Schedule I

Schedule I

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What's the point of early mixing?
Like, when you first unlock it and Uncle Nelson asks you to mix something.

At that point, you only have a few "ingredients" unlocked to mix with, and you have to do everything manually one by one.

Like, am I seriously supposed to mix ~30 individual units with half a dozen ingredients each? That seems like an insane waste of time. Even just one ingredient doesn't seem worth it.

According to this mix calculator[schedule1-calculator.com], I should be able to get 64$ instead of 38$ for OG Kush + Mouth Wash, but even for nearly double profit, I'm not convinced it's worth mixing each thing individually.

I think you can mix in batches later? And I know you can hire employees, so that helps.

But at the point where it's introduced, it seems like a terrible idea.
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Showing 1-15 of 20 comments
Kruel Apr 5 @ 5:54am 
Terrible idea ? I dont think so and tbh it isnt much issue. U can mix 10 at once, in case of OG + Mounth Wash , you can grab multiple buds at once so you basically move it 3 times and thats it. In one minute u have 10x double profit bud.

And as you said, later u can mix 20 at once without needing of put ingredients into mixing bowl or u can hire employe who will do it for you. Together whole this process takes like 2 mins max (including mixing process)
Last edited by Kruel; Apr 5 @ 5:55am
it's definitely worth it to learn the early recipes, even later on you will still use basic 2 ingredient mixtures.

and that og mouthwash strain can sell for almost 100 a bud. - and being that it's not super pricy the good customers like jesse and george green and geraldine will all buy 5 or more usually for around 500.

real easy to make 10k a day when you have a stockpile of something like that, if you have the customers that is.

the key is to let the npcs make offers to you in the phone, they offer way more than the asking price.
Last edited by Shaken_Widow; Apr 5 @ 5:57am
Originally posted by Kruel:
U can mix 10 at once, in case of OG + Mounth Wash , you can grab multiple buds at once so you basically move it 3 times and thats it. In one minute u have 10x double profit bud.

Thanks! Missed that you could do multiple at a time when I was testing stuff out.

I thought you had to do one at a time for everything, which seemed like way too much work.

Originally posted by Shaken_Widow:
and that og mouthwash strain can sell for almost 100 a bud. - and being that it's not super pricy the good customers like jesse and george green and geraldine will all buy 5 or more usually for around 500.

Surprising, but good to know. Thanks.
The 2nd mixer is a game changer, but overall mixing is an obnoxious headache due to the current limitations of workers.

Handlers have to bring each stack of product to each mixing station for the chemists to use even if it's right next to the station as apparently Chemists can't reach 6 inches to grab it.

There's no auto-resupply option once you got a big mix being created everyday, you'll be ordering and restocking the shelves yourself mainly as you can't just for example tell Handlers to "Bring all Cuke to this shelf"

I suggest keeping the mixes small just for your own sanity, you can make more profit off of "The Best Mix", but it's just too annoying restocking the mixtures.
You can easily get anti gravity(calming+balding) thought provoking (banana+cuke) jennerising(paracetamol+cuke+banana) and tropic thunder(viagra) in early game, these can increase base price a lot and because the addictive is higher you can set 1.3 to 1.5 multiply on the asking price.
Originally posted by Nokturnal:
There's no auto-resupply option once you got a big mix being created everyday, you'll be ordering and restocking the shelves yourself mainly as you can't just for example tell Handlers to "Bring all Cuke to this shelf"

I read something about an upcoming update adding drivers or something? Maybe they'll unload stuff and help with auto-resupply.

I also don't want to mess around too much with mixing since it's easy to get flooded with too many pointless recipes.

I'm glad I found that site that lets you see what mixes will do, at least, but it's still a pity.

I assume mixing will get overhauled... I look forward to that. With a better system, I could see myself having fun messing around discovering stuff. As it is, it just feels like that's not worth the trouble.

I'm still very early on, so I'll see how things progress. Might just stick with a couple of basic/simple mixes. I'll see how money-hungry I get...

Originally posted by HalleysComet:
You can easily get anti gravity(calming+balding) thought provoking (banana+cuke) jennerising(paracetamol+cuke+banana) and tropic thunder(viagra) in early game, these can increase base price a lot and because the addictive is higher you can set 1.3 to 1.5 multiply on the asking price.

It's easy to get the ingredients, but my issue is that you have to mix things each time you add an ingredient.

That was especially bad when I thought you had to do it one item at a time, but even with 10x at a time, too many ingredients is a lot of work.

Say I have 60 weed, that's 6 minutes for one ingredient, and 30 for five. Nevermind scaling things up.

Well, that's with one mixing station, which is all I have the room for right now.
Last edited by Elegant Caveman; Apr 5 @ 11:23pm
Originally posted by HalleysComet:
You can easily get anti gravity(calming+balding) thought provoking (banana+cuke) jennerising(paracetamol+cuke+banana) and tropic thunder(viagra) in early game, these can increase base price a lot and because the addictive is higher you can set 1.3 to 1.5 multiply on the asking price.

Personally I suggest for an early game mix OG Kush+Cuke+EnergyDrink+MouthWash, it creates a mix that gives you Athletic and Anti-Grav allowing you to smoke it yourself for a speed and jump boost. Allowing you to just fly around town.
Originally posted by Nokturnal:
Personally I suggest for an early game mix OG Kush+Cuke+EnergyDrink+MouthWash, it creates a mix that gives you Athletic and Anti-Grav allowing you to smoke it yourself for a speed and jump boost. Allowing you to just fly around town.

I could see that being useful in small batches for personal consumption, but I wouldn't want to bother mass producing it.
Dailao Apr 5 @ 11:24pm 
Originally posted by Shaken_Widow:
it's definitely worth it to learn the early recipes, even later on you will still use basic 2 ingredient mixtures.

Pretty much this. I would recommend to start with single ingredient mixes.
With an investment of only 3$ per unit you can raise your profit by a quarter or even more. But it is mainly about learning the possibilities.
Originally posted by Elegant Caveman:
Originally posted by Nokturnal:
Personally I suggest for an early game mix OG Kush+Cuke+EnergyDrink+MouthWash, it creates a mix that gives you Athletic and Anti-Grav allowing you to smoke it yourself for a speed and jump boost. Allowing you to just fly around town.

I could see that being useful in small batches for personal consumption, but I wouldn't want to bother mass producing it.

Well it sells for well enough for Weed, around $150-200 per unit at Gold Quality once customers are addicted. Now that Chemists can use 4 stations you could add Banana to the mix at the end for more profit but more restocking as well.

Once you've unlocked Coke though, you can sell the best mix for $1200+ per unit once customers are addicted so that'll be your easy profit.

Money isn't really an issue in this game though, not enough properties to buy, money becomes a non-issue fairly early. Main thing you want to do is automate as much as possible so you're not having to do so much boring busy work, but with the current worker limitations that's not entirely possible.
Last edited by Nokturnal; Apr 5 @ 11:28pm
Nate Apr 5 @ 11:27pm 
early on i only added Viagra and donuts to my weed, didn't take much time and wasn't too tedious, up to you if you bother with it but it does multiply the price by quite a large margin, and the better mixing station makes it much easier with 20 a time
Originally posted by Elegant Caveman:
Originally posted by Nokturnal:
There's no auto-resupply option once you got a big mix being created everyday, you'll be ordering and restocking the shelves yourself mainly as you can't just for example tell Handlers to "Bring all Cuke to this shelf"

I read something about an upcoming update adding drivers or something? Maybe they'll unload stuff and help with auto-resupply.

I also don't want to mess around too much with mixing since it's easy to get flooded with too many pointless recipes.

I'm glad I found that site that lets you see what mixes will do, at least, but it's still a pity.

I assume mixing will get overhauled... I look forward to that. With a better system, I could see myself having fun messing around discovering stuff. As it is, it just feels like that's not worth the trouble.

I'm still very early on, so I'll see how things progress. Might just stick with a couple of basic/simple mixes. I'll see how money-hungry I get...

Originally posted by HalleysComet:
You can easily get anti gravity(calming+balding) thought provoking (banana+cuke) jennerising(paracetamol+cuke+banana) and tropic thunder(viagra) in early game, these can increase base price a lot and because the addictive is higher you can set 1.3 to 1.5 multiply on the asking price.

It's easy to get the ingredients, but my issue is that you have to mix things each time you add an ingredient.

That was especially bad when I thought you had to do it one item at a time, but even with 10x at a time, too many ingredients is a lot of work.

Say I have 60 weed, that's 6 minutes for one ingredient, and 30 for five. Nevermind scaling things up.

Well, that's with one mixing station, which is all I have the room for right now.
Basically I think the time cost of mixing is worth it, because to achieve same profit you will have to plant more and package more, which still have more time cost. Besides you can do other things while mixing, it just “feel” more busy.
Originally posted by Nokturnal:
Originally posted by Elegant Caveman:

I could see that being useful in small batches for personal consumption, but I wouldn't want to bother mass producing it.

Well it sells for well enough for Weed, around $150-200 per unit at Gold Quality once customers are addicted. Now that Chemists can use 4 stations you could add Banana to the mix at the end for more profit but more restocking as well.

Once you've unlocked Coke though, you can sell the best mix for $1200+ per unit once customers are addicted so that'll be your easy profit.

Money isn't really an issue in this game though, not enough properties to buy, money becomes a non-issue fairly early. Main thing you want to do is automate as much as possible so you're not having to do so much boring busy work, but with the current worker limitations that's not entirely possible.
Dev should at least add a filter to the shelf so one shelf can only accept certain items. But I am hoping they will add “choose recipe” for the mixers.
Originally posted by HalleysComet:
Basically I think the time cost of mixing is worth it, because to achieve same profit you will have to plant more and package more, which still have more time cost. Besides you can do other things while mixing, it just “feel” more busy.

Mixing's main problem is just restocking as it can't be fully automated yet. Gotta reorder deliveries via the phone app and restock the shelves yourself or micromanage Handlers to do it each delivery, but they stop working at 4am and deliveries take 5 hours to get there. It just becomes really tedious in the end-game.
Cherub Apr 5 @ 11:43pm 
if you're doing them one at a time you're doing it wrong. first mixer does 10 at a time and second one does 20
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Date Posted: Apr 5 @ 5:49am
Posts: 20