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Best Schedule 1 Dedicated Server Settings (server_config.toml)

The best Schedule 1 dedicated server settings for friends and public servers. Every useful server_config.toml key in S1DS explained, with recommended values.

Updated Oct 3, 2026 · 6 min read

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The best Schedule 1 dedicated server settings for most groups are the S1DS defaults with four changes: pauseGameWhenEmpty = true for a private world, authTimeoutSeconds = 60, an autosave every 10 to 15 minutes, and a clear serverDescription. Everything lives in UserData/server_config.toml, and the server reads it at start up.

Where are the Schedule 1 server settings?

Schedule I has no official dedicated server, so the settings belong to the community server mod, S1DedicatedServers (S1DS). It creates three files in the UserData folder on first start:

File What it controls
server_config.toml Name, ports, authentication, gameplay, autosave, performance, public listing
permissions.toml Staff groups, bans and command access
client_mod_policy.toml Which client mods players may run

This guide covers server_config.toml. For staff and bans, see Schedule 1 dedicated server commands.

Edit the file while the server is stopped, keep every text value in quotes, and start it again. The reloadconfig command also reloads it without a restart, but a restart is the safest way to be sure every change applies. The values below are from the S1DS v1.1.0 docs.

Best settings at a glance

Setting Default Friends server Public server
pauseGameWhenEmpty false true false
authTimeoutSeconds 30 60 60
autoSaveIntervalMinutes 15.0 10.0 to 15.0 15.0
autoSaveOnPlayerLeave true true true
allowSleeping true true true
timeProgressionMultiplier 1.0 1.0 1.0
targetFrameRate 60 60 30 to 60
blockKnownRiskyClientMods true true true
publicListingEnabled false false true

Server identity: [server]

[server]
serverName = 'Schedule One Dedicated Server'
serverDescription = 'A dedicated server for Schedule One'
maxPlayers = 16
serverPort = 38465
serverPassword = ''
  • serverName and serverDescription are what players see in Favorites, History and the Public tab. Put the vibe and region in the description.
  • maxPlayers defaults to 16, with a hard limit of 64. S1DS ignores the normal 4 player co-op cap for direct joins. Your hardware is the real limit, see Schedule 1 with more than 4 players.
  • serverPort is 38465. It must be open on both UDP and TCP.
  • serverPassword: leave it empty. In v1.1.0 it only marks the server as password protected in listings. The client has no password box and the server does not check it.

Gameplay: [gameplay]

[gameplay]
ignoreGhostHostForSleep = true
timeProgressionMultiplier = 1.0
allowSleeping = true
pauseGameWhenEmpty = false
freshSaveQuestBootstrapMode = 'StartFromBeginning'

Should a Schedule 1 server pause when empty?

For a friends server, yes: set pauseGameWhenEmpty = true. The S1DS docs describe it as pausing the simulation while no real players are connected, so the world does not progress unattended while your crew is offline. For a public server with players dropping in at all hours, leave it false so the world feels alive.

How do I change the day length?

Use timeProgressionMultiplier. 1.0 is normal speed. 0.5 makes days last twice as long, which gives a big crew more time to run deals. Keep it above zero. For a one off fix, the settime 0700 command jumps the clock instead.

Other gameplay keys

  • allowSleeping: lets players skip the night in a bed. The docs advise testing it on modded servers, since sleep touches quests, time and UI.
  • ignoreGhostHostForSleep: keep it true. The server runs an invisible host player internally, and this stops it from blocking sleep.
  • freshSaveQuestBootstrapMode: only matters for a brand new save. StartFromBeginning plays the normal intro from "Welcome to Hyland Point". StartPostIntro skips to "Getting Started" with the RV already repaired, which the docs do not recommend for most players.

Older guides mention a timeNeverStops option. It no longer exists, because the server already handles the old 04:00 time stall.

Saves: [autosave] and [storage]

[autosave]
autoSaveEnabled = true
autoSaveIntervalMinutes = 15.0
autoSaveOnPlayerJoin = true
autoSaveOnPlayerLeave = true

[storage]
saveGamePath = ''
  • Keep all four autosave options on. Saving when the last player leaves is what protects a private world from a crash overnight.
  • Do not go too low on the interval. The docs warn that very short intervals cause save spikes on low CPU hosts. 10 to 15 minutes is a good balance.
  • saveGamePath: leave it empty to use UserData/DedicatedServerSave. To host an existing world, follow how to transfer a Schedule 1 save to a dedicated server rather than copying a whole save folder over.

Autosave is not a backup. Copy the save folder before every game update.

Joining and security: [authentication]

[authentication]
authProvider = 'SteamGameServer'
authTimeoutSeconds = 60
modVerificationEnabled = true
modVerificationTimeoutSeconds = 20
blockKnownRiskyClientMods = true
allowUnpairedClientMods = true
strictClientModMode = false
  • authProvider = 'SteamGameServer' checks every player's Steam ticket. Only use None for local testing.
  • authTimeoutSeconds: the default is 30, and the docs recommend 60 for public or modded servers. If players get dropped a few seconds after connecting, raise this first.
  • blockKnownRiskyClientMods: keep it true. It blocks known risky client tools, such as runtime inspectors and mutation utilities.
  • allowUnpairedClientMods: true lets players run harmless client only mods. Set it to false with strictClientModMode only for a locked down public server, and expect more join problems.

Performance: [performance]

[performance]
targetFrameRate = 60
vSyncCount = 0

targetFrameRate is the server's tick target. The docs call 30 to 60 the normal range. 60 is smoother. Dropping to 30 frees CPU on a busy, late game world. Keep vSyncCount = 0.

Schedule I runs the whole game on the server, so memory matters. The S1DS docs measured about 3 GB in use on an idle server with 0 to 1 players. Late game saves with lots of mixed products use more, although TVGS says the v0.4.7 update saves several hundred MB there.

Public listing: [publicListing]

Off by default. To appear in the Public tab you need a credential from the S1DS server portal. Full steps in how to list a Schedule 1 server on the public server list.

Settings to leave alone

  • [messaging]: FishNetRpc is the default and the normal choice. Only change it if your host tells you to.
  • steamGameServerQueryPort: 27016 by default, and must match the port you forwarded.
  • [tcpConsole] and [webPanel]: off by default. The web panel only works on the server machine itself and must never be port forwarded.

Schedule 1 settings on GamezServers

On our Schedule 1 server hosting, open UserData/server_config.toml in the Files tab, stop the server, edit and start it again. The server name, player limit, ports, authentication and messaging are managed by your panel and plan, so changes to those lines are overridden on every start. Everything else in this guide, from pauseGameWhenEmpty to autosave and the public listing, is yours to set. Plans are 14.99 USD a month for 4 players, 19.99 USD for 8 and 29.99 USD for 16, with 50% off the first month for new customers. See the quick start guide.

FAQ

How do I make Schedule 1 days longer on a server?

Lower timeProgressionMultiplier in the [gameplay] section. 0.5 makes each in game day last twice as long.

How do I stop my Schedule 1 world running when nobody is online?

Set pauseGameWhenEmpty = true under [gameplay] and restart. The world pauses when the last player leaves.

Why do players get kicked a few seconds after joining?

Often the Steam check times out. Raise authTimeoutSeconds to 60, and make sure nobody has another host's mod in their Mods folder.

Can I set more than 16 players?

Yes, maxPlayers goes up to 64, but every player adds load because the server runs the full game. Make sure the machine has the memory and CPU for it.

Does serverPassword make my server private?

Not yet. In S1DS v1.1.0 the password is shown in listings but not checked. Keep the address private and use bans instead.

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