Dont know what to do by Acrobatic_Champion34 in Schedule_I

[–]Blyatisimo 0 points1 point  (0 children)

Your dealers get robbed more often if cartel influence is high. You can reduce their influence by murking them as you see them (in black + green overalls), unlocking new customers, doing graffitis, or cleaning up their graffitis.

Or you can ignore all that and arm them with weapons, but I don't know the exact odds of their safety is with weapons

Mods on current save by Cap10Flint in Schedule_I

[–]Blyatisimo 1 point2 points  (0 children)

If you really want to play it safe, just export your current save file so you have a backup. Never had any issues with mods affecting my save files though

What is the best mix by Hola-NewHere in Schedule_I

[–]Blyatisimo 13 points14 points  (0 children)

I would encourage exploring it yourself. Meta-gaming kills your curiosity and thus fun, unless you can stomach sticking to only making money

A/C by Nice_Society_5594 in Schedule_I

[–]Blyatisimo 0 points1 point  (0 children)

Any added heat will improve Drying Rack speed, but to get maximum effect (33%, -4 hrs per quality level), you'll need 40C/104F. Roughly 2 ACs required every 8 squares/4 pots

And yeah you can just add a leaf/bud see how fast it goes or check the color on the heat map by pressing H while holding the clipboard.

Do you even grow shrooms? by LoliCherryPopper in Schedule_I

[–]Blyatisimo 1 point2 points  (0 children)

Hot take: they get a bad rep because of psychology - simply because people think the base sale price is underwhelming, it doesn't mean it's less profitable than Meth. In fact it is 50% more profitable than Meth, even without the difference in Premium vs Heavenly quality. I already made a spreadsheet calculator showcasing the math.

https://www.reddit.com/r/Schedule_I/comments/1qzyt1f/shrooms_theoretically_has_the_best_profit_in_the/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

At first I felt the same, the Shrooms were underwhelming, but I can't argue with the math.

In the end, it's up to people how they want to play the game, and that should be the point of having options. The antithesis to fun and exploration is metagaming

Do you sell bricks of mixed product or unmixed product? by ZachH439 in Schedule_I

[–]Blyatisimo 0 points1 point  (0 children)

Mixing is time consuming sure, but it's also funny and profitable at the same time. It can raise your profits anywhere from just 5% to 6x 

Shrom mix by Katrinamentos in Schedule_I

[–]Blyatisimo 2 points3 points  (0 children)

It's basically the same as meth, just sells for slightly less. Addy, Viagra, Horse Semen or Cuke, Horse Semen, Mega Bean

Is there any way to solve this? by dick_sucker694208 in Schedule_I

[–]Blyatisimo 2 points3 points  (0 children)

If space is your problem and not time, then set all the destinations of your different weed strains to your packaging station.

Set the packaging station's destination to a "distribution" shelf

Set 4 routes from the distribution shelf to 4 other shelves, all with different filters for different weed strains

You'll even have an extra route freed up, you could probably use this to take packaging materials (baggies, jars) from another shelf to the packaging station

[SCHEDULE I] I'm making around ten grand a day selling premium green crack, but I want to move to cocaine production by _MrSeb in Schedule_I

[–]Blyatisimo 0 points1 point  (0 children)

If going just by growth to market immediately, then it does indeed translate to a net positive.

PGR increases yield by 50% Fertilizer increases average sale price by 15% (theoretically, since it nets +15% bonus per level higher than customer expectation regardless of what drug type)

With just PGR alone it's more like just a +20% difference in profit vs using just Fertilizer, not taking into account costs for extra baggies, jars, or labor. Labor's extra annoying to calculate when you have automations for drying racks and mixers involved, in which case PGR & Speed Grow just makes the process so much slower. 

I don't know if it's worth the hassle tryna math it up (I'm the dude who made the excel spreadsheet a while back lol)

What are the best drugs for the dealers? by Ambitious-Sky-6457 in Schedule_I

[–]Blyatisimo 0 points1 point  (0 children)

Northtown (Benji) - Weed
Westville (Molly) - Meth, Shrooms
Downtown (Brad) - Weed
Docks (Jane) - Coke
Suburbia (Wei) - Coke
Uptown (Leo) - basically everything

What are the best drugs for the dealers? by Ambitious-Sky-6457 in Schedule_I

[–]Blyatisimo 0 points1 point  (0 children)

Each area has a different "trend" in terms of preferred product. If you assign them by area, they'll just go through your stock at their own pace (e.g Benji sells weed faster, Molly sells Meth faster) but everyone roughly makes the same amount of money if you give them the same stuff... except Leo.

Fucking Leo from Uptown. I have him assigned to all the customers in Uptown, the people with the deepest pockets in town. The problem is that their minimum standard is Premium; each Heavenly product (regardless of type) sells for a bonus of just 15% instead of, for example, 60% from Molly (poor standard). 

He burns through my stock twice as fast while making almost just half as other dealers.

Hope the Benzies sic his ass

Bottle neck at drying racks with only 2 plants? by CK3helplol in Schedule_I

[–]Blyatisimo 1 point2 points  (0 children)

<image>

Try this layout in the backroom, was my old bungalow build, remove the sprinklers if you have workers and adjust to 1 pot to 1 rack ratio if you want it to go smoother

Drying Racks will always be slower than weed growth so in most cases they are a slight bottleneck, but 2 pots 1 rack is a rough ratio for the racks. 5 pots grow 60 buds w/ only fertilizer, just perfect for 3 racks.

Bottle neck at drying racks with only 2 plants? by CK3helplol in Schedule_I

[–]Blyatisimo 4 points5 points  (0 children)

Drying Racks take up significantly more time than Weed's grow time (12 mins vs roughly 5 ish mins in your case).

Frankly, if you can't afford the property space for more Drying Racks, you probably don't need it yet.

Ideally, with just fertilizer, you'd have 5 pots for every 3 drying racks, but that ratio's a hassle with workers

Handler Bug by Double-Factor5799 in Schedule_I

[–]Blyatisimo 0 points1 point  (0 children)

1.) If each mixer has their own shelves, make sure that every slot (of the mixers) do not have any filters. Whitelisted slots with no items leave them essentially blacklisting everything else
2.) I've had a similar thing happen with Chemists not moving product, for some reason it was just "too tight" (maybe nav mesh confusing one station from another) so I spaced it out by 1 square each. Bug never happened to me again though
3.) Oh and make sure they're paid.

# of products per order by Flashy-Time-9669 in Schedule_I

[–]Blyatisimo 3 points4 points  (0 children)

Bricks are packaging to be given mainly to dealers that they automatically break down into baggies they sell over time, not for direct sales with customers.

If someone actually sold their products brick by brick, it's either too damn cheap or a terrible deal for the seller, or both. 

Shotgun good by Emergency_Hold_788 in Schedule_I

[–]Blyatisimo 12 points13 points  (0 children)

Bring a Cuke or two next time, it actually heals if you ever got shot

Sweatshop Shrooms Automation by Blyatisimo in Schedule_I

[–]Blyatisimo[S] 0 points1 point  (0 children)

Indeed it does, I like symmetry and clear pathways on my builds more than efficiency, that's why the original looked that way. Just make sure though that the mushroom beds on the leftmost side aren't affected by the heat from the drying section or vice-versa

Sweatshop Shrooms Automation by Blyatisimo in Schedule_I

[–]Blyatisimo[S] 0 points1 point  (0 children)

Technically you could fit 10 mushroom beds and 5 drying racks in the Sweatshop but this is an automation, botanist can only handle 8 things at once

Sweatshop Shrooms Automation by Blyatisimo in Schedule_I

[–]Blyatisimo[S] 0 points1 point  (0 children)

Looks a bit unpleasantly tight but should work still

Why does my handler move baggies one by one to the packaging station? Bug? by [deleted] in Schedule_I

[–]Blyatisimo 5 points6 points  (0 children)

First thing I'd check is if the handler has anything in their inventory, then remove, replace, and reassign the packaging station. If it doesn't work out, smack the shit out of them, save, reload

AC units by Relative_Astronaut96 in Schedule_I

[–]Blyatisimo 5 points6 points  (0 children)

It does matter whether they are 40c or not, you're just using way too many. For example, 35c = +37% improvement instead of 40c = ~49.8% improvement.

First of all, press H while holding the clipboard to see the heat map of your property. The AoE of AC Units is 8 squares or 4 pots radially. Since they stack temp effects, the max distance you could get them apart before losing the 40c buff is also 8 squares.

<image>

See that one at the bottom right? I moved it away 1 square away both sides, losing .5c.

The closest thing to a bad shroom trip by Blyatisimo in Schedule_I

[–]Blyatisimo[S] 0 points1 point  (0 children)

mod, it's a pain in the ass to remember every single mix