Schedule 1 has shipped version v0.4.2, the Shrooms Update, which fully released on December 22, 2025 on Steam and adds growable magic mushrooms, a temperature system with AC units, and a batch of tools and visual effects for mushroom production.
The update builds a new production chain players can assign to botanists, adds new customers and randomly spawning mushrooms in the sewers, and includes multiple quality-of-life changes like a renaming feature for stations and an imperial/metric toggle. Developer Tyler also confirmed he will step away briefly; in the announcement he wrote, “I’m going to take about 10 days off and will be resuming work in early January.”
Patch Notes
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!
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Schedule I
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