# MultiplayerPlus — Raise the Schedule 1 Player Cap to 20 (/docs/schedule-1/multiplayerplus)



import { Callout } from 'fumadocs-ui/components/callout';
import { Step, Steps } from 'fumadocs-ui/components/steps';

Schedule I's lobby cap is **hard-coded to 4 players** — there's no `maxPlayers` field in `server_config.toml` you can edit. The cap lives in the game's compiled code.

The community **MultiplayerPlus** mod (originally by MedicalMess on NexusMods, mirrored on Thunderstore) patches that ceiling up to **20 players** via MelonLoader. This guide walks you through installing it on your XGamingServer Schedule 1 server.

<Callout type="info">
  MultiplayerPlus is a **both-sides** mod — install it on the server **and** on every client that wants to connect. Players without a matching version will be rejected by the client mod policy.
</Callout>

***

RAM and tier guidance [#ram-and-tier-guidance]

Empty Schedule 1 servers already use \~2.6 GB RAM and \~200% CPU at idle. Adding players raises both:

| Player target                                      | Recommended XGS tier   |
| -------------------------------------------------- | ---------------------- |
| 4 vanilla (no MultiplayerPlus)                     | Rookie 8 GB / 3 cores  |
| Up to 10 with MultiplayerPlus + light content mods | Pro 12 GB / 4 cores    |
| Up to 20 with MultiplayerPlus + heavy content mods | ProMax 16 GB / 6 cores |

Upgrading tier mid-campaign keeps your save and mods.

***

Install on the server [#install-on-the-server]

<Steps>
  <Step>
    Download MultiplayerPlus from [Thunderstore](https://thunderstore.io/c/schedule-i/) (search "MultiplayerPlus") or its [Nexus Mods page](https://www.nexusmods.com/schedule1/). You want the latest `.dll`.
  </Step>

  <Step>
    Stop the server from the panel **Dashboard**.
  </Step>

  <Step>
    Open **File Manager** → navigate to the `Mods/` folder.
  </Step>

  <Step>
    Upload `MultiplayerPlus.dll` into `Mods/`.
  </Step>

  <Step>
    Start the server. Watch the **Console** output — MultiplayerPlus should log that it's loaded and the new cap is active.
  </Step>
</Steps>

There's no separate `maxPlayers` field to edit. The mod raises the cap internally.

***

Install on each client [#install-on-each-client]

Every player who wants to join must install the same MultiplayerPlus `.dll`:

1. Install MelonLoader on their copy of Schedule I (Il2Cpp runtime).
2. Drop `MultiplayerPlus.dll` into their `Mods/` folder.
3. Drop the **DedicatedServerMod client launcher** into the same `Mods/` folder.
4. Launch Schedule I via Steam.
5. Connect by direct IP — see [Join Server →](/docs/schedule-1/join-server).

***

Pin the version with client mod verification [#pin-the-version-with-client-mod-verification]

To keep the mod stack consistent and block mismatched MultiplayerPlus builds, pin the SHA-256 hash in `client_mod_policy.toml`:

```toml
[strictPinnedCompanionHashes.bars.multiplayerplus]
modId = 'bars.multiplayerplus'
pinnedSha256 = [
  '<paste the SHA-256 of the exact MultiplayerPlus.dll you handed out>'
]
```

Get the hash with PowerShell (`Get-FileHash -Algorithm SHA256 path\to\MultiplayerPlus.dll`) or Linux `sha256sum`. See [Client Mod Verification](/docs/schedule-1/client-mod-verification) for the full setup.

***

Version pinning across patches [#version-pinning-across-patches]

When TVGS ships a Schedule I patch, MultiplayerPlus often needs an update before it works again. Until the mod author pushes the new build:

* **Don't update the base game**, or
* Roll back to the previous working state from the **Backups** tab

XGamingServer's automated backups snapshot the whole mod stack — see [Backup and Restore](/docs/schedule-1/backup-restore) — so you can roll back if a patch breaks things.

***

Why isn't the cap higher than 20? [#why-isnt-the-cap-higher-than-20]

Schedule I's netcode wasn't designed for massive multiplayer. The mod author found 20 to be the practical ceiling before NPC simulation, deal generation, and police AI start to misbehave. Pushing past it usually causes:

* Desync between clients
* Production lines stalling on remote clients
* Dealer routes breaking
* Server CPU spikes

If your friend group needs bigger lobbies, watch the mod's GitHub / Thunderstore page — limits may rise as the netcode stabilises in future Schedule I updates.

***

Compatibility with other mods [#compatibility-with-other-mods]

MultiplayerPlus is generally well-behaved with content mods that use S1API. Conflicts usually look like:

* Two mods both patching the player-count code — symptoms: server fails to start, MelonLoader console shows two mods racing each other on the same Harmony patch
* A content mod hard-coded to assume max 4 players — symptoms: NPC dialogue or quest triggers misfire for players beyond the 4th slot

Read each mod's compatibility section before stacking them.

***

Related Guides [#related-guides]

* [Install Mods →](/docs/schedule-1/install-mods)
* [Client Mod Verification →](/docs/schedule-1/client-mod-verification)
* [DedicatedServerMod Setup →](/docs/schedule-1/dedicated-server-setup)
* [Server Config Reference →](/docs/schedule-1/server-config)
* [Backup and Restore →](/docs/schedule-1/backup-restore)

> **Need 20-player capacity?** [XGamingServer Schedule 1 ProMax 16 GB](https://xgamingserver.com/schedule-1-server-hosting) is sized for the full MultiplayerPlus cap with content mods loaded.
