Schedule 1 Lab
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Schedule 1 Blueprint Editor

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Blueprint Editor
24px
R rotate · Del remove · Ctrl+Z undoUnit Storage · F1 · 12×27

Setting up a property in Schedule 1 costs money - equipment, pots, stations, storage. Placing something in the wrong spot and moving it later costs the time you spend doing it, and the layout you end up with is rarely the one you would have drawn on paper first.

The Blueprint Editor is that paper. Pick one of the eight properties, place equipment on its real floor plan, hire employees and give each handler up to five routes. The editor adds up the purchase cost and the daily wages, then follows every pot along the links you drew to tell you what the base produces each day - and which station holds it back. Nothing here touches your game: if the layout does not work, you change it and try again.

How to use the editor

A short version opens from the How to use button above the plan, or with the ? key.

Place equipment

  • Drag an item from the library onto the plan - Places it where you drop it.
  • On a phone or tablet: tap an item, then tap the plan - Places it. The item stays picked so you can place several in a row - tap Done when you are finished.

Edit a piece

  • Click a piece - Selects it and opens its toolbar: rotate, duplicate, rename, remove, and settings for pots, AC units and drying racks. On a phone, the toolbar sits under the plan.
  • Drag a piece - Moves it. It turns red where it doesn't fit.
  • Double-click a piece - Renames it.
  • R - Rotates the selected piece.
  • Delete or Backspace - Removes the selected piece.

Several pieces at once

  • Shift-click pieces - Adds them to a group, or takes them out.
  • Drag one piece of the group - Moves the whole group.
  • R or Delete - Rotates or removes the whole group.

Everywhere

  • Ctrl+Z (Cmd+Z on Mac) - Undoes the last change.
  • Esc - Closes what is open, then clears the selection.
  • + and - under the plan - Zooms in and out.
  • ? - Opens this guide.

Why layout matters

Every property is a different shape

The Motel Room is one small square. The Barn is large but broken up by pillars. The Sewer Office is an awkward corridor. What fits in one fits nowhere else, which is why a layout copied from a different property rarely transfers - and why the editor loads the real floor plan rather than an empty rectangle.

Distance is time

A chain runs from pot to drying rack to mixing station to packaging. Every gap between two of those is a walk someone has to make, on every batch, forever. Grouping a chain in one corner instead of spreading it across the floor is the cheapest speed-up available - it costs nothing but the thought you put in before placing anything.

Employees need room

Each property caps how many employees it supports, and each employee needs a locker placed on the floor. Handlers also need to actually reach your storage: a shelf boxed in on all four sides is a shelf nobody stocks. These are the constraints that turn a layout that looks fine into a production line that stalls.

Money spent is money gone

Equipment is bought, not rented. Working the layout out first is the difference between buying what your plan needs and buying what you hope will fit.

What the editor checks

As you build, the editor reads the layout back to you and flags what is wrong with it:

  • Employee capacity - whether you have hired more staff than the property supports.
  • Lockers - one per employee, or the missing count.
  • Storage on the floor - a floor without storage gives handlers nowhere to stock.
  • Storage access - each storage unit needs a free cell beside it, or nobody can reach it.

These are checks on the plan, not on walking paths. They catch the mistakes that are visible in the layout - the ones that cost you a rebuild once you have already bought everything.

Daily production

A layout can fit and still produce less than you expect. The Production panel follows each pot's harvest along the links you set - an equipment's destination, or a handler's route - through drying racks, mixing stations, cauldrons, lab ovens, packaging stations and brick presses. A storage is not a dead end when someone takes from it: a botanist loads their drying racks from their supplies, so one botanist can harvest into a shelf while another dries from it.

  • What comes out - per day, named by its unit and quality: buds, baggies, bricks.
  • Where it stalls - the station that cannot keep up, with a suggestion to fix it.
  • Each pot on its own - two pots of the same seed at different qualities stay apart, and two lines sharing a station split it in proportion.

Nothing is assumed. A station no pot is linked to produces nothing, and the panel says so instead of guessing where the harvest would go.

Saving and sharing

A saved blueprint goes to your Lab Book, alongside your recipes. Publish it and it appears in the Blueprint Gallery, where players filter by property and sort by likes, cost, item count or recency.

It works the other way round too, and that is usually the faster start: find a layout for the property you just bought, copy it to your own Lab Book, and adjust it to what you actually produce. Copying never touches the original.

Frequently asked questions

Which properties can I plan for?
All eight: the Motel Room, Sweatshop, Bungalow, Stash & Dash, Sewer Office, Barn, Warehouse and Manor. Each loads its own floor plan, with its walls, pillars, doors and staircases already in place.
Do I need to own the property first?
No. The editor opens any property regardless of where you are in the game. That is the point of planning ahead - you can see whether a layout fits the Barn before paying for the Barn.
Does the editor check my layout?
It checks what it can verify from the plan: that you have not hired more employees than the property supports, that each one has a locker, that the floor has storage, and that every storage unit has a free cell beside it so a handler can reach it. It does not simulate in-game pathfinding - it catches the mistakes that are visible in the layout itself.
Does it tell me how much I will produce?
Yes, for what you have linked. Each pot's harvest follows the destinations and handler routes you set, through drying racks, mixers, cauldrons, ovens, packaging and brick presses. A storage passes its stock on when someone takes from it: a handler whose route starts there, or a botanist who has it as supplies and loads their drying racks from it. The Production panel shows what comes out each day, in which unit and at which quality, and which station holds the line back. A station nothing is linked to counts for nothing.
Can I use a layout someone else built?
Yes. The Blueprint Gallery lists every public layout, filtered by property and sorted by likes, cost, item count or date. Copy one to your Lab Book and change it - the original stays untouched.
Are the dimensions accurate?
The grid comes from the in-game property dimensions, and equipment occupies the same footprint it does in game. Schedule I is in early access: if a patch changes a property and the grid no longer matches yours, say so on the Discord and it gets corrected.
What happens to a blueprint I publish?
It stays yours. Publishing adds it to the gallery where others can view and copy it; unpublishing removes it from the gallery. Copies other players already made remain in their own Lab Book.