In this guide, we will walk through the process of creating a basic MelonLoader mod for Schedule I. This mod will simply print a message to the console when the game starts.

Your First Mod

using MelonLoader;

[assembly: MelonInfo(typeof(MyMod.MyMod), "MyMod", "1.0.0", "YourName")] // main mod class, name, version, author
[assembly: MelonGame("TVGS", "Schedule I")]

namespace MyMod
{
    public class MyMod : MelonMod
    {
        public override void OnInitializeMelon()
        {
            LoggerInstance.Msg("Hello, Schedule I!");
        }
    }
}

Build your project and place the resulting .dll file (in bin/<config name>/<target framework>/MyMod.dll) in the Mods folder of your Schedule I installation directory. The Mods folder is located at <game dir>/Mods.

When you start the game, you should see your mod in the list of loaded mods in the MelonLoader console, and the message “Hello, Schedule I!” should be printed to the console.

Next Steps

Now that you have a basic understanding of how to create a mod, you can start exploring the game’s code and adding more functionality to your mod. You can access various game systems, modify existing behavior, and create new features.

MelonLoader provides a wide range of hooks and events that you can use to interact with the game. You can find more information about these in the MelonLoader documentation.

Last updated 30 Jun 2025, 23:27 +0200 . history