Schedule 1 Lab

Schedule 1 Blueprint Editor

Pick a property, place your equipment. Plan the base before you spend a dollar on it.

Blueprint Editor
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R rotate · Del remove · Ctrl+Z undoBarn · F1 · 45×32

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 a property, drop equipment on its grid, and read the cost as it climbs. Nothing here touches your game - if the layout does not work, you change it and try again.

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 a simulation of the game. They catch the mistakes that are visible in the layout - the ones that cost you a rebuild once you have already bought everything.

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.
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.