Schedule I

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Stupid shit.
It doesn't even make any sense. If they can 'survey' another drug dealing game because it has the same theme, then Rockstar/Take Two could sue them to high heavens, considering GTA Online has all the drug manufacturing/dealing shit and had it years earlier. Then again, drug dealing games, especially on the PD/Shareware level existed since the 80's, so why is that even possible?

Also Drug Dealer Simulator was horrible jank.
 
I'd never work with a corporation that did this. It's some pink sheet OTC boiler room type crap. Clearly the CEO is not focused on actually publishing games, but pumping his stock.
Well they fucked it up because their shit is now getting review bombed. Great way to add value to the company.
 
Gave Ludwig a new meth mix and watched him turn into a nigger.

ludwignigger.png
 
This is why the cartel stuff is really needed. I just bought the farm and I'm considering dropping the game until further updates because the inevitable grind leads to nowhere interesting, nowhere at all. You bought the gold skateboard? Congrats, play shitty Tony Hawk.

It's a fun game, I'm just really bummed out about the lack of mid-game content. This game would improve so much if you just had random spawn hostile dealers. I can easily imagine having to shoot the dealers and performs HQ raids to take over territory. Right now you just hand out samples freely and boom you own the territory. Cops don't give a fuck.
I mean, you could say that about pretty much any simulation game. Once you have all the fields and equipment in farming simulator, you've beaten the game. There should be more content, and I get that. But the roadmap is full of things like a heat and raid system, so it seems there will be much more of what you're talking about.
 
Jesus fuck. I have a 5 stage meth I make on one of my saves and I haven't even tried to automate the whole thing. The thought of restocking alone makes my head hurt.
I put a large shelf behind each mixer and then have 2 handlers who each dump 4 ingredients into 4 mixers. Pretty much just ordering entire vans at a time to dump onto them and other shelves at the end.

4 large shelves at the front by the door that go into 4 botanists growing 4 plants onto 4 drying racks, very easy to stock the seeds and soil and fertilizer entire delivery vans at a time.

It seems to run for a couple of days and then the ai bugs out and it locks up somewhere.
 
I put a large shelf behind each mixer and then have 2 handlers who each dump 4 ingredients into 4 mixers. Pretty much just ordering entire vans at a time to dump onto them and other shelves at the end.

4 large shelves at the front by the door that go into 4 botanists growing 4 plants onto 4 drying racks, very easy to stock the seeds and soil and fertilizer entire delivery vans at a time.

It seems to run for a couple of days and then the ai bugs out and it locks up somewhere.
I've got the same setup, but I have to order once a day with 3 ingredients running 4 meth ovens. Just added two coke ovens and I'm on the fence about doing double deliveries. I think he needs to add "direct from supplier" ingredient shipping where you get a delivery of 100 item cases .
 
I've got the same setup, but I have to order once a day with 3 ingredients running 4 meth ovens. Just added two coke ovens and I'm on the fence about doing double deliveries. I think he needs to add "direct from supplier" ingredient shipping where you get a delivery of 100 item cases .
IIRC there's something about employees being able to unload deliveries in the roadmap

edit, here's the listing. no unloading deliveries apparently :/
1744491932999.png

Also, added the roadmap to the OP
 
IIRC there's something about employees being able to unload deliveries in the roadmap

edit, here's the listing. no unloading deliveries apparently :/
View attachment 7211502

Also, added the roadmap to the OP
Oh, they can unload deliveries, but only to one shelf. So if I have a full fan, they can only unload half of the van. If I could have them unload to a bunch of shelves, using the clipboard to designate which shelves get which items, this would all be a non-issue.
 
Oh, they can unload deliveries, but only to one shelf. So if I have a full fan, they can only unload half of the van. If I could have them unload to a bunch of shelves, using the clipboard to designate which shelves get which items, this would all be a non-issue.
How do you get them to unload the vans? Do you need to get a delivery van in the bay and then give a handler the assignment?
 
Very fun and addictive game. I've seen pretty much all the content and I'm left wishing there was more reason to keep playing. Opposition from cartels or police, more drugs to make/distribute, and some prestige-stuff to blow your earnings on like a drug mansion.

Things I've learned in my playtime about optimal play.

Customers & Dealers:

-Customers have a max spending budget per day, and will buy exactly once per day. You can not get them to go over this spending budget, so eventually high-value drug mixes will outlcass your earliest customer's ability to buy.
-There is no reason not to schedule all deals at late night. Since things stay frozen at 4 AM, you will never run out of time to deal the drugs, you will always get the curfew bonus on top of your payment, and police patrols stop and stand in one place after a certain hour so its actually safer to maneuver around the city. This means you can always deal to all customers each day without running out of time.
-You get experience points from deals made, you get more for doing it yourself compared to dealers, and it is completely independent from money. If you aren't careful, you can make a lot of money moving product through dealers while taking in very little XP. This will stall your progression, so deal to as many people as you can to max out experience. XP is the bottleneck, money will not be an issue after a certain point.
-With these three prior points in mind, keep high-spending customers to yourself and assign low-spending customers to dealers. You will probably have some idle dealers. This is fine, dealers are inefficient. With that 20% cut, the more they sell the more you lose.
-Always barter up to increments of five to simplify dealing and eliminate the need for carrying 1 gram baggies.
-Edit: Forgot one more obscure dealer mechanic. If you give a dealer a lot of high density, expensive drugs that their customers can't afford, they need empty inventory slots so they can create smaller increments to sell. So, if you give a dealer a full inventory of bricks, they won't be able to sell any of them because no customer assigned to them can afford a brick. But, if you leave one slot open, the dealer can create jars and baggies out of bricks and sell those.

Drugs & Mixing:

-Mixing can be mostly ignored but is a core mechanic even if it is a bit finicky. Use the schedule1 mixing calculator website to find the right mixes to get your desired effects.
-Apart from getting picky customers to join your network and making higher value drugs, I find the best use for mixing is to create super-mixes that your character can partake in. The main effects you want are athletic and anti-gravity. With these two paired in a mix, you will run faster than most cars and can leap over fences and buildings. Highly useful when doing your late-night drug dealing run or restocking ingredients in your mixing labs.
-I believe meth and cocaine last longer than weed, so these are the best mediums for a super-mix as you will need to take it less.
-One viable 4-step mix is cuke->motor-oil->cuke->paracetamol. Automate its production at a bungalow meth lab and sell the excess
-Once you unlock the brick press, this greatly simplifies storing large surpluses of product. Remember that you can unpack product from baggies, jars and bricks at an unpacking station.
-Higher tier areas need higher tier drugs, for meth that means high quality pseudo and for everything else that means drying racks. They are pretty simple to automate into a process.
-Drying rack ratio is 1 weed plant to 1 drying rack or 2 coke plants to 1 drying rack.

Employees & Automation:

-Employees are really buggy. Apart from restocking shelves and moving around product, most of what you do late game is unbugging them.
-One annoying bug is chemists will get bugged out working the coke cauldrons, making it so you can't access them and the chemists never use them. You need to unassign them from the cauldrons in question, save, quit and reload.
-The other bad employee bug is the hauler item deletion bug. An employee will go to restock from a shelf, but will keep grabbing items until the shelf is empty with the items disappearing. Only fix is to fire and replace the handler.
-Most other employee bugs can be fixed by hitting them with a bat or running into them with the skateboard
-Edit: one general tip for automation is, if you have the handler move jobs available, allocate buffer shelves into your production line. Put one between the big phases. For example, at my bungalow setup I have one buffer shelf that all my meth ovens empty into which feeds into the first mixing station in my mixing line, and a second one that my final mixing station empties into that feeds into my packing station. This means that when something breaks in your setup (and it will), the entire thing doesn't grind to a halt.

General Observations:
-You can load directly into the van when parking it on loading zones at certain stores
-The first automation available is the sweatshop. It has 1 employee slot, so its good for running a botanist on 8 weed plants. You can produce enough weed to supply everyone in the first three or four areas very easily this way. Split the output between two shelves, add a brick press and brick everything up once a day. It will be normal quality but you can manually dry it at the hotel.
-I think everyone knows how to make a pretty optimal bungalow meth lab so I won't go over that in detail. I will point out that its very easy to restock mixing at the bungalow. Empty your inventory, smoke one unit of super-meth and you can easily move four or five full inventories of goods between the gas station and the bungalow before it wears off.
-My late game setup for coke was splitting it between the barn and the warehouse. Growing, drying and boiling it at the barn while baking, mixing and packing it in the warehouse. It worked pretty well, apart from the buggy employees.
 
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-Higher tier areas need higher tier drugs, for meth that means high quality pseudo and for everything else that means drying racks. They are pretty simple to automate into a process.
Imo it's better to use fertilizer. Using drying racks means you'll produce less product unless you're operating them yourself.
 
Imo it's better to use fertilizer. Using drying racks means you'll produce less product unless you're operating them yourself.
True, but you will eventually need heavenly drugs for the final area, or you'll need to roll on your customers rejecting your product during every sale. There is no getting to heavenly with just fertilizer.

Personally, because I can automate drying racks easily enough and it means restocking the botanist supply shelves less, I prefer racks to fertilizer. Three stacks of soil and five stacks of seed on a large storage rack means I don't need to worry about botanists often and can use that brain power for other, more annoying problems.
 
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