Schedule I

Schedule I

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how does mixing value get determined
im confused like what ingredients are best to mix, without searching exact recipes cuz i dont wanna spoil the game for myself im jus curious abt what effects r good or what ever
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Showing 1-8 of 8 comments
There's more than one Schedule 1 mix calculator on the internet right now. Hop on google and go nuts.
Adam Apr 8 @ 2:11pm 
You want to know without looking it up to know or having anyone tell you....
Bear Apr 8 @ 2:17pm 
half the fun is mixing things yourself and seeing what pops up.
The only difference between the 65000ish strains is the effects they have depending on which ingredient you used in what order. How the calculation works is it just takes the base value of the weed you start with then it times that with the multiplier of the ingredient giving you the total worth.

It doesnt matter how much strains there are, as long as you mix 8 of the strongest ingredients and get 8 effects (8 mixes) you get max value before you then consider quality. The only really way to test mutlipliers are either testing each ingredient and see what value you got based on the default price OR look on a guide.

TLDR, if you want best value, look on a guide based on the drugs, there is only 1 best recipe per drug and theres like 65k strains so not worth doing it blind.
Azmael Apr 8 @ 2:25pm 
Each substance brings a unique effect to the mix. However, there are set rules that determine how different substances and their effects interact with existing substances and effects.
When a substance is introduced to a mix: It applies rules based off the substance itself telling which effects to mix into what. After a mix is performed, the default substance adds its own "Default" effect to the mix (if there is space).
Each "Strain" is only allowed to have up to 8 effects at a time.
Each effect has a multiplier, but you can't see it in game.
Mac Apr 8 @ 2:26pm 
Each trait as a base value from like 0.2 to i think something like 0.6? or something to that affect each are added together then +1 is added to this number, this is then multiplied by the base cost.

So lets say you have 3 traits, one that adds 0.3, one that adds 0.4 and another that adds 0.35

Add them together 0.3+0.35+0.4 = 1.05 +1 = 2.05

lets say your base growth is OG kush, this has a base sell value of 38

So
38 x 2.05 = 77.9 - rounding = $78

This is why it takes 8 traits to get $160+ on things like og kush and sour diesel etc.

And no, i don't know the numbers or know where you can look them up.
Azmael Apr 8 @ 2:31pm 
Originally posted by Mac:
Each trait as a base value from like 0.2 to i think something like 0.6? or something to that affect each are added together then +1 is added to this number, this is then multiplied by the base cost.

So lets say you have 3 traits, one that adds 0.3, one that adds 0.4 and another that adds 0.35

Add them together 0.3+0.35+0.4 = 1.05 +1 = 2.05

lets say your base growth is OG kush, this has a base sell value of 38

So
38 x 2.05 = 77.9 - rounding = $78

This is why it takes 8 traits to get $160+ on things like og kush and sour diesel etc.

And no, i don't know the numbers or know where you can look them up.
There are some traits like toxic / explosive / laxative and some otheres which have multiplier 0.
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Date Posted: Apr 8 @ 2:00pm
Posts: 8