Schedule I

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You are definitely modded to the tits which makes this info not very useful :story:
Really not, you can build the factory above if you want. Each mixed cocaine sells for $699 so the batch of 20 cocaine to make 1 brick is $13,980 worth and a 20 stack(400 cocaine) is $279,600 worth.

Mix goes Cocaine -> Motor Oil, Cuke, Paracetamol, Gasoline, Cuke, Battery, Horse Semen, Mega Bean.
  • 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.
You seem too retarded to understand the concept of having a botanist growing 8 coca leaves and swapping them to grow weed and use a drying rack instead. The blueprint page just adds the numbers up by itself, if you place a brick press, mixing station, 1 pot and a trash can in the motel then it will claim 4 staff, it's just how they made the tool I guess.


160 cocaine is being turned into 111k worth of cocaine via mixing. Like you click a couple of things on the phone, put product on a shelf and wait/sleep a couple of times to have a large amount of mixed cocaine.

I have no idea how many days they have been dealing for tbh after I assigned them people I left them too it.
 
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Really not, you can build the factory above if you want. Each mixed cocaine sells for $699 so the batch of 20 cocaine to make 1 brick is $13,980 worth and a 20 stack(400 cocaine) is $279,600 worth.

Mix goes Cocaine -> Motor Oil, Cuke, Paracetamol, Gasoline, Cuke, Battery, Horse Semen, Mega Bean.

You seem too retarded to understand the concept of having a botanist growing 8 coca leaves and swapping them to grow weed and use a drying rack instead. The blueprint page just adds the numbers up by itself, if you place a brick press, mixing station, 1 pot and a trash can in the motel then it will claim 4 staff, it's just how they made the tool I guess.


160 cocaine is being turned into 111k worth of cocaine via mixing. Like you click a couple of things on the phone, put product on a shelf and wait/sleep a couple of times to have a large amount of mixed cocaine.

I have no idea how many days they have been dealing for tbh after I assigned them people I left them too it.
edit - also if you want a cheat engine table that works well, I just used it to make items stack to 9999 as it's annoying carrying 20 of things
Nigger you just said the other day you use cheat engine to increase item stacks, don't act like you're playing vanilla. Explain to me how 2 cauldrons can produce more than 160 cocaine base per day when they only make 20 per 6 hours each.
 
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Explain to me how 2 caldrons can produce more than 160 cocaine base per day when they only make 20 per 6 hours each.
It's a game, I don't have to physically work the caldrons for 6 hours. 6 hours of game time is 6 minutes in the real world. I haven't said anything about producing them faster, I've said that I produced 600 product(which with 2 caldrons takes 15x 6min cycles). I don't really get what is impossible here about playing a game for a few hours. Once you get later into the game the money gets really meaningless.

And yes while I was playing on my first save before the pawn shop update I did mess around with cheat engine a bit, I then restarted a 2nd save after the update.
 
It's a game, I don't have to physically work the caldrons for 6 hours. 6 hours of game time is 6 minutes in the real world. I haven't said anything about producing them faster
IRL time is completely irrelevant, when I'm talking about days and hours I'm obviously talking about in-game time.

I've said that I produced 600 product(which with 2 caldrons takes 15x 6min cycles)
30 cycles. 1 cycle = 10 cocaine base. Hence why the theoretical maximum is 160 per day, and actual testing lowers that drastically because employees can never maintain 100% uptime on machines.

I'll give you the benefit of the doubt that you're vanilla, even though you said 3 bricks = 600 product and your dealer made over $200k in "days" (would probably be at least 2 or 3 weeks realistically). But regardless, if you're going to interject in a discussion about efficiency you should at least have actual numbers and data to back up your claims.
 
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One other obscure mechanic I forgot to cover in my big info post a few pages back is that police vision is based on player vision.

So, if you are looking towards the police they will see you from further away compared to if you were looking away from them. In fact, if you approach a police officer after curfew by moon-walking towards them, they won't pay any attention to you unless you get extremely close to them.

This is very useful if you have a customer who picked a bad spot for a deal after curfew as you may not be able to safely approach the spot without using this mechanic. The one that most comes to mind is the spot next to the barber shop, since the police patrol camps directly across from it late at night.
 
New patch just dropped, should fix lots of the bugs with workers.

Tweaks/Improvements

  • You can now access the inventory of your employees by talking to them and selecting 'I need to access your inventory'.
  • Added some new graffiti art.
  • Broken vending machines and ATMs will now repair after only a single sleep (previously it took 2 days).
  • Removed the optional email from the feedback form. This was rarely used and mostly just unnecessary clutter.
  • Renamed suggestions -> feedback in the feedback form.
  • Consolidated a number of saved entities into larger, combined files. This should improve save time, reliability, be less prone to bugs, and improve Steam Cloud sync time. The following types of entities were consolidated: your mixes, vending machines, ATMs, store pallets, and dead drops.
Bug fixes

  • Fixed chemists sometimes causing cauldrons to become unusable.
  • Fixed botanists sometimes causing drying racks to become unusable.
  • Fixed NPC summoning not working on Mick's house.
  • Fixed some issues in Mick's schedule that may have been the cause of him sometimes not appearing at the pawn shop.
  • Fixed the first 'escape' button click being ignored.
  • Fixed OG Kush being listed for sale by default in a fresh save.
  • Fixed save game version label alignment.
  • Fixed items in pallets, dead drops, etc sometimes persisting across different saves files.
  • Fixed ATM/Vending machine being unusable, but not visually broken after exiting and reloading the game.
More bug fixes and refinements coming next week ːsteamhappyː And more content coming after that - I'm planning to introduce a new property as well as a new purchaseable jukebox/radio object. Stay tuned!

Tyler
 
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One other obscure mechanic I forgot to cover in my big info post a few pages back is that police vision is based on player vision.

So, if you are looking towards the police they will see you from further away compared to if you were looking away from them. In fact, if you approach a police officer after curfew by moon-walking towards them, they won't pay any attention to you unless you get extremely close to them.

This is very useful if you have a customer who picked a bad spot for a deal after curfew as you may not be able to safely approach the spot without using this mechanic. The one that most comes to mind is the spot next to the barber shop, since the police patrol camps directly across from it late at night.
so what you are saying is that until it's fixed you have to be... a smooth criminal?
 
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The new bug fixes have made a big improvement both in production and in the smoothness of the game. I discovered a weird bug where a car I had on one save carried over to my new save profile, still seems to be there but I haven't been leaving anything in it just in case.

I fixed the issues that were bottlenecking my production and am now putting out a consistent stream of product. Changed my sales tactics too since I realized that was what was bottlenecking my xp gains and now I have dealers pushing premium mixes while I sell Colombian marching powder by the jar and the purple tier green crack by the brick. XP goes by units sold not just total sales # so by countering every offer with a 5x sale of coke or a brick sale of weed I've leveled up faster than I ever did with the other ways and am making a lot of profit just through my dealers and daily sales.

I wonder what the new property will be. Right now I have the barn and docks cranking out coke, bungalow putting out 240 meth a day, and a sweatshop growing green crack 24/7. Another property almost feels excessive for production at least until we get some different types of product recipes.
 
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The new bug fixes have made a big improvement both in production and in the smoothness of the game. I discovered a weird bug where a car I had on one save carried over to my new save profile, still seems to be there but I haven't been leaving anything in it just in case.

I fixed the issues that were bottlenecking my production and am now putting out a consistent stream of product. Changed my sales tactics too since I realized that was what was bottlenecking my xp gains and now I have dealers pushing premium mixes while I sell Colombian marching powder by the jar and the purple tier green crack by the brick. XP goes by units sold not just total sales # so by countering every offer with a 5x sale of coke or a brick sale of weed I've leveled up faster than I ever did with the other ways and am making a lot of profit just through my dealers and daily sales.

I wonder what the new property will be. Right now I have the barn and docks cranking out coke, bungalow putting out 240 meth a day, and a sweatshop growing green crack 24/7. Another property almost feels excessive for production at least until we get some different types of product recipes.
The mansion i think
 
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1745185828705.webp
Is this new? I don't remember seeing it before, I know it's a streamer.
 
Picked this up on a lark thanks to a stream done by Tex from the Black Pants Legion, and it amuses the hell out of me.

Dunno if this has been covered, but keep an eye on new customers and see who's willing to throw money at you for lots of product versus pissants who won't buy more than 1-2. The latter should be foisted off onto your dealers while you reap the rewards of the former.

People have mentioned the 'desperate' customers who run you down and beg for you to sell them something. I can confirm they will even visit your base -- I had one open the fucking sliding door for the bungalow and try to come in! Scared the shit out of me too.
 
Apparently it's because it didn't have an Age Rating on Steam.

Could be back in a couple days however long the Ratings Board takes to rate it, but I have a suspicion it might get an R18/AO/X18 rating in Aus and other countries that use similar systems, which could effectively bar it from sale:

IIRC anything that gets above R18 is not allowed to be sold in a store, and AO/X18 effectively gets used so the ratings board can deny sale of something they personally don't like.
 
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