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It gets much too complicated trying to maintain anything beyond 4 IMO.
If single-player, I would stick with 2-3 strains and also meth.
But you gotta make money right.
If you make only one, make the one that sells for more, and try finding new ones with the mixing table.
Good luck exploring.
I can give a tip that'll help a lot. For customers that come to you directly have them always schedule it late night. You get the after curfew bonus and the clock stops so you have all the time you need to do it.
I only need to mix new strain whenever there's new customer to give samples to but only enough to unlock them, then I sell the same stuff.
OG works the best for me, so I have 2 strain mixed from OG: 3 substances for low baller and 7 substance for middle one.
I play with mixing but I sell those myself so I dont lose the 20% on the higher priced stuff.
Im pulling about $5k a day easy minus employee costs
You don't need anything more than moderate quality until muuuch later in the game.
I'm making close to 20k a day.
But I also have the benefit of playing multiplater.
He handles all the production, I do all the sales.
I'm planning on starting fresh and this is one of the reasons. The other reason is consolidating my workers beds in one location.
Effects are irrelevant once you've acquired all the customers. They'll buy whatever you have. The recipes for the absolute most valuable mixtures is already up on here, so once you've convinced people to buy from you using high quality stuff and mixing their favorite effects, you can just stick to a single high value product and they'll happily buy it, regardless of effects. This is really my only big gripe with the progression. There really is no reason to diversify except to make meme mixtures that do specifically funny things or that give you anti-gravity. Early Access, of course, but for the time being, just make the highest quality stuff you can and make the most valuable mixture you feel like tolerating. Automating mixing is annoying as hell, and restocking ingredients is expensive in money and time. Cash is difficult to launder early game as well.
Are we able to move workers to different sites if their beds are in other locations? I thought they were locked to their respective property, but I never thought to test it out. I could have a cleaner in the Sweatshop handle some of the other properties if that's the case.
Jessi waters is a good tester for the above. Available from the start and you will see the pattern.
It's not a very complex implementation atm and i dont think the the customer interaction with effects is working properly, since you can offer people samples with 90% chance and you match none of the effects beyond quality.
I just mix everything with viagra hoping that the addiction part works. Give all the sub 5 unit buyers to my dealers so that i just deliver juicy jars.
exactly. i also noticed NPCs have a limited pocket amount per day anyways.
i can only get to 28k daily. selling coke for $900 a piece. but i can only sell 1 per customer they cant afford 2.