Know your profit before you mix.
Pick a product, tap ingredients in order, and see the effects, price and profit per unit. Then size up the farm that feeds it. Checked against the wiki's own published mixes.
Base price $35 · starts with Calming.
Add ingredients in order
0/12Best mix by step count
The highest-profit recipe for OG Kush at each length, found by searching every combination. Profit here is selling price minus ingredient cost.
| Steps | Profit | Price | Cost | |
|---|---|---|---|---|
| 1 | $60 | $64 | $4 | |
| 2 | $75 | $84 | $9 | |
| 3 | $87 | $100 | $13 | |
| 4 | $97 | $112 | $15 | |
| 5 | $109 | $128 | $19 | |
| 6 | $121 | $143 | $22 | |
| 7 | $136 | $164 | $28 | |
| 8 | $140 | $171 | $31 |
- Sells for
- $38
- Ingredients
- $0
- Price multiplier
- x1.10
- Batch sells for
- $380
- Batch ingredients
- $0
- Batch profit
- $380
- Mixing time
- -
Mk1 takes up to 10 units a batch, Mk2 up to 20 and twice as fast. Real minutes, all steps one after another (60 in-game minutes is 1 real minute). Each unit needs one of each ingredient.
- Schedule 1 Wiki, Effects (multipliers, price formula, base prices) (page last edited 2026-04-27)
- Schedule 1 Wiki, Ingredients (prices, base effects, effect transformations) (page last edited 2026-10-10)
- Schedule 1 Wiki, Marijuana, Shrooms (strain start effects) (page last edited 2025-09-09)
- Schedule 1 Wiki, Mixing Station (batch size, one ingredient per unit) (page last edited 2026-10-10)
- Schedule 1 Wiki, Growing a plant (grow-time tables) (page last edited 2026-06-18)
- Schedule 1 Wiki, Pots (prices, yields) (page last edited 2025-08-10)
- Schedule 1 Wiki, Soils (prices, uses) (page last edited 2026-06-21)
- Schedule 1 Wiki, Botanist (8 buildings, $200 daily wage) (page last edited 2026-07-25)
- Schedule 1 Wiki, PGR / Speed Grow / Fertilizer ($30 each, effects)
Licence: CC BY-SA (Schedule 1 Wiki on Fandom). Figures are reused with attribution; we changed them only by reading them into calculators. Fan calculator for a fictional game; not affiliated with its developers. Farm figures are hand-entered from the wiki pages above and re-checked after each game update.
FAQ
How is the price of a mixed product calculated in Schedule I?
Price = base price x (1 + the sum of each effect's multiplier above x1), rounded. Base prices are 35 for weed, 70 for meth, 150 for cocaine and 65 for shrooms. For example Meth with Euphoric (+18%), Thought-Provoking (+44%), Balding (+30%) and Gingeritis (+20%) is 70 x 2.12 = 148.
Does the order I add ingredients matter?
Yes. Each ingredient first rewrites any effects it has a rule for, then adds its own base effect if there is room (products hold at most 8 effects) and it is not already there. Adding Cuke before Banana can give a different result from Banana before Cuke.
How accurate is this calculator?
We checked it against 52 recipes in the wiki's best-mix tables: 50 match exactly, and the other two are slips in the wiki itself (one lists no effects, one adds its own costs up wrong). The exhaustive search also reproduces the wiki's guaranteed best meth mixes at every step count from 1 to 8.
Why is the best mix not always the most profitable?
Because ingredients cost money and each step takes time. We rank by profit (price minus ingredient cost) and show the cost beside it. A 4-step mix with one chemist is the usual automation sweet spot, so check the step counts around it.
What does the farm planner assume?
Marijuana only. Pots and grow tents hold 12 or 8 units (16 or 12 with PGR), grow times come from the wiki's tables in real minutes, soil is split across its uses, and each additive costs $30. Quality does not change the listed price, so we leave it out of the maths.
Is this affiliated with the game's developers?
No. Schedule I is a fictional management game and this is a fan calculator for its in-game numbers. Nothing here relates to real drugs.
