1 Pick the right mod and version

Schedule I mods come from a handful of sources. The most reliable today are:

Version matching matters. Solace servers run a specific MelonLoader / Mono build of the S1DedicatedServers mod. If your gameplay mod targets a different MelonLoader version, it'll fail to load. The mod's release notes usually call out the supported MelonLoader version — check before you download.
Don't grab mods from random reuploads. Schedule I is small enough that bad actors notice. Stick to the original mod author's release page. If a mod's only download is a Mediafire link in a shady forum post, walk away.

Server-side vs client-side mods

Most Schedule I gameplay mods fall into one of three categories — this matters because it determines who needs to install them:

The mod's README almost always says which category it falls into. When in doubt, install on the server and try to connect — if you see a version-mismatch error, it's networked.

2 Stop the server

Before uploading anything, stop the server from your Solace panel. This:

Pro tip: Bookmark the panel's Stop and Start buttons. You'll hit them a few times in your modding journey.

3 SFTP into the server

Open your SFTP client and use the credentials from your Solace panel's server overview:

Host:     [shown in panel]
Port:     [shown in panel — usually 2022 or a custom port]
Username: [shown in panel]
Password: [your panel password OR an SFTP-specific password]
Protocol: SFTP (NOT FTP)

If you've never done this before, our SFTP guide walks through it screenshot-by-screenshot.

4 Drop the mod into Mods/

Once connected, you'll land in the server's root folder. The Schedule I install looks roughly like this:

[server root]
├── Mods/ ← the .dll goes here
├── UserLibs/ ← dependency .dlls go here
├── MelonLoader/ ← don't touch unless you know why
├── UserData/ ← mod configs land here at runtime
├── Schedule I.exe
└── ...
  1. Open the Mods/ folder.
  2. Drag the mod's .dll into the folder.
  3. If the mod readme says it requires extra .dll dependencies, upload those into UserLibs/ — not Mods. Mixing them up is the most common reason a mod fails to load.
What's the difference? Files in Mods/ are loaded as MelonLoader plugins (real mods with hooks into the game). Files in UserLibs/ are just libraries that mods use — helper assemblies, shared utilities, etc. A mod that depends on a library will silently fail if the library isn't there.

5 Start the server & watch the console

Back in the Solace panel, hit Start. As the server boots, watch the console output. You're looking for two things:

[MelonLoader] Loading Mods from path 'Mods/'
[YourMod 1.2.0] Initialized.

The first line confirms MelonLoader is scanning. The second confirms your mod loaded — the version number and exact wording vary per mod, but if you see the mod's name show up without an exception/error stacktrace, you're set.

Red flags to watch for: [Error] FileNotFoundException means a dependency is missing from UserLibs/. System.MissingMethodException usually means a MelonLoader version mismatch. InvalidCastException or BadImageFormatException means a corrupt download — redownload from source.

6 Distribute the mod to players (if networked)

If the mod changes networked state, every player who wants to join needs the same mod installed in their own Schedule I install folder, in the same Mods/ path. Workflow:

  1. Share the mod's release page URL in your Discord (don't redistribute the file yourself — sends users to a reliable source).
  2. Each player extracts the .dll into their Schedule I/Mods/ folder (similar to the client mod install guide's steps).
  3. Everyone launches the game and connects.
Version drift kills sessions. If you update a networked mod on the server but a player still has v1.0 client-side, they'll get kicked at the version check. Always announce updates in Discord and give people a few minutes to upgrade.

7 Common errors & fixes

"MelonMod load error" / mod doesn't appear in console

Server starts, but kicks every player on join

FileNotFoundException for a DLL name you don't recognise

Mod loads but doesn't do anything in-game

Server won't start at all after a mod install

Important: Schedule I does not yet have an official dedicated-server option. The S1DedicatedServers mod is community-built — Solace and the mod authors aren't affiliated with TVGS, the game's developer. Mod compatibility may break between game patches; that's the nature of community modding.

8 Stuck?

Open a ticket from your billing panel or hop into our Discord with:

We've debugged a lot of these and can usually point you at the missing piece within an hour.

Don't have a server yet?

Schedule I plans on Solace start at $8/mo with the Mono mod pre-installed.

View Schedule I Plans