How to Transfer a Schedule 1 Save to a Dedicated Server (2026)

Move your Schedule 1 single player or co-op save to a dedicated server: save location, what to copy, the Player_0 rule and fixing load errors.

Updated Sep 30, 2026 · 6 min read

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To transfer a Schedule 1 save to a dedicated server, start the server once so it creates its own save, stop it, then copy your world files into the server's UserData/DedicatedServerSave folder, without overwriting the server's Players/Player_0 folder. Your properties, business and world progress move across, and the world then keeps running for everyone. This guide covers where Schedule I keeps its saves, exactly what to copy, how to do it on GamezServers with the Files tab, and what to do if the server refuses to load it.

How saves work on a dedicated server

Schedule 1 dedicated servers run the S1DedicatedServers (S1DS) mod. Internally the server runs a hidden "loopback" host player, and it expects Players/Player_0 in its save to be that host. A save from your normal game has Player_0 set up for a local player, which is valid for single player or co-op but not for a headless server.

That is why the mod's docs recommend a safe migration flow instead of pointing the server straight at your old save folder or copying it over wholesale. Replacing the server's Player_0 can cause save load errors, UI problems, messaging errors and player state issues.

Before you start

  • Update everything. The server and your game should be on the same Schedule I version, so the save format matches.
  • Load the world one last time and let it save. Then quit to the main menu so the newest progress is on disk.
  • Back up your save. Copy the whole save folder somewhere safe before touching anything.
  • Co-op worlds live on the host's PC. In normal co-op, the world only exists on the host's machine, so the host is the one who does the transfer.

Step 1: Find your Schedule 1 save

On Windows, single player and co-op saves are stored in:

C:\Users\<you>\AppData\LocalLow\TVGS\Schedule I\Saves\<SteamID>\SaveGame_<n>

The quickest way there: press Windows + R, paste this and press Enter:

%USERPROFILE%\AppData\LocalLow\TVGS\Schedule I\Saves

Open the folder named after your Steam ID. Each SaveGame_ folder, such as SaveGame_1 or SaveGame_2, is one save slot. If you have several, open them and check the last modified dates to find the world you play.

Inside a save you will find files such as Game.json and Metadata.json, a Players folder, and more folders for the rest of the world. You copy everything, with one exception covered below.

Step 2: Let the server create its own save

The server needs a save of its own first, so it can write the correct Player_0.

  • On GamezServers: your server already did this on its first start. Nothing to do.
  • Self hosting: leave saveGamePath empty in server_config.toml, start the server once, wait until it has fully loaded, then stop it. It creates UserData/DedicatedServerSave in the game folder.

Step 3: Stop the server and back up both saves

  1. Stop the server.
  2. Back up the server's UserData/DedicatedServerSave folder.
  3. Keep the backup of your own save from before.

With both backed up, any mistake is a two minute undo.

Step 4: Copy your world into DedicatedServerSave

Copy the contents of your SaveGame_<n> folder into UserData/DedicatedServerSave, replacing files when asked, except Players/Player_0.

Item in your save What to do
Files at the top level, such as Game.json and Metadata.json Copy and replace
World folders Copy and replace
Players/Player_0 Do not copy. Keep the server's own

Copy the contents of the save folder, not the folder itself. If you end up with DedicatedServerSave/SaveGame_1/..., the server will not find your world. The files have to sit directly inside DedicatedServerSave.

Do not copy the whole save folder over the server's folder in one drag. That replaces Player_0, which is exactly what the mod's docs warn against.

Step 5: Start the server and check the log

Start the server and watch the console or MelonLoader log as it loads. If it loads without errors, join and look around before inviting everyone: your properties and business progress should be there.

Once you are happy, run save from the console to write a fresh save in the server's own format.

What carries over, and what might not

Your world and business progress are what you are moving, and they carry over.

Because the server keeps its own Players/Player_0, the data your save stored for its own local host player is not copied. In a single player or co-op save, that slot belongs to whoever hosted, so the host's personal character data may not come across. Check your character when you first join, and if something important is missing, it is easy to earn back or share with the crew. The mod's docs do not describe how other co-op players' data maps onto a dedicated server, so test with your backups in place before you delete anything.

Transferring on GamezServers with the Files tab

On a hosted server it all happens in your browser:

  1. If Schedule I updated recently, press Update game in Settings first so the server matches your game. It keeps your world and backs it up first.
  2. Press Backup, then Stop in the control panel.
  3. Open the Files tab and go to UserData/DedicatedServerSave. Download anything you want an extra copy of.
  4. Upload the contents of your SaveGame_<n> folder into UserData/DedicatedServerSave, replacing existing files, and leave the server's Players/Player_0 as it is.
  5. For a save with many files, use the SFTP login from Settings with FileZilla or WinSCP. It handles whole folders more easily than uploading in the browser.
  6. Press Start and watch the Console tab while it loads.
  7. Join, check your world, then press Save world.

If anything goes wrong, restore the backup you took in step 2 and try again. 3 backups are kept. The control panel doc covers the Files tab and backups in more detail.

Self hosting: the saveGamePath option

server_config.toml has a saveGamePath setting under [storage] that can point the server at any save folder, for example:

[storage]
saveGamePath = 'C:\Users\you\AppData\LocalLow\TVGS\Schedule I\Saves\12345678901234567\SaveGame_1'

Single quotes keep the Windows backslashes working in TOML. This hosts that folder directly, and the server prepares missing core files when it can. However, a save copied straight from a normal game can contain local player state that is not valid for a headless server, which is why the mod's docs recommend the import flow above instead. If you use saveGamePath, point it at a copy, never at your only save.

The complete self hosted setup is in how to make a Schedule 1 dedicated server.

Common problems

  • The server loads a brand new world. Your files ended up inside a subfolder. Move them up so they sit directly in DedicatedServerSave. On a self hosted server, also check saveGamePath is empty.
  • Load errors, UI or messaging errors, or players hitching after the import. Player_0 was probably overwritten. Restore the server backup and copy again, skipping Players/Player_0.
  • Server will not start: save path not set. Check saveGamePath in server_config.toml points at a real folder, or leave it empty.
  • Friends cannot join after the move. That is a connection problem, not a save problem. See Schedule 1 can't connect to dedicated server.

FAQ

Can I move my Schedule 1 single player save to a dedicated server?

Yes. Start the server once, stop it, back up both saves, then copy your save's contents into UserData/DedicatedServerSave without overwriting Players/Player_0.

Where are Schedule 1 saves stored?

On Windows, in C:\Users\<you>\AppData\LocalLow\TVGS\Schedule I\Saves\<SteamID>\SaveGame_<n>.

Why must I keep the server's Player_0?

The dedicated server uses Player_0 for its hidden loopback host. Replacing it with your game's version can cause save load, UI and player state problems.

Can I move a co-op world?

Yes. The co-op world is saved on the host's PC, so the host copies it the same way.

Can I move the world back to single player later?

Download UserData/DedicatedServerSave from the Files tab and keep it as a backup. The mod's docs do not cover moving a server save back into a normal game, so treat that as untested and always work on a copy.

Keep your world online

Once your save is on a server, the business keeps going for everyone, not only while the host is online. See Schedule 1 server hosting or the quick start guide, and send friends the join guide for the client mod.

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