1 Pick a plan that fits your group
Schedule I doesn't need much. The bottleneck on a multiplayer server isn't graphics — it's RAM for the simulation and CPU for ticking customer behaviour. The Solace plans are sized for that:
- Solo / 2-player co-op — the entry plan is fine. You're sharing a save with one other person, the server barely notices.
- Small crew (3–5 friends) — bump to the mid plan. Slightly more headroom for everyone walking around the same map.
- Bigger group / public-ish server — pick the higher tier. RAM matters more than core count once you have multiple zones simulating at once.
See current pricing
Schedule I plans on Solace start at $8/mo, deploy instantly, and ship with the S1DedicatedServers Mono build pre-installed.
Pick your size, click through to checkout, pay. We don't fake-promise a money-back window we can't honour — cancel any time from the billing panel and your next renewal won't run.
2 Instant deploy — what to expect
Schedule I plans are instant-deploy. Once payment clears, our automation provisions the server, installs the Mono mod on the right port, and starts it. You'll get an email the moment it's live. The whole thing usually finishes inside 30–60 seconds.
If you don't see the “your server is live” email after a couple of minutes, check your spam folder, then check the billing panel directly. The server status will already be green there in 99% of cases.
3 Open the panel and grab the IP
Log into the Solace billing panel, click your new Schedule I service, and you'll see the server overview. The two things you need:
- IP address — e.g.
147.135.8.166 - Port — e.g.
22014(each Schedule I server gets its own port; this is part of how we pack multiple servers safely on one host)
Together that's your connect string: 147.135.8.166:22014. Copy it once and drop it into your Discord so your crew has it.
4 Install the client mod (everyone, once)
Schedule I doesn't ship multiplayer natively yet, so the “join a server” menu comes from the same mod the server runs. Every player needs the matching client mod installed once — after that, they just launch and connect.
We have a separate guide that walks through it, including troubleshooting:
5 Connect and play
- Launch Schedule I from Steam.
- The mod will briefly flash a console window while MelonLoader initialises — that's normal.
- Open the multiplayer / connect screen exposed by the mod.
- Paste your
IP:portconnect string and hit connect.
That's it. You should be in your shared Hyland Point.
6 Plan the empire before you cook
Now that the server is up, you'll probably want to start optimising your route. We built two free tools for exactly that:
- Schedule I Mix Calculator — pick a strain, stack ingredients, watch the effects compound. Shows sale price + cost + profit per gram. Order of operations matters.
- Schedule I Profit-Per-Day Calculator — drop your mix in, pick your route + dealers, see projected daily / weekly / monthly take-home. Pairs with the Mix Calc.
- Schedule I Recipe Database — 25+ curated recipes; one click loads any of them straight into either calc.
The Mix Calc has a Send to Profit Calc button that round-trips the recipe so you can iterate on a mix and immediately see what it'd earn at scale.
7 Common questions
How many people can join?
The S1DedicatedServers mod is being actively developed, so the practical player cap moves with each release. Most Solace plans are sized for 4–8 concurrent players comfortably; if you're trying to host a much bigger group, ping us in Discord and we'll size up.
Do all of my friends need to buy the game?
Yes — the server is just hosting; each player still needs their own copy of Schedule I from Steam to actually join. We can host the box, we can't grant Steam licenses.
What about saves — do they persist?
Yes. The server keeps its own save independent of any single player's machine, and Solace runs scheduled auto-restarts with the save kept clean. If your local single-player save was the start of this empire, you can copy it onto the server — ask in support and we'll walk you through it.
Can I install other mods alongside the dedicated-server mod?
Some, yes. Anything client-side-only is fine and doesn't touch the server. Mods that change networked behaviour (new items, new economy) need the same version installed on every client and on the server — we can SFTP into the box for that. See how to SFTP into your server.
What happens when the official dedicated-server tooling launches?
When TVGS ships official server support, we'll migrate plans onto it automatically. Your IP, your save, your billing — all preserved. We're tracking the upstream commits and will do the swap quietly during a maintenance window when it's ready.