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:
- Adding an effect the product already has does nothing — a second cuke after the first still costs $2 and still leaves you with one Energizing.
- A new effect is appended to the end of the list. Products can start with an effect already in slot one: OG Kush begins with Calming (+10%), Sour Diesel with Refreshing (+14%), Green Crack with Energizing (+22%) and Granddaddy Purple with Sedating (+26%). That initial effect never leaves voluntarily — it occupies the slot.
- When an effect lands on a full list, the oldest effect is pushed out (FIFO). A 9th effect evicts slot one, a 10th evicts slot two, and so on. This is the mechanism that makes order matter even without transformations.
- Beyond the append model, the community has documented effect transformations — specific ingredient-plus-existing-effect pairs that replace effects instead of adding. Those rules are being verified against v0.4.7 game data. Every price on this site is reproduced correctly by the append-only model, so the recipes hold either way; we will publish the confirmed transformation table when the audit is done.
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.
| Ingredient | Price | Effect | Bonus | Unlocks at |
|---|---|---|---|---|
| Viagor | $4 | Tropic Thunder | +46% | Hoodlum |
| Cuke | $2 | Energizing | +22% | Street Rat |
| Banana | $2 | Gingeritis | +20% | Hoodlum |
| Donut | $3 | Calorie-Dense | +28% | Hoodlum |
| Paracetamol | $3 | Sneaky | +24% | Peddler |
| Mouth Wash | $4 | Balding | +30% | Hoodlum |
| Flu Medicine | $5 | Sedating | +26% | Hoodlum |
| Gasoline | $5 | Toxic | +0% | Hoodlum |
| Energy Drink | $6 | Athletic | +32% | Peddler |
| Motor Oil | $6 | Slippery | +34% | Peddler |
| Mega Bean | $7 | Foggy | +36% | Peddler |
| Chili | $7 | Spicy | +38% | Peddler |
| Battery | $8 | Bright-Eyed | +40% | Peddler |
| Iodine | $8 | Jennerising | +42% | Hustler |
| Addy | $9 | Thought-Provoking | +44% | Hustler |
| Horse Semen | $9 | Long 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
- Buying the 8-ingredient list too early. The full cocaine recipe earns $440 per unit but costs $58 per unit to build and needs Hustler-rank stock. Until then, the 3-ingredient budget chains — Donut, Mouth Wash, Viagor on any product — are the better profit-per-dollar play by a wide margin.
- Mixing zero-bonus effects for profit. Toxic, Paranoia, Smelly and their tier-mates add 0% to price. They have real uses — quest items, deliberate product design — but in a profit build they are a wasted slot and a wasted ingredient. Check the bonus column before you buy.
- Ignoring the 8-slot limit on long chains. A product holds 8 effects; the ninth push evicts your first. If you freestyle a 10-ingredient chain, the expensive early effects you opened with are gone. Keep chains at 8 or put the cheap stuff first.
- Comparing sell prices instead of profit. A $302 meth mix sounds better than a $151 weed mix until you price the ingredients: $58 of add-ons for $174 of profit versus the same $58 for $58 of profit. Always subtract cost — the calculator's profit line does it for you.
- Forgetting the initial effect's slot. On the four named weed strains one slot is spoken for. Seven paid ingredients is a full build there; squeezing in an eighth either does nothing (duplicate) or starts the FIFO eviction you did not plan for.
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.