Schedule 1 Lab

Schedule 1 Inventory Manager

What you have, where it is, and what to buy before the next batch.

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Overview

Running out of Cuke halfway through a batch, or finding out you have eighty Mega Beans spread across three properties when you needed a hundred and twenty in one - inventory trouble in Schedule 1 is mostly a tracking problem.

The Inventory Manager keeps a running count per storage unit, inside each property, so you know what you have before you start a run. It flags what is running low, turns the gap into a shopping list, and packs that list into delivery trucks.

How the Inventory Manager works

Properties and storage units

Stock lives inside furniture, and furniture lives inside a property. Each property keeps its own count and its own shopping list, because ingredients on a shelf in your barn do not help a run happening in your warehouse.

Capacity is not the same for every unit. A unit holds a number of slots - three for a Safe, twenty for a Huge Storage Closet - and each slot takes one stack of whatever you put in it. Ingredients stack by twenty; seeds, soil and additives stack by ten. The same closet therefore holds 400 Cuke but only 200 seeds, so the tool works the capacity out from both rather than assuming a single number.

The alert threshold

One fill level decides what counts as low. Any unit at or below it is flagged and joins that property's shopping list. The marker on each progress bar shows where the threshold sits, so a glance tells you how much room is left before a unit becomes a problem.

Shopping list and order plan

For every low unit, the manager works out what it takes to refill it and totals the cost. Identical items are merged, so three half-empty racks of Cuke become one line to buy.

The order plan then packs that list into delivery trucks. A truck carries sixteen stacks, and a part-stack still takes a whole slot. What you get is the number of delivery runs to queue, and what each one carries - ready before you even open the game.

Import from a recipe

Rather than adding units one at a time, import a recipe from your Lab Book: the manager lays out one unit per ingredient, grouped under the recipe's name, ready for you to fill in the counts.

How to use the Inventory Manager

  1. 1Pick a propertySelect one in the left rail. Each keeps its own units, flags and shopping list. A red dot means something in there is running low.
  2. 2Log your storage unitsAdd a unit per item, or import a recipe to lay them out at once. Set each count with the steppers, the Fill button, or by typing the number straight in.
  3. 3Set your alert thresholdAnything below it is flagged and added to the shopping list. Raise it to buy earlier, lower it to run lean.
  4. 4Order before you playRead the truck plan, open the delivery app in game, and order in one go instead of discovering the shortage mid-batch.

Frequently asked questions

How much does a storage unit hold?
It depends on the furniture and on what you put in it. A unit holds a number of slots - three for a Safe, six for a Medium Rack, twenty for a Huge Storage Closet - and each slot takes one stack. Ingredients stack by 20, so a Huge Closet holds 400 of them. Supplies that stack by 10, like seeds and soil, only reach half that in the same furniture.
Why is my stock split by property?
Because the game splits it that way. Ingredients sit on shelves inside a specific property, and a run happening in your warehouse cannot reach a closet in your barn. Each property keeps its own units, its own low-stock flags and its own shopping list.
What does the alert threshold change?
It decides when a unit counts as low. Any unit at or below that fill level is flagged red and added to the shopping list for its property. Raise it if you like a deep buffer, lower it if you restock often. It is one setting for the whole inventory, and you can change it at any time.
How is the estimated cost calculated?
For every low unit, the gap between what you have and a full unit, multiplied by the item's purchase price. It is what refilling everything on the list would cost at the shop, not what your production is worth.
Why does the order plan split one ingredient across trucks?
A delivery truck carries sixteen stacks, and every stack takes one slot whether it is full or not. A large order runs past that limit, so the plan opens another truck and carries on. The number of trucks is the number of delivery runs to queue in game.
Does importing a recipe fill the units for me?
No. It creates one empty unit per ingredient of the recipe, grouped under its name, so you only have to enter the counts. What you actually have on the shelf is something only you can see in game.