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I think for now it's just a spending cap, especially for all the poor meth heads.
Meanwhile, there's customers like George, Jessi, Dean, Geraldine and Genghis that are willing to buy a lot per sell.
Anyone that asks for 3 or more Weed for example, bump them up by +2 and adjust the price as necessary. Depending on quality of the product you've sold to them in the past, you can get more or less per sale. (Gold Quality allowing you to raise the price the most)
For Meth and Coke, for the people who only buy 1 you can get them to buy 2 once they've tried the product and everyone else you can increase it by +2.
It's a bit hard to distinguish in game currently, but I'm pretty sure there are certain characters like Jessi and Cranky Frank, who are super druggies, and other's like Peggy (I think that's her name, the one that works at the Pharmacy) who just don't order as often, or are slower to become addictes. Then there are a few who surprisingingly will reliable order daily, although they look like they would be upstanding citizens. I'm guessing they are the ones with super addictive personalities or something.
More expensive product = 1 or 2 unit sales. I have a strain worth 400 fair price and most I can sell is 1600, or 4 baggies. Look at this page
(dont actually use it, it arranges them by location, which you don't want to do, you want the dealers to take everyone except the mid-budget and high rollers so you sell to the customers with the deepest pockets, not the npcs), https://steamcommunity.com/sharedfiles/filedetails/?id=3453182530 comment by xyrilyn on page 3 which lists the limits.
You can confirm by going to an npc, offering, and bumping the price all the way up until it goes from like 76% to 0% immediately, and that is their limit.
The "meta" of crafting super high end product is pointless, as you can only sell 1 unit per, or 0 units, since it will exceed their budget. Selling between 100-400 strains is what you should be doing for both yourself and the dealers.
This is definitely true. I've started taking note of the cheapskates (the ones who offer less than recommended price) and the ones who order only 1 weed and assign them to dealers. I have all but one customer ordering at least 2 meth, and the one that was only ordering 1 suddenly started ordering 2 per day. So I think their habit increases over time perhaps. I have also noticed they offer to pay more over time too, which helps in countering for more, and more and more. I'm selling meth that is recommended at $218 for $350 a unit now.
Cool. This makes sense and does seem to be how it works. I enjoy just playing with it as I play and figuring out who I can juice for the most money as I go.
Totally. I stopped making super complex strains and literally just sell either 4-5 mix buds, 3-4 mix ice or 1-3 mix snow and it works out way better for both production and making $
I'm setting up the Warehouse to make coke now, and I was planning out a 7 mix concoction, but now you may have me rethinking it. I think I'm going to do it anyways just for the fun of it, but I'm sure that place is going to be annoying me really soon.
I finally streamlined my daily routine for my meth lab in the barn and it's running pretty smooth, but it's only mixing 5, so adding 2 is definitely going to be an inventory micro-managing headache, but I'm going to try it for a bit anyways.
I have a 8 mix setup in the docks for ice and im going to be honest, if I allow it to run, the gameplay loop is terrible. All you will do is fill the mixer racks.
I am reworking it to either be a full bud lab that has 2 rows of 4 mixers, or a snow lab that exclusively produces raw bricks like my barn, and then do a 1-3 mix automation at the bungalo.
If I were you, I would check out https://schedule1-calculator.com/ and either reverse search your desired mixes, or look for 3-5 step mixes that are in the 200-400 range, and then bulk craft 1-2 raw products.
For example, If you use Ape knight Gaming's 8 step lab (I use this and the setup is awesome btw) but you modify it to spit out 2 different strains instead of 1, and change the packing station to bricks and then manually pack from bricks to bags, it will be a lot smoother.
https://www.youtube.com/watch?v=BSIB4GjIp6E&t=1s
Problem with snow, you need drying racks as you want to use the more yield product and fert, but you need it to be atleast purple to sell in endgame. So you will produce bulk leaves, but at blue, so you need to bring back up their quality.
I'll check that out. I had a first playthrough were it just became a nightmare and instead of reorganizing it all, I decided to start over from the beginning and apply what I'd learned. So far my facilities run like clockwork, but my powder factory may be a crap show. :)