It's a Schedule I open beta update arriving just in time for the holidays - shrooms!
Many players have been asking for more... ingredients... onto everyone's favourite dealing game of 2025 and to close the year out we're getting shrooms. If you want to test the update, you can switch to the beta branch on Steam by right-clicking on the game and selecting "properties" and then changing your beta participation to "beta".

Once you've moved a save over to beta, you won't be able to play it again in the base game until after the beta gets merged into the mainline, so try a new save if you don't want to mess with anything.
So, what does the update add? We've got Shrooms, all the equipment you'll need to grow your favourite funky fungi, and randomly spawning shrooms on the map to use as seeds. Also in the update, we've got the ability to rename our stations, pots, storage racks and more which can help keep things more organized as more crops get added to the game.

Cleaners can also now be assigned to SIX trash cans, making them much more useful for their hourly pay. That's not the only change though, there are dozens of updates that you can read down below in the full patch notes down below. Here's everything coming in Patch 4.2 Open Beta for Schedule I.
Quote From Tyler 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. You can now rename stations, pots, storage racks, etc.
Added temperature system.
Added temperature system 'heatmap' visualisation.
Added randomly spawning shrooms in the sewer.
Added mushroom hat.
Added Fungal Phil.
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.
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 (20 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.
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.
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.
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