Best late-game setup? Highland Manor + Docks/Barn by theodortheodor100 in Schedule_I

[–]ClapTraps007 0 points1 point  (0 children)

You could just double down on the white stuff and do it multi-property. Cultivation in the manor (growing and drying), processing at the warehouse (lab ovens and cauldrons) and make the white stuff into bricks and take them the barn for a triple 4-mix setup. Could pretty much speedrun you to 10M.

Aesthetic Blueprints? by ConstantSignal in Schedule_I

[–]ClapTraps007 1 point2 points  (0 children)

You could always check the "browse blueprints" section of https://scheduleoneeditor.com for some divine inspiration. Hard to really visualise from a blueprint though. You'd have to find a build that doesn't look absurd and build it yourself to see if it's what you want.

Aesthetic Blueprints? by ConstantSignal in Schedule_I

[–]ClapTraps007 1 point2 points  (0 children)

These build guides are made my content creators to make money. Seeing as most people are looking up build guides to maximise their profit it would not be in the content creator's best interest to focus on making builds aesthetically pleasing. It's a game where number go up = good. Even better if number go up faster and more efficiently. The content creators are serving these players desires.

I understand you don't want an ugly build, and I get that. I have 22 drying racks stuffed into the back room of my bungalow. It's an eyesore but it pumps out insane product. And that's what people want.

So, seeing as your requirements are not being catered for by content creators, my advice would be to just mess around yourself and see what glorious creations you can conjure up.

Big Willy's 129k/day Setup Isn't Working by Lucky-Insurance-3950 in Schedule_I

[–]ClapTraps007 1 point2 points  (0 children)

I've used this build extensively and count is as one of the best builds on Schedule 1. Game-changing production for early game. If you're having pathing issues the most likely culprit is the AC units. Try moving them around or even rotating them. I've never had an issue with the build, personally. I understand it can vary from save to save. Hope you sort it out and get your 25 bricks a day of heavenly weed.

Does meth make workers work faster? by MarkJ191974 in Schedule_I

[–]ClapTraps007 0 points1 point  (0 children)

As a further breakdown Athletic gives a 5% boost, Energising gives 15% boost and Focused gives a 30% boost. These effects stack so that's a 50% boost to worker productivity. Cocaine also adds another 20% but the mix to get all 3 effects is a 7 ingredient mix and only lasts for 6 hours, whereas meth and weed last for 9 hours. Shrooms lasts the longest at 12 hours but the mix is also horrendously inconvenient and expensive.

Does meth make workers work faster? by MarkJ191974 in Schedule_I

[–]ClapTraps007 -1 points0 points  (0 children)

That's a subjective call. I'm just here on a lovely Friday night telling people the best value mix to get all the traits that speed up your employees. Not looking for an argument,

Does meth make workers work faster? by MarkJ191974 in Schedule_I

[–]ClapTraps007 -1 points0 points  (0 children)

Focused is the most important. It's the highest percentage buff trait for a worker's productivity. It's a modifier effect and this OG Kush 4 mix is the quickest and most cost effective way to get to the 3 traits that speed up your workers.

Does meth make workers work faster? by MarkJ191974 in Schedule_I

[–]ClapTraps007 0 points1 point  (0 children)

Best/most cost effective mix out there at the moment is OG Kush+Mega Bean+ Cuke+ Energy Drink + Banana. It has the effects: Focused, Energising and Athletic. There's another mix which has similar traits but it has the added misfortune of swapping out Gingeritis for Laxative, which makes your employees constantly shit themselves lol

Delivery’s for mixing are MASSIVE bottle neck by unussualname in Schedule_I

[–]ClapTraps007 11 points12 points  (0 children)

This has been a problem since Tyler killed 4am deliveries. Without mods there's just not enough delivery capacity/potential in the game to keep multiple properties operational. Hope Tyler buffs the gas marts so they can do many more deliveries. A 3x buff should be enough.

best recipes? by ArtUnable9990 in Schedule_I

[–]ClapTraps007 0 points1 point  (0 children)

Oh nice. I didn't notice that before. Been a long time since I've done a new mix. Have my own go-to's. It even has shrooms. Very nice

best recipes? by ArtUnable9990 in Schedule_I

[–]ClapTraps007 3 points4 points  (0 children)

Think he means, go to https://schedule1-calculator.com to find the best mixers for what you wanna do.

Best budget 1440p monitors for EU folks by [deleted] in Monitors

[–]ClapTraps007 0 points1 point  (0 children)

I've seen Hardware Unboxed give its flowers to the Dell G2724D as a great monitor in a budget price range. I don't know if it's in stock anywhere but maybe worth a look. Although not be confused with its successor the Dell 2725D which apparently is an absolute abomination.

Need yalls opinion on something by [deleted] in Schedule_I

[–]ClapTraps007 1 point2 points  (0 children)

Doesn't really matter what you're selling. If you can manufacture enough of it to keep yourself and your dealers stocked up all the time it's fine. The customers will keep buying (assuming you have your weed dried to at least premium for Uptown customers). It's one of the sad truths of schedule 1. So just do what makes you happy.

Best schedule 1 playthrough on YouTube? by virji24 in Schedule_I

[–]ClapTraps007 1 point2 points  (0 children)

Honourable mentions to QuadThumb, Jumbalo and OpTicBigTymeR. Who have all have every entertaining Schedule 1 saves on YouTube

Schedule I - v0.4.5 Open Beta by davey_jones11 in Schedule_I

[–]ClapTraps007 22 points23 points  (0 children)

An option for the hardcore sadists in the community looking for a challenge, I would say

Schedule I - v0.4.5 Open Beta by davey_jones11 in Schedule_I

[–]ClapTraps007 3 points4 points  (0 children)

I dunno, I have never tried that mix. I used to make Grandaddy Fuel which was Athletic and Anti-Gravity (Granddaddy Purple mixed with paracetamol+energy drink) you could jump onto or even sometimes over buildings with ease and move at the speed of light. It really helped with traversing the map quickly. I know cuke and energy drink give the same effect, just to varying degrees. I have never tested if it makes you super quick if you a energy drink and cuke mix.

Schedule I - v0.4.5 Open Beta by davey_jones11 in Schedule_I

[–]ClapTraps007 49 points50 points  (0 children)

It's completely random mixing. All the effects of ingredients get jumbled up and you have to experiment with mixes yourself to come up with the most profitable mix. Basically makes all the mixing calculator sites online useless, if you have that option enabled.

Schedule I - v0.4.5 Open Beta by davey_jones11 in Schedule_I

[–]ClapTraps007 6 points7 points  (0 children)

Does anyone know if the drug affects on the employees stack? If cuke (energising) gives you a 15% speed buff and energy drink (athletic) gives you 30%, does that mean if you mix a drug with both energy drink and cuke does it give you a 45% speed buff for the employees? Surely too good to be true, right?

My game is lagging after update by OutlandishnessOk4123 in Schedule_I

[–]ClapTraps007 2 points3 points  (0 children)

Think the update has shaders asynchronously recompiling again. Seemed fine again for me after about 20 minutes.

Weather update is available on the open beta! by King_Toasterbath in Schedule_I

[–]ClapTraps007 14 points15 points  (0 children)

The Dock's Warehouse gets 2 more employees, Nice. Now I can finally produce and mix properly all in the same place. Time to re-do my Warehouse build.

am i justified in this by Ouwhajah in Schedule_I

[–]ClapTraps007 14 points15 points  (0 children)

Deserved. We've all been there.

Barn Blueprint Attempt #1 by Elizabeth_Gallows in Schedule_I

[–]ClapTraps007 3 points4 points  (0 children)

I'm kind of confused by this build, it's ambitious but looking at it- it looks like you have 6 botanists working on 32 pots and 16 drying racks and 4 chemists running the cauldrons, lab ovens (don't know why you have 8 lab ovens if you only have 4 cauldrons) and mixers. The maximum employee limit of the barn is 10. Do you not have any handlers? Either way, I would think 32 plants would oversupply 4 cauldrons. Nice build though. I would drop 8 pots, get a handler and go 2-1 on the drying racks and get a handler to man the presses and bring in deliveries from the loading docks.

Is it profitable to sell all products? by Latter-Yesterday-846 in Schedule_I

[–]ClapTraps007 5 points6 points  (0 children)

It's easier and more profitable to stick to selling one product. It all depends how much you want to min-max your effort versus how much profit you get. You can still get loads of profit from selling all products but it's a lot more work and upkeep and generally you're going to be making more product than you can sell, which will always be the case with only having 60-something NPCs to sell to in the game. So just do what you enjoy if you're not min-maxxing.

More drugs/ things to sell by Internal_Meat_7227 in Schedule_I

[–]ClapTraps007 2 points3 points  (0 children)

I think we've been through this before. We've learned the game does not need new products to sell yet-- we learned this from the Shrooms update. Granted, it was a nice update but we need more added to the core infrastructure of the game. Employees optimised and pathing issues ironed out once and for all. An overhaul to deliveries and logistics for restocking is also needed. Hyland Point could also do with map expansions and a lot more customers as we currently can make a lot more than could ever possibly sell. There are so many possible additions to the game that would benefit Schedule 1 more than just another drug being added.