Schedule I

Schedule I

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WHY CAN'T CHEMISTS GRAB INGREDIENTS???
The botanist can grab plant seeds, soil and additives without needing someone to baby them.

So why the hell can't the chemist grab ingredients for their cooks?
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Showing 1-12 of 12 comments
yea that is annoying plus they charge more per day
Originally posted by バニーガール 🌺:
yea that is annoying plus they charge more per day
Fr higher costs, longer cooks times, fewer workstations(botanist can do 8 pots I think and chemist only 3 stations), overall much lower yield. This isn't even to mention that meth actually turns your customers violent when addicted(which I think is cool, but still). Outside of weed gameplay getting dull, there's not much incentive to switch over.
Tenzek Mar 30 @ 9:44am 
Your handler can take care of stocking their stations and packing their products at the same time. The cycle is pretty slow, so they would have a lot of downtime if just packing.
Originally posted by Tenzek:
Your handler can take care of stocking their stations and packing their products at the same time. The cycle is pretty slow, so they would have a lot of downtime if just packing.
For the majority of the time though, my handler is just idling because of the low yield from the meth. Meanwhile my handler was constantly packaging weed while my botanist was constantly preparing more. Rarely if ever were they idle.

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.
Last edited by Khorne Flakes; Mar 30 @ 9:53am
Originally posted by Tenzek:
Your handler can take care of stocking their stations and packing their products at the same time.
no they can't, handlers are too dumb to stock chemist tables they fill them up full with whichever ingredient when they run empty, full automation needs some work. Handlers work for mixers but are still too limited with 5 routes
Last edited by StrangeAK47; Mar 30 @ 10:05am
yea it is really bad. I think that chemist should be able to use storage to replenish their stations or add mixers if they serving mixing stations. Similar to the gardeners who can access 1 storage unit.
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
Last edited by GarlicBread420; Mar 30 @ 2:16pm
I agree, plus I think chemists should also be able to work more than 3 stations. Esspecially with as slow as process is. They are way to idle for cost. I'm going to have to fire the one I have because it's not worth it. Automating meth lab is far to expensive.
Yeah they are rly expensive...I managed to created a big operation with 7 chemists and 3 handlers to produce meth with 7 mixes but, they burn a lot of cash quickly and you are only running around getting/ordering mixes cuz after 2-3 days they spent full big storage of all
ffrotty Mar 30 @ 7:26pm 
5 chemists and 3 handlers let me do 3 different meth:

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.

Last edited by ffrotty; Mar 30 @ 7:28pm
Originally posted by ffrotty:
5 chemists and 3 handlers let me do 3 different meth:

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.
How often do you need to restock? I am making only 1 type of meth on 6 station and have 8 mixing stations (7 unique mixers) to make the best product possible. But I really dont like the micro aspect, because they burn 160mixer items so fast that I am only running around buying supplies xD

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
Last edited by GarlicBread420; Mar 31 @ 2:58am
muahwii Mar 31 @ 3:21am 
remember the game just came out its EA post these on his discord and hell patch em
Moe Mar 31 @ 3:29am 
Originally posted by Khorne Flakes:
Originally posted by バニーガール 🌺:
yea that is annoying plus they charge more per day
Fr higher costs, longer cooks times, fewer workstations(botanist can do 8 pots I think and chemist only 3 stations), overall much lower yield. This isn't even to mention that meth actually turns your customers violent when addicted(which I think is cool, but still). Outside of weed gameplay getting dull, there's not much incentive to switch over.
The incentive is simple, despite lower yields, it also sells for way more. To get your money up you gotta transition to meth (also highly recommend mixing your meth, mine sells for 340 each). Same thing once you unlock cocaine.
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Date Posted: Mar 30 @ 9:23am
Posts: 12