Schedule 1 MixLab

Schedule 1 Mixing Guide

This guide explains how mixing actually works in Schedule 1 as of v0.4.7 — the rules the game applies when you feed a product and a chain of ingredients through a mixing station, where every number in it comes from the game's own data files, and how to use those rules to stop guessing at recipes. If you just want the answers, the best mixes hub lists the finished recipe per product; this page is the why behind them.

How Mixing Works

A mixing station takes one unit of a product and up to 8 ingredients, added one at a time. Each ingredient carries exactly one property, and when it goes in, its effect is applied to the product's effect list. The product's sell price is then recomputed from a single formula: base price × (1 + the sum of every effect's base-value bonus), rounded to the whole dollar — the same rounding you see at the deal screen. The price is clamped between $1 and $999, which only matters for the most extreme cocaine builds.

Two things make the base price matter more than anything else. First, every bonus is a percentage of that base: the Long faced effect adds +52%, which is $78 of value on cocaine's $150 base but only $18.20 on a $35 weed bud. Second, the base is fixed — nothing in mixing changes it. That is why the jump from weed to meth to cocaine is the biggest profit lever in the game, and mixing is the second: the best 8-ingredient cocaine build sells at $648, a $440 gain over the plain unit after $58 of ingredients.

Effects also carry addictiveness, which stacks on top of the product's own value and is clamped to 100%. Tropic Thunder (Viagor, $4) is the heaviest hitter at 0.803, and Spicy (Chili, $7) adds 0.665. A maxed mix hooks every customer it lands on, and hooked customers reorder — which is why the "best" mix is not purely a price question, though in practice the highest-value effects are also the most addictive ones.

Effect Add & Replace Rules

The effect list is a queue with 8 slots. The rules, as the game's data defines them:

Ingredient Tiers & Prices

All 16 mixing ingredients follow the same shape: one effect, one price, one unlock rank at Gas Mart. What separates a good ingredient from a filler one is the ratio between price and bonus. The table below is the full shelf in value-per-dollar order — bonus per dollar is computed on a generic base, and the dollar values scale with whatever product you mix onto.

IngredientPriceEffectBonusUnlocks at
Viagor$4Tropic Thunder+46%Hoodlum
Cuke$2Energizing+22%Street Rat
Banana$2Gingeritis+20%Hoodlum
Donut$3Calorie-Dense+28%Hoodlum
Paracetamol$3Sneaky+24%Peddler
Mouth Wash$4Balding+30%Hoodlum
Flu Medicine$5Sedating+26%Hoodlum
Gasoline$5Toxic+0%Hoodlum
Energy Drink$6Athletic+32%Peddler
Motor Oil$6Slippery+34%Peddler
Mega Bean$7Foggy+36%Peddler
Chili$7Spicy+38%Peddler
Battery$8Bright-Eyed+40%Peddler
Iodine$8Jennerising+42%Hustler
Addy$9Thought-Provoking+44%Hustler
Horse Semen$9Long faced+52%Hustler

Read the top of that table and the meta explains itself: Viagor at $4 for +46% is the best purchase in the game and appears in every single best mix, budget and max. Cuke and Banana are the $2 filler tier — real bonuses at weed-scale prices. Gasoline is the trap:Toxic adds +0%, so its $5 buys nothing but an effect slot. At the bottom, Horse Semen and Addy carry the biggest raw bonuses but need Hustler rank, which is why early-game mixes stop at the $2–$4 shelf.

Worked Examples

Three chains, computed step by step, all reproducible in the mixing calculator:

1. Green Crack + Banana — the sanity check

Green Crack starts with Energizing (+22%). Add Banana: Gingeritis (+20%) appends. Price = $35 × (1 + 0.22 + 0.20) = $49.70 → $50 at the deal screen. This is the community's standard check that a game build's mixing data matches v0.4.7 — if your screen shows anything but $50, your version's data has drifted.

2. Meth + Cuke — single ingredient math

Meth has no initial effect and a $70 base. Add Cuke ($2): Energizing (+22%) appends. Price = $70 × 1.22 = $85.40 → $85. Profit per the calculator is $13: $85 minus the $70 base value minus the $2 Cuke. One ingredient, +$15 on the deal screen — the whole early-game loop in one step.

3. Starter weed, full budget chain

The starter OG Kush buds ($35 base, no initial effect) take Cuke → Donut → Viagor: Energizing (+22%), Calorie-Dense (+28%), Tropic Thunder (+46%). Price climbs $35 → $43 → $53 → $69. Total ingredient cost $9, mixing profit $25 per unit — and Tropic Thunder's 0.803 addictiveness starts hooking your list from day one. That is the cheapest real recipe in the game, and it needs nothing above Hoodlum rank.

Common Mistakes

FAQ

Want to test your own ingredient order? Every rule on this page is live in the tool — open the Schedule 1 mixing calculator and replay any chain step by step.