Lithium fork
Modular balancing framework for Schedule I (IL2CPP): plants, mushrooms, mixing stations (Mk1 & Mk2), lab oven, cauldron, customers, shops, employees. Every feature is optional and JSON-configurable.
About this mod Author’s original text
Lithium_fork
Version: 1.0.9.2 • Target: Schedule I v0.4.5f2 (IL2CPP) • Loader: MelonLoader 0.7.1
Lithium_fork is a community-maintained fork of the original Lithium by DerTomDerTwitch — a modular balancing framework for Schedule I. Every module is independent and JSON-configurable under UserData/Lithium. Enable only what you need. Recent work focused on making the Mk2 Mixing Station timer flow in real time, adding full mushroom (shroom) support to the Plants module, cleaning up the Plants config (separated Plants and Shrooms sections with inline notes), and major performance / log cleanup on the Mk2 UI path.
Not the official upload — use this fork only if you want the current-game-version build.
Table of contents
- Installation
- Features at a glance
- What's new — v1.0.9.2 highlights
- Changelog
- Module reference
- Building from source
- Troubleshooting
- Credits & links
Installation
- Install MelonLoader 0.7.1 on your Schedule I install.
- Launch the game once with MelonLoader so it generates MelonLoader/Il2CppAssemblies.
- Copy Lithium_fork.dll into Schedule I/Mods.
- Launch the game. On first run, default JSON configs are created under UserData/Lithium/ with all modules disabled.
- Open the config file(s) for the module(s) you want, set "Enabled": true, tune the values, save, and restart the game.
⚠️ If you are migrating from the original Lithium.dll, remove it from Mods/ first. Only one of the two can be loaded at a time.
The existing UserData/Lithium/ JSON files from the original mod stay compatible (same folder, same module names, same keys with backward-compatible aliases where things changed).
Features at a glance
| Module | Config file | What it does |
|---|---|---|
| PropertyPrices | PropertyPrices.json | Override the purchase price of every property. |
| Plants (pots) | Plants.json → Plants section | Speed up / slow down weed / coca / meth growth. Soil drain rate. |
| Plants (shrooms) | Plants.json → Shrooms section | Speed up / slow down mushroom growth. Substrate drain rate. |
| DryingRacks | DryingRacks.json | Drying time per rack operation. |
| MixingStations | MixingStation.json | Mix duration multiplier (Mk1 and Mk2), input capacity. |
| LabOven | LabOven.json | Cook speed multiplier. |
| ChemistryStation | ChemistryStation.json | Recipe cook speed multiplier (chem station only). |
| CauldronCustom | CauldronCustom.json | Manual / NPC cauldron batch duration. |
| Employees | Employees.json | Daily wages, walk speeds, max assignments, action timings (pour / water / sow / harvest). |
| Customers | Customers.json | Effect-based contracts, strict handover rejection, effect-bonus payments, dealer suitability. |
| DynamicsOrders | DynamicsOrders.json | XP-scaled contract quantity & payment (anchored brackets, smoothed interpolation). |
| Shops | Shops.json | Shop & supplier prices (in-person + phone / Dead Drop), stock overrides. |
| StackSizes | StackSizes.json | Override item / category stack sizes. |
| EffectCombos | EffectCombos.json | Allow / forbid effect combinations. |
| TrashGrabber | TrashGrabber.json | Grabber range and capacity. |
| WateringCans | WateringCans.json | Capacity & refill behaviour. |
| Storyline | Storyline.json | Storyline pacing tweaks. |
Every module has its own Enabled flag and defaults to false until you flip it.
What's new — v1.0.9.2 highlights
- Mk2 Mixing Station timer actually flows in real time
In vanilla, the Mk2's screen counts down minute by minute (e.g. 30 → 29 → 28 …) while a mix runs. With the previous fork, the Mk2 screen froze on the initial duration even though the mix completed — only the Mk1's clock was being driven correctly. This is fixed:
- OnMinPass advances CurrentMixTime exactly once per in-game minute, debounced by TimeManager.DailyMinSum (no more 2-by-2 jumps from FishNet RPC echoes).
- Mk2 UI is rewritten from MixingStationCanvas / station-mesh TMP_Text references cached per station and written only w
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: