---
title: "Schedule I support"
description: "How far Evil Engine's passthrough modding support for Schedule I gets today. Mounts from your own install, with its items, the town and the tutorial as separate parts. Nothing converts or shows on screen yet."
url: "https://evil-engine.com/games/schedule-i"
modified: "2026-11-01T19:00:00.000Z"
site: "Evil Engine"
about: "Evil Engine, the passthrough modding engine"
---

[← All games](https://evil-engine.com/games) 

Mounts Unity 

# Schedule I

Mounts from your own install, with its items, the town and the tutorial as separate parts. Nothing converts or shows on screen yet.

- **Ticket**: #013
- **Checked on**: Steam, Windows build under Proton
- **Last checked**: November 1, 2026
- **Files**: 109
- **Mount**: `schedule-i/pc/0.4.7f12`

## Mounting

3 of 4 done

- Done  

**Finds your copy**  
Picks up the install on its own, from Steam or wherever it lives.
- Done  

**Reads every file**  
Every file reads straight from your copy, in the order the game itself looks them up.
- Done  

**Matches players' copies**  
Your copy is fingerprinted from its own files, so a server can check everyone's match without sending any game content.
- To do  

**Brings its mods**  
A copy with MelonLoader or BepInEx is flagged as modded, but its mods aren't read yet.

## Converting

0 of 4 done

- To do  

**Models**  
Its models turn into Evil Engine models.
- To do  

**Textures and materials**  
Its textures and materials turn into Evil Engine's own.
- To do  

**Maps**  
Its levels turn into Evil Engine maps.
- To do  

**Sounds**  
Its sounds turn into Evil Engine sounds.

## In game

0 of 3 done

- To do  

**Shows on screen**  
Converted content actually draws in Evil Engine.
- To do  

**In the spawn menu**  
Its props and models land in your spawn menu, no Plugin needed.
- To do  

**Maps you can visit**  
Pick one of its maps from the menu and fly around inside it.

## Where it stands

Evil Engine finds Schedule I on its own and reads its 109 files as one layer, in under a second. Its code is compiled to native machine code, and nothing reads or runs it. The version, 0.4.7f12, comes from Unity’s settings, which the game keeps up to date.

Your copy is fingerprinted in three parts: everything you can spawn, the town as a new game starts it, and the tutorial. All 88 files in them matched Steam’s own checksums.

## Known issues

- Mods aren’t read yet, and nobody has looked at a modded copy.

## Next up

- Looking at a modded copy, with MelonLoader and mods from Thunderstore or Nexus.
- Reading the item list, the town and the tutorial, so they can convert.

## About Evil Engine

Evil Engine is a **passthrough modding** engine by Pushbar Interactive. Modding through the games you already own instead of around them: the content comes from each player's own copy and is never extracted, ported or redistributed. The term took off in September 2026 with mods that run two games at once and wire them together by hand, one pair at a time. Evil Engine comes from that lineage and makes the process repeatable: it learns each engine once, maps each game onto shared vocabularies once, and gives mods one API, so every mounted game works with every other. More: https://evil-engine.com/passthrough-modding

- Every page, for agents: https://evil-engine.com/llms.txt
- Wishlist on Steam: https://store.steampowered.com/app/3731310/Evil_Engine
