Last updated: 1 October 2026
Schedule 1 Mix Calculator Effects, Sell Price & Profit
Schedule I (also written Schedule 1) rewards the player who plans the mixing order, not the one who just throws in the expensive ingredients. Pick a base product below, add ingredients one at a time and see the effect list and sell price update after every step. The data covers 16 ingredients, 34 effects and 110 cross-checked interaction rules, last checked against Schedule I v0.4.6 on 1 October 2026.
This Schedule 1 mix calculator takes a base product (OG Kush, Sour Diesel, Green Crack, Granddaddy Purple, Meth or Cocaine), applies up to 8 ingredients in the order you choose, and shows the resulting effects, sell price per unit, ingredient cost and profit. Price = base price × (1 + sum of effect multipliers), so order matters because ingredients rewrite effects already on the product. Recipes are saved in your browser only.
01Schedule 1 Mix Calculator
| Effect | Price bonus |
|---|
Not modelled / not shown: per-effect addictiveness (numbers found in only one source, so left out), the base product's own purchase cost, quality tiers and customer preferences. Interaction rules found in only one source are left out; the calculator warns when your mix reaches one. Always cross-check in-game.
02How the Calculator Works
The calculator follows the same logic as the mixing station. You start from the base product and its starting effect (OG Kush starts with Calming, Sour Diesel with Refreshing, Green Crack with Energizing, Granddaddy Purple with Sedating, while Meth and Cocaine start with none). Each ingredient you add does two things in this order:
- It rewrites effects already on the product if a transformation rule exists. For example Banana turns Energizing into Thought-Provoking, so Green Crack + Banana ends with Thought-Provoking instead of Energizing.
- It adds its own default effect (Cuke adds Energizing, Banana adds Gingeritis, Gasoline adds Toxic and so on) if the product has fewer than 8 effects and does not already have it.
A transformation never creates a duplicate: if the product already holds the effect an ingredient would convert something into, that rule is skipped. That is also why the same ingredients in a different order give a different product.
The sell price per unit is base price × (1 + sum of effect multipliers), rounded to whole dollars. Base prices are $35 for every weed strain, $70 for Meth and $150 for Cocaine. Profit in the calculator is sell price minus the price of the ingredients you added; it does not subtract what you paid for the base product.
03Ingredients, Prices and Default Effects
All 16 ingredients, cheapest first. The price is what one unit costs at the vendor, the default effect is what it adds when nothing else interferes:
- Banana ($2): Gingeritis. Cuke ($2): Energizing.
- Donut ($3): Calorie-Dense. Paracetamol ($3): Sneaky.
- Mouth Wash ($4): Balding. Viagor ($4, called Viagra in some guides): Tropic Thunder.
- Flu Medicine ($5): Sedating. Gasoline ($5): Toxic.
- Energy Drink ($6): Athletic. Motor Oil ($6): Slippery.
- Chili ($7): Spicy. Mega Bean ($7): Foggy.
- Battery ($8): Bright-Eyed. Iodine ($8): Jennerising.
- Addy ($9): Thought-Provoking. Horse Semen ($9): Long-Faced.
04Effect Multipliers: What Is Worth Keeping
Each effect adds a fixed bonus to the price multiplier. The top of the table is Shrinking +60%, Zombifying +58%, Cyclopean +56%, Anti-Gravity +54%, Long-Faced +52%, Electrifying +50%, Glowing +48%, Tropic Thunder +46%, Thought-Provoking +44%, Jennerising +42% and Bright-Eyed +40%. At the bottom, Calming is +10%, Munchies +12%, Refreshing +14%, Focused +16% and Euphoric +18%.
Eight effects add nothing to the price: Toxic, Disorienting, Laxative, Paranoia, Seizure-Inducing, Schizophrenic, Smelly and Explosive. They still take one of your 8 effect slots, so end the recipe without them unless they are a stepping stone: many of them are intermediate effects that a later ingredient converts into something valuable (Paranoia + Motor Oil becomes Anti-Gravity, Disorienting + Gasoline becomes Glowing).
Because the multipliers are added together, not multiplied, the base product matters twice: the same effect list is worth about 4.3 times more on Cocaine ($150) than on weed ($35).
05Worked Examples (Computed From the Same Data)
- Green Crack → Banana: Thought-Provoking + Gingeritis (+64%), sells for $57 at a cost of $2.
- Cocaine → Cuke → Banana: the same two effects on a $150 base sell for $246 at a cost of $4.
- Best four-step Cocaine mix found by exhaustive search: Banana → Cuke → Horse Semen → Mega Bean, $20 of ingredients, about $441 per unit. The same chain on Meth reaches about $206. This is the calculator's maximum under four steps, not a promise: compare it in-game before you build production around it.
Interactive example: load Cocaine, add Banana, Cuke, Horse Semen and Mega Bean in that order and watch which effect each step converts.
06What the Calculator Leaves Out (and Why)
This is a deliberate list, not a gap we forgot about:
- Per-effect addictiveness. Numeric addictiveness values appeared in only one source we could open, so we do not show them. The addiction mechanic itself is covered in Schedule I addiction explained.
- A handful of interactions. Four rules (Donut on Munchies, Banana on Cyclopean, Viagor on Shrinking and Horse Semen on Seizure-Inducing) were reported by only one source or conflicted between sources. The tool does not model them and shows a warning when your mix reaches one.
- Quality tiers, customer preferences, and the Early Access beta. Version 0.4.7 was in open beta at the time of writing and is not covered by the data.
For the mechanics behind the order-dependent behaviour, see Schedule I Mixing Recipes. Always cross-check an expensive recipe in-game with a single batch before you scale it, because the game is in active Early Access development.
FAQ
How do I calculate the sell price of a mix in Schedule 1?
Sell price = base product price × (1 + sum of the multipliers of all effects on the final product). Base prices are $35 for OG Kush, Sour Diesel, Green Crack and Granddaddy Purple, $70 for Meth and $150 for Cocaine. For example Thought-Provoking (+44%) and Gingeritis (+20%) on Cocaine give 150 × 1.64 = $246.
Does the order of ingredients matter in Schedule 1?
Yes. Each ingredient first converts effects already on the product using its transformation rules and only then adds its own default effect. Banana on Energizing gives Thought-Provoking, but if Banana is added before the product has Energizing, no conversion happens and the effect list ends up different.
How many effects can a product have in Schedule 1?
A product holds at most 8 effects. Once it is full, further ingredients can still convert existing effects but cannot add their default effect.
Which Schedule 1 effects are worth nothing?
Eight effects have a 0% multiplier: Toxic, Disorienting, Laxative, Paranoia, Seizure-Inducing, Schizophrenic, Smelly and Explosive. Avoid ending on them, although some are useful stepping stones that a later ingredient converts into valuable effects.
What are the best ingredients for a cheap Schedule 1 mix?
Banana and Cuke cost $2 each and Donut and Paracetamol $3. A Banana and Cuke combination is cheap and produces Thought-Provoking and Gingeritis when Energizing is present first. Expensive ingredients are not automatically better: the price only depends on the final effects.
Are my saved recipes uploaded anywhere?
No. Saved recipes are written to your browser's local storage on this device only. If your browser blocks storage (for example in a private window), the calculator still works but saving shows a message.
How accurate is this calculator for the current Schedule I version?
The data was cross-checked in at least two independent sources and last verified for Schedule I v0.4.6 on 1 October 2026. The 0.4.7 beta is not covered. Always test an expensive recipe in-game once before scaling production.
Sources
Where the facts on this page were checked. If one of them now says something different, we want to know — tell us and we will fix the guide.
- Schedule 1: All Ingredients & Effects - Complete Mixing Database Steam Community guide
- Schedule 1 Mixer Transformations (all effects chart) Prodigy Gamers
- Schedule1 Tools mixer (open-source calculator data, MIT) GitHub
- Best Schedule 1 mix guide and recipes list PCGamesN
- Schedule 1 Calculator (effect multipliers) Schedule1Wiki
- All Schedule 1 Mixer combinations listed Destructoid
- Schedule 1: Every Ingredient and its Effects Hardcore Gamer
New & updated guides ship every week. Follow the Atom feed or get notified when new Schedule I guides land.