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Schedule 1 is gearing up for another substantial update focused on streamlining base management. The main feature is a new locker system that replaces beds, bringing deeper inventory control, smarter AI behavior, and several quality-of-life improvements. The beta goes live within days, with a full rollout expected next week. Check out our Schedule 1 first look review here!
Locker Filters Are the Core Addition
The next update for Schedule 1 overhauls how players manage employee inventory. Beds, which previously handled worker assignments, will be replaced by compact lockers. Each locker includes eight configurable slots that function as both worker assignment tools and general storage. Unlike beds, lockers take up less space and offer slot-by-slot filtering options. These filters let players define exactly what items go where, improving storage precision and cutting down on chaotic item placement. Each slot can be adjusted to accept certain item types, minimum quality levels, and even rules. For example, you can permit only high-purity stimulants or ban low-tier knives from being stored altogether. This kind of granular control is designed to remove the micromanagement burden, especially in large bases where multiple employees interact with the same storage points during raids or harvest routines.
Conversion, Practical Use, and Efficiency Gains
When the update drops, all beds will auto-convert into lockers at their original coordinates—but only if the surrounding area is clear. To avoid placement issues, players should dismantle clutter, move decor, and create enough floor space in advance. Manual saving before switching to the beta branch is also recommended. Once lockers are in place, filters can be configured for different purposes. You might set Slot 1 to accept only “AK-47s,” Slots 2-4 for pills above 80% purity, and block knives entirely. These rules keep the AI productive and prevent mistakes like storing valuable gear in low-security areas. Labeling lockers clearly—e.g., “Lab Locker A1” or “Field Unit Locker 3”—helps streamline this further. Players dealing with large-scale production or active police threats benefit most from tight inventory control, as misplaced items during a raid can cost time and resources.
Other Patch Changes and AI Behavior
Beyond the lockers, the update includes more general quality-of-life improvements. Employees will now transfer between player-owned properties without needing to be fired. Trash zones shift from circular to square, allowing for better placement in tight spaces. Several navigation bugs have also been fixed to improve movement across large, multi-floor bases. Locker filters tie into updated AI routines as well: employees now recognize slot rules and skip lockers that don’t meet their current inventory needs. This reduces pathfinding loops and shortens task completion time. To prevent bottlenecks, Tyler added a failsafe where items that can’t be stored get placed in a temporary “lost-and-found” crate at the base entrance. If this leads to a drop in clutter, a hotfix is already planned.
Update Access, Timing, and Compatibility
Developer Tyler confirmed that the new beta build will go live in a day or two. Players can access it through the Steam beta tab by selecting “public‐test.” The build is considered feature-complete, with beta feedback focused on performance and stability, not design. The update should reach all users next week, likely on a Tuesday to avoid weekend server strain. It will be around 450 MB, will not reset saves, but may break mods that alter worker inventory, since lockers use a new parent class instead of the old bed system. Modders should review their hooks after the update hits. Clipboard support for copy-pasting locker filters is also in the works and expected to roll out soon after.
Development Pace and Future Systems
Schedule 1 entered Early Access in March 2025 and has been receiving major content drops roughly every four weeks. On May 8, the last patch introduced the Jukebox to boost customer patience, a 1,000-stack off-site Storage Unit, a bulk mixer, and mod tools to save imports. This upcoming locker update continues that rapid development pace. Looking ahead, Tyler has outlined features like dynamic weather, helicopter patrols, and an in-game player voting system. Source: OpenCritic. These future systems will likely rely on the locker framework, especially as secure, rules-based storage becomes vital when weather damages outdoor stock or police conduct inventory checks. For more reviews and news, stay tuned to our website.