PLAYWRENCH / SCHEDULE 1 MIXER

Schedule 1 mixing guide

Current for v0.4.5

Mixing in Schedule 1 adds one ingredient at a time to a base product. Each ingredient runs its transformation rules against the effects already present, then adds its own default effect, and the sell price is the base price times one plus the sum of the effect multipliers. A product can hold at most 8 effects, so past that point extra ingredients only swap one effect for another. Profit therefore peaks around 8 to 9 ingredients and falls off after, which is why the best money mixes in the game sit at that length, not at 16.

How does one mixing step work?

You start with a base product (a weed strain, meth, cocaine, or shrooms) and add ingredients one at a time in a mixing station. Each step does three things in order:

  1. The ingredient's transformation rules fire against the effects already on the product. A rule reads "if effect X is present, replace it with effect Y", and it only fires when X is present and Y is not already there.
  2. All of an ingredient's rules are judged against the same snapshot of effects, so they act together rather than chaining within a single step.
  3. After the rules, the ingredient appends its own default effect, but only if the product is still under the 8-effect cap.

Because every ingredient reacts to whatever is already on the product, order changes the result. The same ingredients in a different sequence can give a different effect set and a different price.

What is the Schedule 1 price formula?

The sell price is:

sell price = round( base price × ( 1 + sum of effect multipliers ) )

Every effect carries a multiplier (for example Zombifying adds 0.58, Anti-Gravity adds 0.54; eight effects have a multiplier of 0 and are dead weight). Cost is the sum of the ingredient purchase prices, and profit is sell price minus cost. Base prices are 35 for any weed strain, 65 for shrooms, 70 for meth, and 150 for cocaine, so the exact same effect set is worth far more on cocaine than on weed.

A worked one-step example

OG Kush starts with the Calming effect. Add Banana: its rule turns Calming into Sneaky, then it appends its default Gingeritis. That is two effects, Sneaky and Gingeritis. The price is 35 × (1 + 0.24 + 0.20) = 50.4, rounded to $50. Banana costs $2, so profit is $48. You can load that exact step into the tool below to see it recompute live.

Check this step in the calculator

What is the 8-effect cap?

A product can carry a maximum of 8 effects at once. Once you reach eight, a new ingredient can no longer add a ninth effect; its default effect is discarded, and it can only change the mix by transforming one of the existing effects into another. This cap is the single most important thing to understand about depth, because it is what makes long mixes pointless.

Why does profit peak at 8 to 9 ingredients and then decline?

There is no hard limit on how many ingredients you can mix in sequence, so you might expect a 16-ingredient mix to be the richest. It is not. Because of the 8-effect cap, once a product holds its eight best effects, every extra ingredient can at most swap one effect for another of similar value while its cost keeps stacking. The famous endgame money mixes are exactly 8 ingredients: an 8-step cocaine recipe (Motor Oil, Cuke, Paracetamol, Gasoline, Cuke, Battery, Horse Semen, Mega Bean) sells for $735 and profits $693, and the same tail on meth profits $302. Both were checked through this site's calculator engine.

Community ranked lists show the decline directly: a 9-ingredient mix at $309 profit beats three separate 16-ingredient mixes ($277, $254, $247) on the same product. The sell price plateaus at the 8-effect ceiling while ingredient cost keeps climbing, so the extra steps only cost you.

Casual mixes versus endgame mixes

In practice players cluster at two depths:

Anything past 9 ingredients is a curiosity, not a strategy, both because profit falls and because a longer recipe ties up a mixing station for more cycles per unit. That throughput cost is covered in the automation guide.

Build any mix in the calculator