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And due to the arbitrary limit on the number of destinations I can give my handler, if I buy more chemists then I'll also need to buy another handler to handle them, even though my first handler is idle.
Making meth just sucks compared to weed at the moment. Constant idleness, wait times and a lot more of a money + space sink for something that doesn't even pay as well overall. I really hope the dev improves upon it soon.
Because in current state it is quite impossible to make automated meth farms which is not just 1 meth station with 5 handlers running around it
2 with 2 ingredients (c1 cook oven mix) (c2 cook oven mix) (c3 mix mix mix)
1 with 3 ingredients (c4 cook oven mix) (c5 mix)
handler1 5 shelf -> mixer ingredients
handler2 shelf->chem1, shelf->chem2, shelf-> chem3, shelf->packager
handler3 2 shelf -> mixer ingredients
this leaves 4 handler slots open and 2 chemist slots open
this allows for expansion 2 ways: 1 adding 2 new ingredients to make 3 with 3 ingredients, eating up both chem slots with mixers and 2 handler slots
the remaining two handler slots could be used to split shelf items to baggy things but I don't bother selling on my own as I'm going full automation even though selling direct at late night is the highest money maker.
Packagers should work like seed tents with a "supply input" and not eating up a handler route. That way packager1 could be baggies, packager2 jars with an input set.
I think that chemists should have more stations to operate and have also supply input similar to botanists, so handlers dont need to have route to every meth station