Schedule I

I wouldn't call it slop, but it is fotm. It's some dudes passion project that's halfway decent. I wouldn't support it if it were made by a studio or a dev team in this state.
Honestly, even for a passion project made by one guy, I feel criticism should be applied. Cause it feels people are letting it slide way too much.
 
I've got so far it's crazy, my dealers have like 200k on them and I have so much money I don't even collect it anymore. Hopefully the next update fixes the workers so they don't lock up and stop all the time, each time I think my setup is working they just freeze or I spend a day at the barn then return to the docks and find 0 bricks waiting for me.
 
Is making meth the last "story" mission right now? Haven't had any pop up so I assume it is.
I got the barn and the van, now just waiting for the last of my supply to sell out before I move over, don't want to deal with cops pulling me over or having to run.
 
Is making meth the last "story" mission right now? Haven't had any pop up so I assume it is.
I honestly can't remember if there's one for coca or not but I'm pretty sure there isn't. Not like the story missions do anything anyway :story:
 
Honestly, even for a passion project made by one guy, I feel criticism should be applied. Cause it feels people are letting it slide way too much.

Don't get me wrong, it's buggy and isn't overflowing with content, but I'm not going to expect it to live up to studio quality either. It does deserve criticism, just don't expect it to be GTA.
 
Because selling drugs makes you feel a wide range of emotions
One of the moments that made Schedule 1 click for me was getting annoyed at the meth-head skater bitch.

She's always the last person to send a message (at like 10:30 at night) and I caught myself thinking:

"This bitch is so goddamn annoying and looks like she's about to snap at any given moment. I wouldn't be doing business with her if she didn't pay so far above market price."

She tried to stab me two nights later when I didn't have any Aspen Death in stock. Definitely rubs up against some irl experiences.


Also, a thought about why this game has taken off so much despite being so simple:
The game barely has any 'natural stopping points'. You can save and then quit at almost any time, but it doesnt encourage you to stop playing, and there's always one more thing to do, one more deal to make, one more bit of hardware you wanna buy or employee you wanna hire and then go down the rabbit hole of integrating it into your setup.

I hope the fuller game has an actual narrative and a proper ending point though, after playing for like two weeks straight I've had my fill of "number go bigger" and now I need context and stakes for my activities to stay engaged with the game.
 
This game has a lot of potential because it has relatively low system requirement for a game that has pretty large environment to play around in as well as being mod-friendly.
 
Well I managed to allow my tism to get the better of me and I've pretty much plateaued. I have two factories each churning out about 80 heavenly coke per day and a stock of it mixed into the top grade mix. Also have an auto meth lab pumping out stuff to mix or sell. Bricks just sitting around waiting to go to dealers. Right now I'm trying to grind the last bit of XP to get the uptown region but that's just because I got caught up making the mixes and stocking up. I have the ISL mod so I just keep my stash in either bricks for dealers or stacks of 60 jars per block and I'm still running out of storage space.

I'll be nicely prepared for later content drops though. I highly recommend the better employees mod and ISL for anyone looking for some basic QoL improvements, Better Employees lets you add more workstations so you can save money and have one botanist or chemist handle more stations and ISL boosts your stack size to 60 so it makes it a lot easier to store things later game. Eventually if you go the full automation route you will end up with so much product you'll want the extra storage because you'll bottleneck how much you can sell per day even with dealers.
 
This game has a lot of potential because it has relatively low system requirement for a game that has pretty large environment to play around in as well as being mod-friendly.
It should have low system requirements but as of writing this, my character is afk looking at his phone with nothing going on visually and I'm "only" at about 110fps. But, this is running on a 7900X3D and an RTX 4080, should be easily hitting my cap of 120fps. Something clearly isn't right in the optimization department, probably something to do with the employees because I have 18 of them. Hopefully it gets optimized.

I have two factories each churning out about 80 heavenly coke per day and a stock of it mixed into the top grade mix.
What's your setup in the coke factories? By my testing the barn should be able to produce 140 per day. I haven't tested the warehouse but with the higher employee limit I think that should be producing 210 per day.
 
What's your setup in the coke factories? By my testing the barn should be able to produce 140 per day. I haven't tested the warehouse but with the higher employee limit I think that should be producing 210 per day.
Right now I have 20 pots with 20 drying racks but am bottlenecked a bit by the number of cauldrons and ovens with 5 per site. Tbh I'm glad I'm not at full production because when I was really churning stuff out by taking a direct role in production too I built up a huge stockpile. Now I just let my autofarms keep me financially solvent and spend my time doing sales or fighting the cops.
 
What's your setup in the coke factories? By my testing the barn should be able to produce 140 per day. I haven't tested the warehouse but with the higher employee limit I think that should be producing 210 per day.
I setup this, I can swap between coca(16 plants, 2 cooks)+meth 2 labs, coca+meth+weed(4+4drying), coca+weed all with an 8 mix.

Screenshot 2025-04-16 at 06-16-37 Schedule I Blueprint.webp

It churns out so many bricks of product I don't really need the others anymore. Also gave my dealer 3 bricks(600 Dream Crack) and days later they have over 200k and won't need stock for ages.

weilong223k.webp
 
Right now I have 20 pots with 20 drying racks but am bottlenecked a bit by the number of cauldrons and ovens with 5 per site.
You're bottlenecked by your drying racks. With your mod that ups the stack size to 60 you should only need 1 drying rack per 6 pots, assuming you're using fertilizer. If you're not using fertilizer you need 1 rack per 3 pots, which is why you should definitely be using fertilizer lol.

Also gave my dealer 3 bricks(600 Dream Crack)
You are definitely modded to the tits which makes this info not very useful :story:
  • Vanilla barn has a limit of 10 employees, you have 13
  • Vanilla cauldrons only process 20 coca leaves 4 times a day. Your 2 cauldrons would only produce a total of 160 cocaine base per day on vanilla.
  • Customers have spending limits, for your dealer to have made $223k in days each customer would have had to spend anywhere from $4-10k per day which is well and beyond all vanilla limits.
I mean good for you, play the game how you enjoy it, but it really doesn't make any sense to compare it to a vanilla playthrough.
 
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  • Disagree
Reactions: Le b0wski
I hope we get more cities, or at least bigger cities. The city as it is now feels empty as fuck.
 
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