering.
•
The management clipboard object selector mode now multi-selects by default - no need to hold 'shift' anymore.
•
Rewrote a bunch of miscellaneous code to minimize GC allocation.
•
Police vehicles now pooled instead of spawned/destroyed.
•
Scripts using repeating checks now stagger their logic instead of running everything in a single frame.
•
Implemented Linux-compatible region check (for choosing default metric/imperial).
•
Optimized several distance checks to use square distance.
•
Tweaked texture streaming settings to minimize excessively low-res textures for certain buildings.
Bug fixes
•
Fixed suppliers not looking at the player.
•
Fixed suppliers not returning to their meeting location after being interrupted.
•
Fixed police sometimes not 'sharing' their player line-of-sight with other officers.
•
Fixed bushes not obscuring players properly.
•
Fixed cartel influence popup overlapping with compass warning labels.
•
Fixed quest UI too close to top of screen on high interface scales.
•
Fixed jerky vehicle movement when in 'kinematic mode' (optimization used for distant vehicles).
•
Fixed baggies getting caught on the packaging station hopper lid.
•
Changed some Windows-specific file path code to work for other OSes.
•
Fixed z-fighting when building objects.
•
Fixed weird lighting on environmental graffiti and grime.
•
Fixed weird shadow pop-in for trees at sunset/sunrise.
•
Fixed volumetric light beam flickering.
•
Fixed environmental text causing stuttering when enabled/disabled.
•
Fixed lens flare excessive CPU usage.
•
Fixed CPU/memory spike due to audio sources subscribing to an event on enable/disable.
•
Added controller/gamepad support.
•
Added Xbox controller input prompts.
•
Added PlayStation DualSense input prompts.
•
Added gamepad-related settings.
•
Added new internal 'state system', integrated with all menus, interactions, etc.
•
Added platform-integrated fullscreen fade. (prevents unintentional input when the Steam overlay is opened).
•
Added virtual cursor for gamepad.
•
Added virtual cursor 'friction' system to make it easier to grab stuff.
•
Added virtual cursor 'lure' system to make click-heavy tasks less tedious on gamepad.
•
Added new client-side code to interface with the new in-game feedback system backend.
•
Added fancy new tree 'billboard' shader that closely matches the tree mesh.
•
Added 'quit' command.
•
Implemented new light source culling solution.
•
Added new shadow optimization tool that reduces/culls shadows at a certain distance.
•
Your organisation name is now displayed in the pause menu.
•
Combined and optimized several buildings.
•
Property contents culling is now staggered over several frames to minimize stuttering when approaching/leaving a property.
•
Tweaked the LOD distances of several buildings, props, etc, to reduce pop-in.
•
Created new, higher quality LODs for several buildings and props.
•
Property light sources now culled when distant.
•
Added new player 'visibility points' at the neck and hips to prevent cheesing NPC vision.
•
Added 'stop arrow' button to the pickpocket interaction.
•
Added some more grime to the police station.
•
Added an option to automatically pause the game when focus is lost.
•
Added 'restore defaults' button for input bindings.
Tweaks/Improvements
•
The game can now be paused in any state (in vehicle, phone open, active dialogue, etc) instead of requiring everything to be 'closed' before pausing.
•
Rewrote the tree shader to be way more efficient.
•
Police patrols, sentries, checkpoints now assign 1-2 officers instead of 2 all the time.
•
NPC data (name, appearance, voice, etc) is now all centralized to a single data container instead of spread across lots of separate components.
•
Tweaked shop UI.
•
Cleaned up, modularised the UI for all stations.
•
Rebuilt the input prompt system to support gamepad buttons.
•
Improved the audio blending algorithm for going inside/outside when its raining.
•
'Inventory empty' displayed when trying to pickpocket an NPC with nothing in their inventory.
•
Improved movement animations when moving slowly or diagonally.
•
Display settings now apply automatically instead of needing to press 'apply',
•
Made some visual tweaks to the phone home screen.
•
Optimized interaction physics checks.
•
Tweaked UI alignment in the deal screen.
•
Tweaked counteroffer UI.
•
Optimized lots of shadow-casting lights.
•
Turned off baked occlusion culling (its calculations were actually more expensive than just rendering everything).
•
Adjusted the compression format of lots of audio files to minimize CPU spikes due to decompression at runtime.
•
Separated out lobby logic from interface.
•
Rewrote the platform integration code (achievements, lobbies, invites, etc) to be platform-agnostic.
•
Increased max UI scaling to 1.5.
•
Turned off shadow casting for lots of tiny meshes.
•
Cleaned up weather code, moved several weather components to the core DLL.
•
Removed legacy sky system.
•
FOV now has a lower limit of 20.
•
Converted NPC deal behaviour from schedule event -> behaviour.
•
Increased how much trees/bushes obscure NPC vision.
•
Pressing 'I'm stuck' will now teleport your vehicle back to safety if you are driving.
•
Rebuilt the barbershop and tattoo parlour UI.
•
Rebuilt the 'new mix discovered' interface.
•
Stripped lots of shader variants to minimize memory use.
•
Reduced the resolution of several unnecessarily massive textures.
•
Optimized some UI layout calculations.
•
Rebuilt the vehicle repaint interface.
•
Optimized compass UI rendering.
•
The management clipboard object selector mode now multi-selects by default - no need to hold 'shift' anymore.
•
Rewrote a bunch of miscellaneous code to minimize GC allocation.
•
Police vehicles now pooled instead of spawned/destroyed.
•
Scripts using repeating checks now stagger their logic instead of running everything in a single frame.
•
Implemented Linux-compatible region check (for choosing default metric/imperial).
•
Optimized several distance checks to use square distance.
•
Tweaked texture streaming settings to minimize excessively low-res textures for certain buildings.
Bug fixes
•
Fixed suppliers not looking at the player.
•
Fixed suppliers not returning to their meeting location after being interrupted.
•
Fixed police sometimes not 'sharing' their player line-of-sight with other officers.
•
Fixed bushes not obscuring players properly.
•
Fixed cartel influence popup overlapping with compass warning labels.
•
Fixed quest UI too close to top of screen on high interface scales.
•
Fixed jerky vehicle movement when in 'kinematic mode' (optimization used for distant vehicles).
•
Fixed baggies getting caught on the packaging station hopper lid.
•
Changed some Windows-specific file path code to work for other OSes.
•
Fixed z-fighting when building objects.
•
Fixed weird lighting on environmental graffiti and grime.
•
Fixed weird shadow pop-in for trees at sunset/sunrise.
•
Fixed volumetric light beam flickering.
•
Fixed environmental text causing stuttering when enabled/disabled.
•
Fixed lens flare excessive CPU usage.
•
Fixed CPU/memory spike due to audio sources subscribing to an event on enable/disable.
Schedule I dev confirms they're working on gamepad support and Steam Deck certification
The popular drug sim Schedule I that's currently in Early Access is going to get easier to play exactly how you want it with an upcoming update.
Read the full article here: https://www.gamingonlinux.com/2026/04/schedule-i-dev-confirms-theyre-working-on-gamepad-support-and-steam-deck-certification/
Read the full article here: https://www.gamingonlinux.com/2026/04/schedule-i-dev-confirms-theyre-working-on-gamepad-support-and-steam-deck-certification/
'Special customers' wins community vote #3
Thank you to everyone who participated in the latest community vote!
Special customers won with 142,287 votes. Drivers came in second at 125,314 votes, and police improvements was a close third at 117,677.
This update will introduce several travelling customer groups, such as:
•
Bikers
•
Businessmen
•
Hippies
•
Party bus
•
Rock band
Each group will have one or two preferred drug types, which they will purchase in large quantities whenever they're in town. This will provide a fast method of offloading bulk quantities of product, albeit at a slightly lower profit margin. I think this will be a great addition and will add a lot more 'rhythm' to the gameplay.
This will be quite an art-heavy update, so we're expecting it to land in June-July. At the moment, we're working on gamepad support + Steam Deck certification, which should be done in about a month. Development for special customers will likely start in about 2 weeks.
Thanks for reading,
Tyler
Special customers won with 142,287 votes. Drivers came in second at 125,314 votes, and police improvements was a close third at 117,677.
This update will introduce several travelling customer groups, such as:
•
Bikers
•
Businessmen
•
Hippies
•
Party bus
•
Rock band
Each group will have one or two preferred drug types, which they will purchase in large quantities whenever they're in town. This will provide a fast method of offloading bulk quantities of product, albeit at a slightly lower profit margin. I think this will be a great addition and will add a lot more 'rhythm' to the gameplay.
This will be quite an art-heavy update, so we're expecting it to land in June-July. At the moment, we're working on gamepad support + Steam Deck certification, which should be done in about a month. Development for special customers will likely start in about 2 weeks.
Thanks for reading,
Tyler
Community vote #3 is now open!
Hi everyone,
The third community vote is now open! In the main menu, you'll be able to vote on what you want to see in the next major update. This time, the three options are:
Hireable Drivers
Driver employees who can transport items between your properties, businesses, and dealers.
Police Improvements
Dynamic police intensity, federal agents, outlaw status, and heavier consequences when caught.
Special Customers
Special customer groups (bikers, hippies, businessmen, etc.) who periodically visit town and buy large quantities of product.
The voting period will run for one week, and we'll announce the results shortly after that. You'll also be able to view the results in the main menu.
Thanks for reading,
Tyler
The third community vote is now open! In the main menu, you'll be able to vote on what you want to see in the next major update. This time, the three options are:
Hireable Drivers
Driver employees who can transport items between your properties, businesses, and dealers.
Police Improvements
Dynamic police intensity, federal agents, outlaw status, and heavier consequences when caught.
Special Customers
Special customer groups (bikers, hippies, businessmen, etc.) who periodically visit town and buy large quantities of product.
The voting period will run for one week, and we'll announce the results shortly after that. You'll also be able to view the results in the main menu.
Thanks for reading,
Tyler
Patch v0.4.5f2
Additions
•
Added choice descriptions to the community vote panel.
Tweaks/Improvements
•
Big sprinkler is now sold at Oscar's store.
•
Added choice descriptions to the community vote panel.
Tweaks/Improvements
•
Big sprinkler is now sold at Oscar's store.
v0.4.5: Anniversary Update
Hey everyone,
It's been a year (plus a few days) since Schedule I was released to early access! What a wild year it's been - I seriously couldn't have hoped for a warmer response. Thank you for taking the time out of your day to play our game.
As of 30th March 2026, Schedule I has been collectively played for 17,846,608,208 minutes. That's over 33,954 years. It's humbling to think that much time has been spent playing something I created.
We wanted to put out a small update in celebration of the anniversary. We've only had about a week to put this together, so it isn't huge, but we've included a few things I know people have been wanting for a while. I hope you enjoy!
Additions
•
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.
Tweaks/Improvements
•
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.
Bug fixes
•
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.
Thank you for reading,
Tyler
It's been a year (plus a few days) since Schedule I was released to early access! What a wild year it's been - I seriously couldn't have hoped for a warmer response. Thank you for taking the time out of your day to play our game.
As of 30th March 2026, Schedule I has been collectively played for 17,846,608,208 minutes. That's over 33,954 years. It's humbling to think that much time has been spent playing something I created.
We wanted to put out a small update in celebration of the anniversary. We've only had about a week to put this together, so it isn't huge, but we've included a few things I know people have been wanting for a while. I hope you enjoy!
Additions
•
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.
Tweaks/Improvements
•
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.
Bug fixes
•
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.
Thank you for reading,
Tyler
v0.4.5 Open Beta
Additions
•
Added Golden M1911.
•
Added Big Sprinkler.
•
Added reorder feature to the delivery app.
•
Added 'seeded mixing' setting.
•
Added dynamic reticle for ranged weapons.
•
Added notifications when deliveries arrive.
•
Added headshot damage multiplier for ranged weapons.
Tweaks/Improvements
•
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.
Bug fixes
•
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.
•
Added Golden M1911.
•
Added Big Sprinkler.
•
Added reorder feature to the delivery app.
•
Added 'seeded mixing' setting.
•
Added dynamic reticle for ranged weapons.
•
Added notifications when deliveries arrive.
•
Added headshot damage multiplier for ranged weapons.
Tweaks/Improvements
•
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.
Bug fixes
•
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.
Cranky Frank plush now available
Hi everyone,
We're doing a Cranky Frank plush with YouTooz. It's available to order for the next 30 days.
Just like our last collab with YouTooz, 100% of TVGS's share of revenue will be donated to charity: SSDP Australia (Students for Sensible Drug Policy).
We're also working on an update for the Schedule I's 1st anniversary. It should be ready to go in the next day or two.
Thanks for reading,
Tyler
We're doing a Cranky Frank plush with YouTooz. It's available to order for the next 30 days.
Just like our last collab with YouTooz, 100% of TVGS's share of revenue will be donated to charity: SSDP Australia (Students for Sensible Drug Policy).
We're also working on an update for the Schedule I's 1st anniversary. It should be ready to go in the next day or two.
Thanks for reading,
Tyler
v0.4.4: Weather Update
Hi everyone,
The weather update is now fully released! There are several new weather conditions that can occur at random throughout the day. This update is one I've been excited about for ages - I think it adds a ton of life and atmosphere to Hyland Point.
We've worked really hard on optimisation for this update - the new weather system has almost zero performance impact, even during the most visually complex effects. We've also made a number of rendering optimisations to existing parts of the game. In our testing, FPS seems to be 5-10% higher compared to the previous version of the game.
Additions
•
Added new weather system:
•
Clear
•
Overcast
•
Foggy
•
Light rain
•
Heavy rain
•
Lightning
•
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 new UI framework in preparation for controller support (not yet enabled).
•
Added weather volume setting.
•
Added 'rainy bonus' for deals completed during rain.
Tweaks/Improvements
•
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.
Bug fixes
•
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 notification sound playing twice if two notifications are received in quick succession.
•
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.
I mentioned in my last post that there would be a lot of code refactoring happening in this update. My initial plan was to do a big round of refactoring now, and then do official mod support later this year. I quickly learnt that mod support is a massive influence on code architecture. If I had done a big refactor now without proper consideration for modding, I'd end up having to do an equally large rewrite in just a few months.
For this reason, I've decided to stagger the refactor over several updates in the first half of the year instead of doing it all at once. As each major game system is rebuilt and cleaned up, it will also simultaneously be prepared for mod support. This means that when we do enable mod support, it will be a much faster and seamless process.
Stay tuned!
Tyler
The weather update is now fully released! There are several new weather conditions that can occur at random throughout the day. This update is one I've been excited about for ages - I think it adds a ton of life and atmosphere to Hyland Point.
We've worked really hard on optimisation for this update - the new weather system has almost zero performance impact, even during the most visually complex effects. We've also made a number of rendering optimisations to existing parts of the game. In our testing, FPS seems to be 5-10% higher compared to the previous version of the game.
Additions
•
Added new weather system:
•
Clear
•
Overcast
•
Foggy
•
Light rain
•
Heavy rain
•
Lightning
•
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 new UI framework in preparation for controller support (not yet enabled).
•
Added weather volume setting.
•
Added 'rainy bonus' for deals completed during rain.
Tweaks/Improvements
•
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.
Bug fixes
•
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 notification sound playing twice if two notifications are received in quick succession.
•
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.
I mentioned in my last post that there would be a lot of code refactoring happening in this update. My initial plan was to do a big round of refactoring now, and then do official mod support later this year. I quickly learnt that mod support is a massive influence on code architecture. If I had done a big refactor now without proper consideration for modding, I'd end up having to do an equally large rewrite in just a few months.
For this reason, I've decided to stagger the refactor over several updates in the first half of the year instead of doing it all at once. As each major game system is rebuilt and cleaned up, it will also simultaneously be prepared for mod support. This means that when we do enable mod support, it will be a much faster and seamless process.
Stay tuned!
Tyler
v0.4.4 Open Beta
Additions
•
Added new weather system:
•
Clear
•
Overcast
•
Foggy
•
Light rain
•
Heavy rain
•
Lightning
•
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 new UI framework in preparation for controller support (not yet enabled).
•
Added weather volume setting.
•
Added 'rainy bonus' for deals completed during rain.
Tweaks/Improvements
•
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.
Bug fixes
•
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 notification sound playing twice if two notifications are received in quick succession.
•
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 weather system:
•
Clear
•
Overcast
•
Foggy
•
Light rain
•
Heavy rain
•
Lightning
•
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 new UI framework in preparation for controller support (not yet enabled).
•
Added weather volume setting.
•
Added 'rainy bonus' for deals completed during rain.
Tweaks/Improvements
•
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.
Bug fixes
•
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 notification sound playing twice if two notifications are received in quick succession.
•
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.
v0.4.3: Storage Closets
Hey everyone,
This was originally supposed to be a small patch, but we ended up doing a lot more than planned. I figured it warranted a proper announcement! Here are the major points:
•
There are new metallic storage closets available to purchase at the hardware stores once you reach rank 'Bagman I'. These closets contain more item slots than the existing storage racks, and more importantly, they look cooler. There are four sizes: small, medium, large, and huge.
•
The Benzies will now occasionally spray graffiti at random locations in the world. You can interrupt them to reduce cartel influence and gain XP.
•
We've redesigned the dealer management app to show more useful information and make it easier to navigate.
•
We've added an 'undo' feature to the graffiti system. You can also now choose from 4 different stroke sizes.
•
We've also fixed a ton of bugs and made a lot of QoL improvements - check out the full changelist below.
Additions
•
Added Small Storage Closet.
•
Added Medium Storage Closet.
•
Added Large Storage Closet.
•
Added Huge Storage Closet.
•
Added Benzies graffiti activity.
•
Added particles to indicate bud/leaf quality while they are drying.
•
Added XP award for creating a new mix.
•
Added 'setdayduration' command.
•
Added 'setpoliceignoreplayers' command.
•
Added 'setquantity' command.
•
You can now use the arrow key to repeat previously executed commands in the console.
•
Added hint for botanist supplies.
•
Added hint for handler routes.
•
Added more grime textures to various buildings and world surfaces.
•
Added a threshold setting to the drying rack.
•
Added graffiti stroke size setting.
•
Added graffiti undo feature.
•
Added a new graffiti location to the bungalow roof.
•
Added a 'done' button to the graffiti menu.
•
Added a couple more loading screen hints.
•
Added 'export player.log' button (Settings -> Other).
Tweaks/Improvements
•
The dealer management app now uses a dropdown to select the dealer.
•
The contacts app now displays more information about customers (most ordered products, weekly spend, etc).
•
You can now compensate for inadequate product quality by providing an excess quantity.
•
Customer regions are now displayed in the dealer management app.
•
Customer standards are now displayed in the dealer management app.
•
Your dealers will now sometimes notify you if a rival dealer is attempting a deal.
•
Amount per packaged product is now displayed in brackets after the product's name.
•
Supplier debt is now shown in the Messages app.
•
Supplier debt is now shown in the contacts app.
•
Dealer customer limit increased from 8 -> 10.
•
Improved dealer logic for choosing what products to give to a customer during a deal.
•
Dealers will now reserve items that are needed for accepted deals.
•
Drying rack speed can now be boosted by warm temperatures.
•
Customer conversations are now automatically marked as read once their deal has been completed.
•
Increased the priority of the botanist's 'apply additive' task.
•
All dealers now walk slightly faster.
•
Dealers will now sprint if they are running late to a deal.
•
Dealers will now only book 2 deals per deal window instead of 3.
•
Tweaks various customers' order timing to be better distributed throughout the day.
•
Supplier meeting storage racks now disappear when you sleep, instead of immediately when the meeting ends.
•
Reduced lighting brightness in the warehouse marketplace.
•
Adjusted the font of the vehicle speed label.
•
Slightly increased the physical size of the mixing station mk2.
•
Updated the logos in the intro cutscene.
•
Tweaked the standing position of the police sentry location outside Taco Ticklers.
•
Tweaked vehicle suspension settings.
•
Improved hedge LODs.
•
Object icons are now displayed for object lists and routes (management clipboard).
•
Skin color now affects nipple color (very sorry that this vital change was not made sooner).
•
Skin is now slightly shiny/smooth.
•
Curfew/4 AM warning is now faded out while under pursuit.
•
Tweaked a bunch of LODs to be less jarring.
•
You can now spray graffiti on your vans.
•
Customers will now walk faster when heading to a deal.
•
Reduced tick interval from 1s -> 0.5s.
•
The RV explosion now affects player health.
•
Tweaked Mick's pawn dialogue.
•
Item slots now 'bop' when an item is inserted.
•
Tweaks the volume of the pot sprinkler and soil pourer.
•
Expected product quality is now displayed in the deal completion screen.
•
Modified botanist's 'use mushroom spawn station' behaviour to loop cleanly.
•
Modified Mick's valuation randomization method to use 'elapsed days' as the random seed instead of 'day index'.
•
Improved dealer product splitting logic to be more space-efficient by eliminating unnecessary splits.
•
NavMesh sample results are no longer cached during the loading process.
•
Tweaked the pathfinding obstacles of several built objects.
•
Increased the suspension stiffness of Uncle Nelson's truck.
Bug fixes
•
Fixed mixing station mk2 threshold being 10 instead of 20.
•
Fixed drying racks not progressing during sleep.
•
Fixed deliveries not progressing during sleep.
•
Fixed the deal-completed pop-up displaying incorrect information when two deals are completed in quick succession.
•
Fixed customers sometimes rejecting a deal even when the requirements are met.
•
Fixed lab ovens not progressing during sleep for non-host players.
•
Fixed botanists applying additives to fully grown plants/shrooms.
•
Fixed employees sometimes duplicating items when moving them.
•
Fixed customers sometimes requesting a deal at the exact same time.
•
Fixed dealers repeatedly telling you that they're out of product.
•
Fixed employees saying they need to be assigned to a bed, instead of a locker.
•
Fixed various missing UI textures.
•
Fixed slot machine missing font.
•
Fixed selected resolution sometimes not being applied.
•
Fixed sprint 'camera bobbing' while on a ladder.
•
You will no longer stop sprinting when running over a manhole cover.
•
Fixed player collider not resizing accurately when crouched.
•
Fixed AC unit particles not playing.
•
Fixed the payphone sound not playing.
•
The 'exit' input prompt is no longer visible while you're sleeping.
•
Fixed 'new region unlocked' popup showing incorrect number of dealers.
•
Fixed gas bottles clipping into the floor in the warehouse.
•
Fixed props clipping into the floor at the west apartment block.
•
Fixed brake light and reverse light desync for non-hosts.
•
Fixed missing point-of-interest for 'rent a motel room' quest.
•
Fixed overlapping texture in Northtown.
•
Fixed NPCs pathfinding through the diner.
•
Fixed various occlusion culling bugs.
•
Fixed NPCs referring to midnight as 12:00 PM.
•
Fixed customer deal dialogue sometimes not being active while walking to the deal location.
•
Fixed delivery van contents being invisible.
•
Fixed notifications gradually shifting downwards.
•
Fixed barn employee standing locations being obstructed by delivery vehicles.
•
Fixing various clothing items clipping with the camera when the pump shotgun is equipped.
•
Fixed vehicle repainting UI not scaling correctly.
•
Fixed 'bag trash' UI prompt not scaling correctly.
•
Fixed graffiti Ui not scaling correctly.
•
You can no longer harvest buds/leaves belonging to other plants during the harvest task.
•
Punching NPCs will now reduce their relationship with you instead of improving it.
•
Fixed customer sample cooldown not resetting on sleep.
•
Fixed camera jitter when uncrouching.
•
Fixed some missing colliders in the prologue.
•
Basketballs will now no longer bounce for eternity.
•
Fixed illuminated windows sometimes not working.
•
Fixed NPCs causing doors to get stuck open or closed.
•
Fixed the camera sometimes being too close to the wall when spraying graffiti.
•
Fixed some NPCs using the incorrect impostor texture.
•
Fixed time being slightly out of sync in multiplayer.
•
Fixed vehicle wheels sinking into the floor for non-hosts.
•
Oscar will now return to his table after he has been scared.
•
Fixed NPCs sometimes clipping through each other in multiplayer.
•
Businesses, RV, and motel room are no longer shown in the deliveries app destination dropdown.
•
Fixed NPCs getting 'stuck' on one another.
•
Fixed curfew not working after exiting and reloading at 4 AM.
•
Fixed various quests not progressing at 4 AM.
•
Fixed weird customer logic causing them to repeatedly teleport if fleeing whilst waiting for a deal.
•
Fixed dealers sometimes incorrectly splitting products into smaller packaging.
•
Fixed Cash for Trash machines not working at 4 AM.
•
Fixed employees not stating that their shift ends at 4 AM.
•
Fixed cauldron particles not playing after leaving and returning to a property.
•
Fixed various built objects not culling when distant.
•
Fixed loading screen backgrounds not fully enveloping the screen for certain resolutions.
We've also set up 'default-previous' and 'alternate-previous' branches, which will respectively hold the last major default and alternate release. E.g., when 0.4.4 is released, these branches will contain 0.4.3.
Thanks for reading,
Tyler
This was originally supposed to be a small patch, but we ended up doing a lot more than planned. I figured it warranted a proper announcement! Here are the major points:
•
There are new metallic storage closets available to purchase at the hardware stores once you reach rank 'Bagman I'. These closets contain more item slots than the existing storage racks, and more importantly, they look cooler. There are four sizes: small, medium, large, and huge.
•
The Benzies will now occasionally spray graffiti at random locations in the world. You can interrupt them to reduce cartel influence and gain XP.
•
We've redesigned the dealer management app to show more useful information and make it easier to navigate.
•
We've added an 'undo' feature to the graffiti system. You can also now choose from 4 different stroke sizes.
•
We've also fixed a ton of bugs and made a lot of QoL improvements - check out the full changelist below.
Additions
•
Added Small Storage Closet.
•
Added Medium Storage Closet.
•
Added Large Storage Closet.
•
Added Huge Storage Closet.
•
Added Benzies graffiti activity.
•
Added particles to indicate bud/leaf quality while they are drying.
•
Added XP award for creating a new mix.
•
Added 'setdayduration' command.
•
Added 'setpoliceignoreplayers' command.
•
Added 'setquantity' command.
•
You can now use the arrow key to repeat previously executed commands in the console.
•
Added hint for botanist supplies.
•
Added hint for handler routes.
•
Added more grime textures to various buildings and world surfaces.
•
Added a threshold setting to the drying rack.
•
Added graffiti stroke size setting.
•
Added graffiti undo feature.
•
Added a new graffiti location to the bungalow roof.
•
Added a 'done' button to the graffiti menu.
•
Added a couple more loading screen hints.
•
Added 'export player.log' button (Settings -> Other).
Tweaks/Improvements
•
The dealer management app now uses a dropdown to select the dealer.
•
The contacts app now displays more information about customers (most ordered products, weekly spend, etc).
•
You can now compensate for inadequate product quality by providing an excess quantity.
•
Customer regions are now displayed in the dealer management app.
•
Customer standards are now displayed in the dealer management app.
•
Your dealers will now sometimes notify you if a rival dealer is attempting a deal.
•
Amount per packaged product is now displayed in brackets after the product's name.
•
Supplier debt is now shown in the Messages app.
•
Supplier debt is now shown in the contacts app.
•
Dealer customer limit increased from 8 -> 10.
•
Improved dealer logic for choosing what products to give to a customer during a deal.
•
Dealers will now reserve items that are needed for accepted deals.
•
Drying rack speed can now be boosted by warm temperatures.
•
Customer conversations are now automatically marked as read once their deal has been completed.
•
Increased the priority of the botanist's 'apply additive' task.
•
All dealers now walk slightly faster.
•
Dealers will now sprint if they are running late to a deal.
•
Dealers will now only book 2 deals per deal window instead of 3.
•
Tweaks various customers' order timing to be better distributed throughout the day.
•
Supplier meeting storage racks now disappear when you sleep, instead of immediately when the meeting ends.
•
Reduced lighting brightness in the warehouse marketplace.
•
Adjusted the font of the vehicle speed label.
•
Slightly increased the physical size of the mixing station mk2.
•
Updated the logos in the intro cutscene.
•
Tweaked the standing position of the police sentry location outside Taco Ticklers.
•
Tweaked vehicle suspension settings.
•
Improved hedge LODs.
•
Object icons are now displayed for object lists and routes (management clipboard).
•
Skin color now affects nipple color (very sorry that this vital change was not made sooner).
•
Skin is now slightly shiny/smooth.
•
Curfew/4 AM warning is now faded out while under pursuit.
•
Tweaked a bunch of LODs to be less jarring.
•
You can now spray graffiti on your vans.
•
Customers will now walk faster when heading to a deal.
•
Reduced tick interval from 1s -> 0.5s.
•
The RV explosion now affects player health.
•
Tweaked Mick's pawn dialogue.
•
Item slots now 'bop' when an item is inserted.
•
Tweaks the volume of the pot sprinkler and soil pourer.
•
Expected product quality is now displayed in the deal completion screen.
•
Modified botanist's 'use mushroom spawn station' behaviour to loop cleanly.
•
Modified Mick's valuation randomization method to use 'elapsed days' as the random seed instead of 'day index'.
•
Improved dealer product splitting logic to be more space-efficient by eliminating unnecessary splits.
•
NavMesh sample results are no longer cached during the loading process.
•
Tweaked the pathfinding obstacles of several built objects.
•
Increased the suspension stiffness of Uncle Nelson's truck.
Bug fixes
•
Fixed mixing station mk2 threshold being 10 instead of 20.
•
Fixed drying racks not progressing during sleep.
•
Fixed deliveries not progressing during sleep.
•
Fixed the deal-completed pop-up displaying incorrect information when two deals are completed in quick succession.
•
Fixed customers sometimes rejecting a deal even when the requirements are met.
•
Fixed lab ovens not progressing during sleep for non-host players.
•
Fixed botanists applying additives to fully grown plants/shrooms.
•
Fixed employees sometimes duplicating items when moving them.
•
Fixed customers sometimes requesting a deal at the exact same time.
•
Fixed dealers repeatedly telling you that they're out of product.
•
Fixed employees saying they need to be assigned to a bed, instead of a locker.
•
Fixed various missing UI textures.
•
Fixed slot machine missing font.
•
Fixed selected resolution sometimes not being applied.
•
Fixed sprint 'camera bobbing' while on a ladder.
•
You will no longer stop sprinting when running over a manhole cover.
•
Fixed player collider not resizing accurately when crouched.
•
Fixed AC unit particles not playing.
•
Fixed the payphone sound not playing.
•
The 'exit' input prompt is no longer visible while you're sleeping.
•
Fixed 'new region unlocked' popup showing incorrect number of dealers.
•
Fixed gas bottles clipping into the floor in the warehouse.
•
Fixed props clipping into the floor at the west apartment block.
•
Fixed brake light and reverse light desync for non-hosts.
•
Fixed missing point-of-interest for 'rent a motel room' quest.
•
Fixed overlapping texture in Northtown.
•
Fixed NPCs pathfinding through the diner.
•
Fixed various occlusion culling bugs.
•
Fixed NPCs referring to midnight as 12:00 PM.
•
Fixed customer deal dialogue sometimes not being active while walking to the deal location.
•
Fixed delivery van contents being invisible.
•
Fixed notifications gradually shifting downwards.
•
Fixed barn employee standing locations being obstructed by delivery vehicles.
•
Fixing various clothing items clipping with the camera when the pump shotgun is equipped.
•
Fixed vehicle repainting UI not scaling correctly.
•
Fixed 'bag trash' UI prompt not scaling correctly.
•
Fixed graffiti Ui not scaling correctly.
•
You can no longer harvest buds/leaves belonging to other plants during the harvest task.
•
Punching NPCs will now reduce their relationship with you instead of improving it.
•
Fixed customer sample cooldown not resetting on sleep.
•
Fixed camera jitter when uncrouching.
•
Fixed some missing colliders in the prologue.
•
Basketballs will now no longer bounce for eternity.
•
Fixed illuminated windows sometimes not working.
•
Fixed NPCs causing doors to get stuck open or closed.
•
Fixed the camera sometimes being too close to the wall when spraying graffiti.
•
Fixed some NPCs using the incorrect impostor texture.
•
Fixed time being slightly out of sync in multiplayer.
•
Fixed vehicle wheels sinking into the floor for non-hosts.
•
Oscar will now return to his table after he has been scared.
•
Fixed NPCs sometimes clipping through each other in multiplayer.
•
Businesses, RV, and motel room are no longer shown in the deliveries app destination dropdown.
•
Fixed NPCs getting 'stuck' on one another.
•
Fixed curfew not working after exiting and reloading at 4 AM.
•
Fixed various quests not progressing at 4 AM.
•
Fixed weird customer logic causing them to repeatedly teleport if fleeing whilst waiting for a deal.
•
Fixed dealers sometimes incorrectly splitting products into smaller packaging.
•
Fixed Cash for Trash machines not working at 4 AM.
•
Fixed employees not stating that their shift ends at 4 AM.
•
Fixed cauldron particles not playing after leaving and returning to a property.
•
Fixed various built objects not culling when distant.
•
Fixed loading screen backgrounds not fully enveloping the screen for certain resolutions.
We've also set up 'default-previous' and 'alternate-previous' branches, which will respectively hold the last major default and alternate release. E.g., when 0.4.4 is released, these branches will contain 0.4.3.
Thanks for reading,
Tyler
v0.4.3 Open Beta
Hey everyone,
This was originally supposed to be a small patch, but we ended up doing a lot more than planned. I figured it warranted a proper announcement!
There are new metallic storage closets available to purchase at the hardware stores once you reach rank 'Bagman I'. These closets contain more item slots than the existing storage racks. There are four sizes: small, medium, large, and huge.
The Benzies will now occasionally spray graffiti at random locations in the world. You can interrupt them to reduce cartel influence and gain XP.
We've added an 'undo' feature to the graffiti system. You can also now choose from 4 different stroke sizes.
We've also fixed a ton of bugs and made a lot of QoL improvements - check out the full changelist below.
Additions
•
Added Small Storage Closet.
•
Added Medium Storage Closet.
•
Added Large Storage Closet.
•
Added Huge Storage Closet.
•
Added Benzies graffiti activity.
•
Added particles to indicate bud/leaf quality while they are drying.
•
Added XP award for creating a new mix.
•
Added 'setdayduration' command.
•
Added 'setpoliceignoreplayers' command.
•
Added 'setquantity' command.
•
You can now use the arrow key to repeat previously executed commands in the console.
•
Added hint for botanist supplies.
•
Added hint for handler routes.
•
Added more grime textures to various buildings and world surfaces.
•
Added a threshold setting to the drying rack.
•
Added graffiti stroke size setting.
•
Added graffiti undo feature.
•
Added a new graffiti location to the bungalow roof.
•
Added a 'done' button to the graffiti menu.
•
Added a couple more loading screen hints.
•
Added 'export player.log' button (Settings -> Other).
Tweaks/Improvements
•
The dealer management app now uses a dropdown to select the dealer.
•
The contacts app now displays more information about customers (most ordered products, weekly spend, etc).
•
You can now compensate for inadequate product quality by providing an excess quantity.
•
Customer regions are now displayed in the dealer management app.
•
Customer standards are now displayed in the dealer management app.
•
Your dealers will now sometimes notify you if a rival dealer is attempting a deal.
•
Amount per packaged product is now displayed in brackets after the product's name.
•
Supplier debt is now shown in the Messages app.
•
Supplier debt is now shown in the contacts app.
•
Dealer customer limit increased from 8 -> 10.
•
Improved dealer logic for choosing what products to give to a customer during a deal.
•
Dealers will now reserve items that are needed for accepted deals.
•
Drying rack speed can now be boosted by warm temperatures.
•
Customer conversations are now automatically marked as read once their deal has been completed.
•
Increased the priority of the botanist's 'apply additive' task.
•
All dealers now walk slightly faster.
•
Dealers will now sprint if they are running late to a deal.
•
Dealers will now only book 2 deals per deal window instead of 3.
•
Tweaks various customers' order timing to be better distributed throughout the day.
•
Supplier meeting storage racks now disappear when you sleep, instead of immediately when the meeting ends.
•
Reduced lighting brightness in the warehouse marketplace.
•
Adjusted the font of the vehicle speed label.
•
Slightly increased the physical size of the mixing station mk2.
•
Updated the logos in the intro cutscene.
•
Tweaked the standing position of the police sentry location outside Taco Ticklers.
•
Tweaked vehicle suspension settings.
•
Improved hedge LODs.
•
Object icons are now displayed for object lists and routes (management clipboard).
•
Skin color now affects nipple color.
•
Skin is now slightly shiny/smooth.
•
Curfew/4 AM warning is now faded out while under pursuit.
•
Tweaked a bunch of LODs to be less jarring.
•
You can now spray graffiti on your vans.
•
Customers will now walk faster when heading to a deal.
•
Reduced tick interval from 1s -> 0.5s.
•
The RV explosion now affects player health.
•
Tweaked Mick's pawn dialogue.
•
Item slots now 'bop' when an item is inserted.
•
Tweaks the volume of the pot sprinkler and soil pourer.
•
Expected product quality is now displayed in the deal completion screen.
•
Modified botanist's 'use mushroom spawn station' behaviour to loop cleanly.
•
Modified Mick's valuation randomization method to use 'elapsed days' as the random seed instead of 'day index'.
•
Improved dealer product splitting logic to be more space-efficient by eliminating unnecessary splits.
•
NavMesh sample results are no longer cached during the loading process.
•
Tweaked the pathfinding obstacles of several built objects.
•
Increased the suspension stiffness of Uncle Nelson's truck.
Bug fixes
•
Fixed mixing station mk2 threshold being 10 instead of 20.
•
Fixed drying racks not progressing during sleep.
•
Fixed deliveries not progressing during sleep.
•
Fixed the deal-completed pop-up displaying incorrect information when two deals are completed in quick succession.
•
Fixed customers sometimes rejecting a deal even when the requirements are met.
•
Fixed lab ovens not progressing during sleep for non-host players.
•
Fixed botanists applying additives to fully grown plants/shrooms.
•
Fixed employees sometimes duplicating items when moving them.
•
Fixed customers sometimes requesting a deal at the exact same time.
•
Fixed dealers repeatedly telling you that they're out of product.
•
Fixed employees saying they need to be assigned to a bed, instead of a locker.
•
Fixed various missing UI textures.
•
Fixed slot machine missing font.
•
Fixed selected resolution sometimes not being applied.
•
Fixed sprint 'camera bobbing' while on a ladder.
•
You will no longer stop sprinting when running over a manhole cover.
•
Fixed player collider not resizing accurately when crouched.
•
Fixed AC unit particles not playing.
•
Fixed the payphone sound not playing.
•
The 'exit' input prompt is no longer visible while you're sleeping.
•
Fixed 'new region unlocked' popup showing incorrect number of dealers.
•
Fixed gas bottles clipping into the floor in the warehouse.
•
Fixed props clipping into the floor at the west apartment block.
•
Fixed brake light and reverse light desync for non-hosts.
•
Fixed missing point-of-interest for 'rent a motel room' quest.
•
Fixed overlapping texture in Northtown.
•
Fixed NPCs pathfinding through the diner.
•
Fixed various occlusion culling bugs.
•
Fixed NPCs referring to midnight as 12:00 PM.
•
Fixed customer deal dialogue sometimes not being active while walking to the deal location.
•
Fixed delivery van contents being invisible.
•
Fixed notifications gradually shifting downwards.
•
Fixed barn employee standing locations being obstructed by delivery vehicles.
•
Fixing various clothing items clipping with the camera when the pump shotgun is equipped.
•
Fixed vehicle repainting UI not scaling correctly.
•
Fixed 'bag trash' UI prompt not scaling correctly.
•
Fixed graffiti Ui not scaling correctly.
•
You can no longer harvest buds/leaves belonging to other plants during the harvest task.
•
Punching NPCs will now reduce their relationship with you instead of improving it.
•
Fixed customer sample cooldown not resetting on sleep.
•
Fixed camera jitter when uncrouching.
•
Fixed some missing colliders in the prologue.
•
Basketballs will now no longer bounce for eternity.
•
Fixed illuminated windows sometimes not working.
•
Fixed NPCs causing doors to get stuck open or closed.
•
Fixed the camera sometimes being too close to the wall when spraying graffiti.
•
Fixed some NPCs using the incorrect impostor texture.
•
Fixed time being slightly out of sync in multiplayer.
•
Fixed vehicle wheels sinking into the floor for non-hosts.
•
Oscar will now return to his table after he has been scared.
•
Fixed NPCs sometimes clipping through each other in multiplayer.
•
Businesses, RV, and motel room are no longer shown in the deliveries app destination dropdown.
•
Fixed NPCs getting 'stuck' on one another.
•
Fixed curfew not working after exiting and reloading at 4 AM.
•
Fixed various quests not progressing at 4 AM.
•
Fixed weird customer logic causing them to repeatedly teleport if fleeing whilst waiting for a deal.
•
Fixed dealers sometimes incorrectly splitting products into smaller packaging.
•
Fixed Cash for Trash machines not working at 4 AM.
•
Fixed employees not stating that their shift ends at 4 AM.
•
Fixed cauldron particles not playing after leaving and returning to a property.
•
Fixed various built objects not culling when distant.
•
Fixed loading screen backgrounds not fully enveloping the screen for certain resolutions.
Thanks for reading,
Tyler
This was originally supposed to be a small patch, but we ended up doing a lot more than planned. I figured it warranted a proper announcement!
There are new metallic storage closets available to purchase at the hardware stores once you reach rank 'Bagman I'. These closets contain more item slots than the existing storage racks. There are four sizes: small, medium, large, and huge.
The Benzies will now occasionally spray graffiti at random locations in the world. You can interrupt them to reduce cartel influence and gain XP.
We've added an 'undo' feature to the graffiti system. You can also now choose from 4 different stroke sizes.
We've also fixed a ton of bugs and made a lot of QoL improvements - check out the full changelist below.
Additions
•
Added Small Storage Closet.
•
Added Medium Storage Closet.
•
Added Large Storage Closet.
•
Added Huge Storage Closet.
•
Added Benzies graffiti activity.
•
Added particles to indicate bud/leaf quality while they are drying.
•
Added XP award for creating a new mix.
•
Added 'setdayduration' command.
•
Added 'setpoliceignoreplayers' command.
•
Added 'setquantity' command.
•
You can now use the arrow key to repeat previously executed commands in the console.
•
Added hint for botanist supplies.
•
Added hint for handler routes.
•
Added more grime textures to various buildings and world surfaces.
•
Added a threshold setting to the drying rack.
•
Added graffiti stroke size setting.
•
Added graffiti undo feature.
•
Added a new graffiti location to the bungalow roof.
•
Added a 'done' button to the graffiti menu.
•
Added a couple more loading screen hints.
•
Added 'export player.log' button (Settings -> Other).
Tweaks/Improvements
•
The dealer management app now uses a dropdown to select the dealer.
•
The contacts app now displays more information about customers (most ordered products, weekly spend, etc).
•
You can now compensate for inadequate product quality by providing an excess quantity.
•
Customer regions are now displayed in the dealer management app.
•
Customer standards are now displayed in the dealer management app.
•
Your dealers will now sometimes notify you if a rival dealer is attempting a deal.
•
Amount per packaged product is now displayed in brackets after the product's name.
•
Supplier debt is now shown in the Messages app.
•
Supplier debt is now shown in the contacts app.
•
Dealer customer limit increased from 8 -> 10.
•
Improved dealer logic for choosing what products to give to a customer during a deal.
•
Dealers will now reserve items that are needed for accepted deals.
•
Drying rack speed can now be boosted by warm temperatures.
•
Customer conversations are now automatically marked as read once their deal has been completed.
•
Increased the priority of the botanist's 'apply additive' task.
•
All dealers now walk slightly faster.
•
Dealers will now sprint if they are running late to a deal.
•
Dealers will now only book 2 deals per deal window instead of 3.
•
Tweaks various customers' order timing to be better distributed throughout the day.
•
Supplier meeting storage racks now disappear when you sleep, instead of immediately when the meeting ends.
•
Reduced lighting brightness in the warehouse marketplace.
•
Adjusted the font of the vehicle speed label.
•
Slightly increased the physical size of the mixing station mk2.
•
Updated the logos in the intro cutscene.
•
Tweaked the standing position of the police sentry location outside Taco Ticklers.
•
Tweaked vehicle suspension settings.
•
Improved hedge LODs.
•
Object icons are now displayed for object lists and routes (management clipboard).
•
Skin color now affects nipple color.
•
Skin is now slightly shiny/smooth.
•
Curfew/4 AM warning is now faded out while under pursuit.
•
Tweaked a bunch of LODs to be less jarring.
•
You can now spray graffiti on your vans.
•
Customers will now walk faster when heading to a deal.
•
Reduced tick interval from 1s -> 0.5s.
•
The RV explosion now affects player health.
•
Tweaked Mick's pawn dialogue.
•
Item slots now 'bop' when an item is inserted.
•
Tweaks the volume of the pot sprinkler and soil pourer.
•
Expected product quality is now displayed in the deal completion screen.
•
Modified botanist's 'use mushroom spawn station' behaviour to loop cleanly.
•
Modified Mick's valuation randomization method to use 'elapsed days' as the random seed instead of 'day index'.
•
Improved dealer product splitting logic to be more space-efficient by eliminating unnecessary splits.
•
NavMesh sample results are no longer cached during the loading process.
•
Tweaked the pathfinding obstacles of several built objects.
•
Increased the suspension stiffness of Uncle Nelson's truck.
Bug fixes
•
Fixed mixing station mk2 threshold being 10 instead of 20.
•
Fixed drying racks not progressing during sleep.
•
Fixed deliveries not progressing during sleep.
•
Fixed the deal-completed pop-up displaying incorrect information when two deals are completed in quick succession.
•
Fixed customers sometimes rejecting a deal even when the requirements are met.
•
Fixed lab ovens not progressing during sleep for non-host players.
•
Fixed botanists applying additives to fully grown plants/shrooms.
•
Fixed employees sometimes duplicating items when moving them.
•
Fixed customers sometimes requesting a deal at the exact same time.
•
Fixed dealers repeatedly telling you that they're out of product.
•
Fixed employees saying they need to be assigned to a bed, instead of a locker.
•
Fixed various missing UI textures.
•
Fixed slot machine missing font.
•
Fixed selected resolution sometimes not being applied.
•
Fixed sprint 'camera bobbing' while on a ladder.
•
You will no longer stop sprinting when running over a manhole cover.
•
Fixed player collider not resizing accurately when crouched.
•
Fixed AC unit particles not playing.
•
Fixed the payphone sound not playing.
•
The 'exit' input prompt is no longer visible while you're sleeping.
•
Fixed 'new region unlocked' popup showing incorrect number of dealers.
•
Fixed gas bottles clipping into the floor in the warehouse.
•
Fixed props clipping into the floor at the west apartment block.
•
Fixed brake light and reverse light desync for non-hosts.
•
Fixed missing point-of-interest for 'rent a motel room' quest.
•
Fixed overlapping texture in Northtown.
•
Fixed NPCs pathfinding through the diner.
•
Fixed various occlusion culling bugs.
•
Fixed NPCs referring to midnight as 12:00 PM.
•
Fixed customer deal dialogue sometimes not being active while walking to the deal location.
•
Fixed delivery van contents being invisible.
•
Fixed notifications gradually shifting downwards.
•
Fixed barn employee standing locations being obstructed by delivery vehicles.
•
Fixing various clothing items clipping with the camera when the pump shotgun is equipped.
•
Fixed vehicle repainting UI not scaling correctly.
•
Fixed 'bag trash' UI prompt not scaling correctly.
•
Fixed graffiti Ui not scaling correctly.
•
You can no longer harvest buds/leaves belonging to other plants during the harvest task.
•
Punching NPCs will now reduce their relationship with you instead of improving it.
•
Fixed customer sample cooldown not resetting on sleep.
•
Fixed camera jitter when uncrouching.
•
Fixed some missing colliders in the prologue.
•
Basketballs will now no longer bounce for eternity.
•
Fixed illuminated windows sometimes not working.
•
Fixed NPCs causing doors to get stuck open or closed.
•
Fixed the camera sometimes being too close to the wall when spraying graffiti.
•
Fixed some NPCs using the incorrect impostor texture.
•
Fixed time being slightly out of sync in multiplayer.
•
Fixed vehicle wheels sinking into the floor for non-hosts.
•
Oscar will now return to his table after he has been scared.
•
Fixed NPCs sometimes clipping through each other in multiplayer.
•
Businesses, RV, and motel room are no longer shown in the deliveries app destination dropdown.
•
Fixed NPCs getting 'stuck' on one another.
•
Fixed curfew not working after exiting and reloading at 4 AM.
•
Fixed various quests not progressing at 4 AM.
•
Fixed weird customer logic causing them to repeatedly teleport if fleeing whilst waiting for a deal.
•
Fixed dealers sometimes incorrectly splitting products into smaller packaging.
•
Fixed Cash for Trash machines not working at 4 AM.
•
Fixed employees not stating that their shift ends at 4 AM.
•
Fixed cauldron particles not playing after leaving and returning to a property.
•
Fixed various built objects not culling when distant.
•
Fixed loading screen backgrounds not fully enveloping the screen for certain resolutions.
Thanks for reading,
Tyler
Developer of popular drug-dealing sim Schedule I expands thanks to the success
Always nice to see an indie success story, with Schedule I developer TVGS expanding the team as work goes on towards mod support.
Read the full article here: https://www.gamingonlinux.com/2026/01/developer-of-popular-drug-dealing-sim-schedule-i-expands-thanks-to-the-success/
Read the full article here: https://www.gamingonlinux.com/2026/01/developer-of-popular-drug-dealing-sim-schedule-i-expands-thanks-to-the-success/
TVGS is Expanding
Hey everyone,
I'm back to work, and have some exciting news - TVGS is now an actual game studio! We've got an office in Sydney, and a new developer, Rob, who has just started. We're also in the process of recruiting a 3D/technical artist. By the end of the year, there will likely be 4 people working on Schedule I.
I want to say a big thank you to everyone who has played Schedule I - you're the reason I'm able to grow the team and work in this awesome space. I've had the opportunity to turn my hobby into a career and spend my days doing work that I genuinely enjoy. I'm truly thankful to each and every one of you for that.
Check out some photos of our cool new office:
It's a really nice space - pretty empty right now, but we're getting there.
We're going to put a ping pong (beer pong) table in the middle.
We've also got a pretty sweet collection of boxes.
Early 2026 Plan
We're going to release a patch next week focussed on bug fixing and QoL improvements. After that, the remainder of January is being dedicated to cleaning up the codebase and onboarding Rob (poor guy needs to catch up on 120k+ lines of code). This will be the final round of major refactoring and will leave the game in a strong position for future development. It's also a vital step towards proper mod support.
After that's done, we'll get to work on the next update, which we will leave as a surprise. I'm estimating it will be done in late February, but I've (finally) learnt my lesson from all of the delayed updates, and we'll only confirm a date once we're confident we'll hit it on time.
YouTooz Collaboration Extended
Our collaboration with YouTooz has been extended by a week. The last day to place an order will be January 13th. Grab yourself a Benji, Uncle Nelson, or Jessi before they're gone. Available here.
Thanks for reading. I hope you have an excellent year!
Tyler
I'm back to work, and have some exciting news - TVGS is now an actual game studio! We've got an office in Sydney, and a new developer, Rob, who has just started. We're also in the process of recruiting a 3D/technical artist. By the end of the year, there will likely be 4 people working on Schedule I.
I want to say a big thank you to everyone who has played Schedule I - you're the reason I'm able to grow the team and work in this awesome space. I've had the opportunity to turn my hobby into a career and spend my days doing work that I genuinely enjoy. I'm truly thankful to each and every one of you for that.
Check out some photos of our cool new office:
It's a really nice space - pretty empty right now, but we're getting there.
We're going to put a ping pong (beer pong) table in the middle.
We've also got a pretty sweet collection of boxes.
Early 2026 Plan
We're going to release a patch next week focussed on bug fixing and QoL improvements. After that, the remainder of January is being dedicated to cleaning up the codebase and onboarding Rob (poor guy needs to catch up on 120k+ lines of code). This will be the final round of major refactoring and will leave the game in a strong position for future development. It's also a vital step towards proper mod support.
After that's done, we'll get to work on the next update, which we will leave as a surprise. I'm estimating it will be done in late February, but I've (finally) learnt my lesson from all of the delayed updates, and we'll only confirm a date once we're confident we'll hit it on time.
YouTooz Collaboration Extended
Our collaboration with YouTooz has been extended by a week. The last day to place an order will be January 13th. Grab yourself a Benji, Uncle Nelson, or Jessi before they're gone. Available here.
Thanks for reading. I hope you have an excellent year!
Tyler
v0.4.2: Shrooms Update
Hello everyone,
The shrooms update has been fully released! As always, thank you for your patience as this update was completed. You can now grow and sell magic mushrooms. The production process involves several new pieces of equipment and tools, and tasks. All steps of the production process can be assigned to botanists. Shrooms are introduced after meth, and before cocaine. The supplier for shroom supplies is in the downtown region.
There is also a new temperature system - you can use AC units to warm or cool an area, the latter being necessary for mushroom cultivation. Additionally, plant growth speed can be boosted by warm temperatures.
There are also a few new QoL improvements and handy features:
•
You can now rename stations, pots, storage racks, etc, using your management clipboard. This will make it much easier to distinguish different objects.
•
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.
Additions
•
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.
•
Adding a renaming feature to the management system.
•
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.
•
Added Santa hats to dealers.
Tweaks/Improvements
•
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.
Bug fixes
•
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.
•
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.
•
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.
This will be the final update of the year. I'm going to take about 10 days off and will be resuming work in early January. I'll also have some exciting news to share then. Merry Christmas, and happy New Year!
Thanks for reading,
Tyler
The shrooms update has been fully released! As always, thank you for your patience as this update was completed. You can now grow and sell magic mushrooms. The production process involves several new pieces of equipment and tools, and tasks. All steps of the production process can be assigned to botanists. Shrooms are introduced after meth, and before cocaine. The supplier for shroom supplies is in the downtown region.
There is also a new temperature system - you can use AC units to warm or cool an area, the latter being necessary for mushroom cultivation. Additionally, plant growth speed can be boosted by warm temperatures.
There are also a few new QoL improvements and handy features:
•
You can now rename stations, pots, storage racks, etc, using your management clipboard. This will make it much easier to distinguish different objects.
•
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.
Additions
•
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.
•
Adding a renaming feature to the management system.
•
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.
•
Added Santa hats to dealers.
Tweaks/Improvements
•
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.
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Improved brick wrapping material appearance.
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Changed the appearance of applied additives.
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Optimized employee logic to reduce unnecessary pathfinding calculations.
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You can now use the teleport command to teleport to NPCs (e.g. 'teleport benji_coleman').
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'Pickpocket' interaction is now replaced with 'view inventory' if the NPC is unconscious.
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Refactored some dealer code.
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Refactored a lot of botanist code.
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Removed bomb from item filter.
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Made the moisture-preserving pot a bit lighter.
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Cleaned up tap code.
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Refactored watering can code.
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Added more random items to cartel goon inventories.
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Added some extra safety in the loading code to prevent loading the same object or employee twice.
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Added 'fully grown particles' to the coca plant.
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Staggered some tick functions to reduce recurring lag spikes.
Bug fixes
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Fixed some customers having no favourite effects.
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Fixed objects sometimes getting stuck highlighted when using the management clipboard.
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Fixed built object initialization sometimes happening twice.
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Fixed pupil dilation not resetting to default after sobering up.
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You can no longer apply additives after a plant is fully grown.
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Fixed coca leaves sometimes falling behind the cauldron
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Fixed mixing station 'preview product' having a different appearance from the actual product.
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Fixed item instance data being sent to a joining client before created product data.
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Fixed NPCField replication error (management system).
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Fixed delivery vans having no items visibly displayed in the trunk.
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Fixed drying rack items sometimes not aligning correctly.
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Fixed excessive LODs on some lights.
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You can no longer open/close the management clipboard while you're selecting an object or setting a transit route.
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Fixed outline renderers getting occluded.
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Fixed NPC combat behaviour sometimes not resetting the NPC's vision component when combat is done.
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Fixed first-person arms not synchronising with your skin color.
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Added a missing collider to the fire station.
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Fixes missing info on the Veeper's sale sign.
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Fixed some bugs in NPC schedules in the tutorial.
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Fixed a bug where handlers would prevent other NPCs from removing items from stations.
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Fixed a quest UI null reference.
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Fixed mixing station hints reappearing.
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Fixed a bug where the final prologue cutscene would get stuck.
This will be the final update of the year. I'm going to take about 10 days off and will be resuming work in early January. I'll also have some exciting news to share then. Merry Christmas, and happy New Year!
Thanks for reading,
Tyler
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