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Mix Kit · Schedule I

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

0/12
Your recipe
Tap an ingredient to start. Order matters: each one can change effects already on the product.

Best 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.

StepsProfitPriceCost
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
$38profit per unit · sells $38 · 1 effects. Tap for details
OG Kush · unmixed
$38
profit per unit
Sells for
$38
Ingredients
$0
Price multiplier
x1.10
Effects (1/8)
Calming+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.

Prices are the wiki's asking-price formula in in-game dollars. Customers can pay a little more or less, and quality does not change the listed price.
Receipts · checked 20 Oct 2026

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.

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