Drug Lord Tycoon

Drug Lord Tycoon

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Passive Production Not Working ?
Does it ?
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Showing 1-8 of 8 comments
But it works, it just needs a day to show its value. However, I would make a request to the developers here. That this passive income is very very little, it is not even worth keeping the employees there. If I'm there for the medium meth I make $122,000/day, if I'm not there I make $300/day, that's unrealistic. It makes no sense to keep your employees up there because you don't even make that. I understand that if I'm not there then the employees will be lazy, and that's why I earn so little in passive income. I think half or 3/4 of $122,000/day should be more realistic. But for $300/day, it doesn't make sense to pay the costs there, because it just makes the business a minus.

Trasnlate DeepL
Last edited by hablaty89; Apr 1 @ 12:01pm
they be using the meth thats why its 300/day
yes it work, but i made a new save to start from scratch and when i bought the second property againg it had the hole farm set up from another save with all the workers im only level 15 and dont have workers, not sure how to fix but need to have differnt saves
Wingspan Apr 3 @ 11:32am 
I posted something similar on the Duhndal discord:

All passive income requires you to not be present for a full 24 hours. If you show up 23:59 each day for a week, you're paying all expenses at that location for the week, and only getting the harvest they actually yielded during your time there. The clock starts when you leave and will be 24 hours from that point, indefinitely or until revisited.

Weed production is truly borked. You do not need anything but planters and a single weed dude working, though it is important that all planters are seeded. You do not need any light, water, or high skill workers, a single worker will give the full yield. No restocker is required. I am getting 12k purple kush from the first warehouse and it costs me $1k a day for the worker, and it could yield more if i removed all my drying racks, fans, and moved things around, compared to when I had lights and sprinklers.

Meth seems to work differently, though I haven't done much work with this yet. Passively reports 200g a day, but im getting closer to 5k a day idling at that location.
Wingspan Apr 3 @ 2:10pm 
Meth is even worse. You get about 50 meth per crafting station. You do not need any crystalizers, chillers, a restocker, or anything else but a locker and a single meth worker. The machines never need to start working.
King road, the second warehouse, i jammed 2 rows of low grade, 4 rows of medium grade, and 3 long rows of high grade meth stations into the warehouse with a worker and his locker.

686 low grade
1350 med grade
2242 high grade
per 24 hours of not going to the property. Costs me $2k for that single worker
Last edited by Wingspan; Apr 3 @ 2:33pm
if i could make a request it would be nice to be able to have it where we could set up each worker with a different weed seed so some do green and some do purple
just because i have one place doing both and they are only doin one of them
Wingspan Apr 5 @ 12:07pm 
Originally posted by Uncle Ruckus:
just because i have one place doing both and they are only doin one of them
With passive production, all that matters is what is planted in the box when you leave. You could harvest everything, fire all your workers, and it would be a fresh starting point. Then plant whichever seeds you'd like, hire a single worker, and leave (which will lock those plants into still needing to be watered, etc). That would give you a mixed bag of yield each time.

But before the update, the play was usually to have 1 type of weed and any number of types of meth at each location because the way workers plant seeds. Now I think its cleaner to have a single product produced by a single location
Last edited by Wingspan; Apr 5 @ 12:08pm
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