Schedule 1 Mix Calculator
A Schedule 1 mixing calculator: answer three questions, get the highest-profit recipe.
Data v0.4.2 - v0.4.4, checked 2026-07-03
Post-Shrooms-Update (v0.4.2 through v0.4.4 Weather Update) ruleset, cross-checked across 4 open-source implementations. Schedule I is still in Early Access; the live game always wins.
This is a fan-made mixing calculator for the video game Schedule I by TVGS. Pick what you are selling, say which ingredients you can buy at your rank, and it searches every ingredient combination to find the highest-profit mix, with its sell price and resulting effects. Below the answer you can also check any specific mix by hand.
The sell price uses the game's formula: base price times one plus the sum of the effect multipliers, rounded. All numbers here describe the game's economy only.
In a hurry? Skip the tool and browse the top-profit recipe list for every product, from OG Kush to meth and cocaine, each linked back into this calculator.
What are all the effects in Schedule 1? (list of 34 and their multipliers)
Each effect adds its multiplier to the price. Zero-multiplier effects fill a slot but do not raise the sell price. Tier is the in-game rarity band.
| Effect | Multiplier | Tier |
|---|---|---|
| Disorienting | 0 | 2 |
| Explosive | 0 | 5 |
| Laxative | 0 | 3 |
| Paranoia | 0 | 1 |
| Schizophrenia | 0 | 4 |
| Seizure-Inducing | 0 | 3 |
| Smelly | 0 | 1 |
| Toxic | 0 | 2 |
| Calming | +0.1 | 1 |
| Munchies | +0.12 | 1 |
| Refreshing | +0.14 | 1 |
| Focused | +0.16 | 1 |
| Euphoric | +0.18 | 1 |
| Gingeritis | +0.2 | 2 |
| Energizing | +0.22 | 2 |
| Sneaky | +0.24 | 2 |
| Sedating | +0.26 | 2 |
| Calorie-Dense | +0.28 | 2 |
| Balding | +0.3 | 3 |
| Athletic | +0.32 | 3 |
| Slippery | +0.34 | 3 |
| Foggy | +0.36 | 3 |
| Spicy | +0.38 | 3 |
| Bright-Eyed | +0.4 | 4 |
| Jennerising | +0.42 | 4 |
| Thought-Provoking | +0.44 | 4 |
| Tropic Thunder | +0.46 | 4 |
| Glowing | +0.48 | 4 |
| Electrifying | +0.5 | 5 |
| Long Faced | +0.52 | 5 |
| Anti-Gravity | +0.54 | 5 |
| Cyclopean | +0.56 | 5 |
| Zombifying | +0.58 | 5 |
| Shrinking | +0.6 | 5 |
What does each ingredient do in Schedule 1? (all 16 ingredients)
What does Cuke do in Schedule 1?
Default effect: Energizing (added if the mix is under the 8-effect cap and does not already have it). Costs $2 per unit.
Transformations Cuke applies (replaces the first effect with the second, only when the second is not already present):
- Euphoric becomes Laxative
- Foggy becomes Cyclopean
- Gingeritis becomes Thought-Provoking
- Munchies becomes Athletic
- Slippery becomes Munchies
- Sneaky becomes Paranoia
- Toxic becomes Euphoric
What does Banana do in Schedule 1?
Default effect: Gingeritis (added if the mix is under the 8-effect cap and does not already have it). Costs $2 per unit.
Transformations Banana applies (replaces the first effect with the second, only when the second is not already present):
- Calming becomes Sneaky
- Cyclopean becomes Energizing
- Disorienting becomes Focused
- Energizing becomes Thought-Provoking
- Focused becomes Seizure-Inducing
- Long Faced becomes Refreshing
- Paranoia becomes Jennerising
- Smelly becomes Anti-Gravity
- Toxic becomes Smelly
What does Paracetamol do in Schedule 1?
Default effect: Sneaky (added if the mix is under the 8-effect cap and does not already have it). Costs $3 per unit.
Transformations Paracetamol applies (replaces the first effect with the second, only when the second is not already present):
- Calming becomes Slippery
- Electrifying becomes Athletic
- Energizing becomes Paranoia
- Focused becomes Gingeritis
- Foggy becomes Calming
- Glowing becomes Toxic
- Munchies becomes Anti-Gravity
- Paranoia becomes Balding
- Spicy becomes Bright-Eyed
- Toxic becomes Tropic Thunder
What does Donut do in Schedule 1?
Default effect: Calorie-Dense (added if the mix is under the 8-effect cap and does not already have it). Costs $3 per unit.
Transformations Donut applies (replaces the first effect with the second, only when the second is not already present):
- Anti-Gravity becomes Slippery
- Balding becomes Sneaky
- Calorie-Dense becomes Explosive
- Focused becomes Euphoric
- Jennerising becomes Gingeritis
- Munchies becomes Calming
- Shrinking becomes Energizing
What does Viagra do in Schedule 1?
Default effect: Tropic Thunder (added if the mix is under the 8-effect cap and does not already have it). Costs $4 per unit.
Transformations Viagra applies (replaces the first effect with the second, only when the second is not already present):
- Athletic becomes Sneaky
- Disorienting becomes Toxic
- Euphoric becomes Bright-Eyed
- Laxative becomes Calming
- Shrinking becomes Gingeritis
What does Mouth Wash do in Schedule 1?
Default effect: Balding (added if the mix is under the 8-effect cap and does not already have it). Costs $4 per unit.
Transformations Mouth Wash applies (replaces the first effect with the second, only when the second is not already present):
- Calming becomes Anti-Gravity
- Calorie-Dense becomes Sneaky
- Explosive becomes Sedating
- Focused becomes Jennerising
What does Flu Medicine do in Schedule 1?
Default effect: Sedating (added if the mix is under the 8-effect cap and does not already have it). Costs $5 per unit.
Transformations Flu Medicine applies (replaces the first effect with the second, only when the second is not already present):
- Athletic becomes Munchies
- Calming becomes Bright-Eyed
- Cyclopean becomes Foggy
- Electrifying becomes Refreshing
- Euphoric becomes Toxic
- Focused becomes Calming
- Laxative becomes Euphoric
- Munchies becomes Slippery
- Shrinking becomes Paranoia
- Thought-Provoking becomes Gingeritis
What does Gasoline do in Schedule 1?
Default effect: Toxic (added if the mix is under the 8-effect cap and does not already have it). Costs $5 per unit.
Transformations Gasoline applies (replaces the first effect with the second, only when the second is not already present):
- Disorienting becomes Glowing
- Electrifying becomes Disorienting
- Energizing becomes Euphoric
- Euphoric becomes Spicy
- Gingeritis becomes Smelly
- Jennerising becomes Sneaky
- Laxative becomes Foggy
- Munchies becomes Sedating
- Paranoia becomes Calming
- Shrinking becomes Focused
- Sneaky becomes Tropic Thunder
What does Energy Drink do in Schedule 1?
Default effect: Athletic (added if the mix is under the 8-effect cap and does not already have it). Costs $6 per unit.
Transformations Energy Drink applies (replaces the first effect with the second, only when the second is not already present):
- Disorienting becomes Electrifying
- Euphoric becomes Energizing
- Focused becomes Shrinking
- Foggy becomes Laxative
- Glowing becomes Disorienting
- Schizophrenia becomes Balding
- Sedating becomes Munchies
- Spicy becomes Euphoric
- Tropic Thunder becomes Sneaky
What does Motor Oil do in Schedule 1?
Default effect: Slippery (added if the mix is under the 8-effect cap and does not already have it). Costs $6 per unit.
Transformations Motor Oil applies (replaces the first effect with the second, only when the second is not already present):
- Energizing becomes Munchies
- Euphoric becomes Sedating
- Foggy becomes Toxic
- Munchies becomes Schizophrenia
- Paranoia becomes Anti-Gravity
What does Mega Bean do in Schedule 1?
Default effect: Foggy (added if the mix is under the 8-effect cap and does not already have it). Costs $7 per unit.
Transformations Mega Bean applies (replaces the first effect with the second, only when the second is not already present):
- Athletic becomes Laxative
- Calming becomes Glowing
- Energizing becomes Cyclopean
- Focused becomes Disorienting
- Jennerising becomes Paranoia
- Seizure-Inducing becomes Focused
- Shrinking becomes Electrifying
- Slippery becomes Toxic
- Sneaky becomes Calming
- Thought-Provoking becomes Energizing
What does Chili do in Schedule 1?
Default effect: Spicy (added if the mix is under the 8-effect cap and does not already have it). Costs $7 per unit.
Transformations Chili applies (replaces the first effect with the second, only when the second is not already present):
- Anti-Gravity becomes Tropic Thunder
- Athletic becomes Euphoric
- Laxative becomes Long Faced
- Munchies becomes Toxic
- Shrinking becomes Refreshing
- Sneaky becomes Bright-Eyed
What does Battery do in Schedule 1?
Default effect: Bright-Eyed (added if the mix is under the 8-effect cap and does not already have it). Costs $8 per unit.
Transformations Battery applies (replaces the first effect with the second, only when the second is not already present):
- Cyclopean becomes Glowing
- Electrifying becomes Euphoric
- Euphoric becomes Zombifying
- Laxative becomes Calorie-Dense
- Munchies becomes Tropic Thunder
- Shrinking becomes Munchies
What does Iodine do in Schedule 1?
Default effect: Jennerising (added if the mix is under the 8-effect cap and does not already have it). Costs $8 per unit.
Transformations Iodine applies (replaces the first effect with the second, only when the second is not already present):
- Calming becomes Balding
- Calorie-Dense becomes Gingeritis
- Euphoric becomes Seizure-Inducing
- Foggy becomes Paranoia
- Refreshing becomes Thought-Provoking
- Toxic becomes Sneaky
What does Addy do in Schedule 1?
Default effect: Thought-Provoking (added if the mix is under the 8-effect cap and does not already have it). Costs $9 per unit.
Transformations Addy applies (replaces the first effect with the second, only when the second is not already present):
- Explosive becomes Euphoric
- Foggy becomes Energizing
- Glowing becomes Refreshing
- Long Faced becomes Electrifying
- Sedating becomes Gingeritis
What does Horse Semen do in Schedule 1?
Default effect: Long Faced (added if the mix is under the 8-effect cap and does not already have it). Costs $9 per unit.
Transformations Horse Semen applies (replaces the first effect with the second, only when the second is not already present):
- Anti-Gravity becomes Calming
- Gingeritis becomes Refreshing
- Seizure-Inducing becomes Energizing
- Thought-Provoking becomes Electrifying
Why not use 16 ingredients for the best mix?
Schedule I lets you keep adding ingredients with no hard limit on sequence length, so you might expect a 16-ingredient mix to be the richest. It is not. Community testing shows the long novelty mixes actually earn less than the 8 to 9 ingredient peak: a ranked recipe list has a 9-ingredient mix at $309 profit beating three separate 16-ingredient mixes ($277, $254, $247). The cause is the 8-effect cap. Once a product holds 8 effects, every extra ingredient can only swap one effect for another, so the sell price plateaus while ingredient cost keeps climbing.
There is a throughput cost too. A mixing station processes one ingredient per cycle, so a 16-step recipe ties up a station (or a Chemist's machine) for twice as many cycles as an 8-step recipe for no extra sell price. That is why the community equilibrium sits at 8 to 9 ingredients for money mixes and 2 to 4 for volume mixes. This calculator searches every combination exactly up to 6 ingredients and runs a guided search out to 8, which covers the whole profitable range with room to spare.
Schedule 1 mix calculator: common questions
Is there a Schedule 1 mixing app or website?
This page is it: a free Schedule 1 mixing calculator that runs entirely in your browser, with nothing to install. It works on phones as well as desktop, so you can check a recipe on your second screen while the game is open.
Does mixing use ratios?
No, mixing does not use ratios. Each mix step adds exactly one ingredient in order, and the order matters, so this is a sequential recipe calculator rather than a proportions tool.
Stuck on Mixing Mania, or need to mix a strain worth $60?
Mixing Mania is the tutorial quest, and OG Kush plus Mouth Wash sells for $64, which clears the $60 requirement. A known bug can fail to register completion even with a valid mix, so re-mix once or restart the game if it does not register.
Is this current?
The data reflects the post-Shrooms-Update economy (v0.4.2, December 2025, through the v0.4.4 Weather Update, March 2026), which is the likely live build as of July 2026. Schedule I is still in Early Access. The core mixing framework has been stable since launch; the only mixing change post-launch was Shrooms added as a base product. Checked 2026-07-03.
Why is my in-game price different?
This calculator computes the base sell price from effects only. In the game the amount a customer actually pays also moves with quality and other factors that are out of scope here, so treat this as the effect-driven base, not the exact till amount. Shrooms base price and its unlock rank are single-source and marked medium confidence in the data.
Why does a price sometimes land one dollar off a hand calculation?
On exact half-dollar boundaries the game accumulates the multipliers in floating point before rounding, so a value the paper math puts at exactly x.5 can round the other way. This tool reproduces that same pipeline; the exact rounding on those boundaries is a medium-confidence point noted in the source audit.