Schedule 1 Lab

Schedule 1 Grow Planner

Price the whole cycle first. Yield, quality, grow time and what it costs to get there.

Equipment
Product
Container
Grow light
Soil
Packaging
Growth
Additives
Temperature20°F
0°FOptimal40°F

Growth speed ×1.00 - yield is unchanged

Drying rack

+1 quality star per cycle, +12h each

0
Runs
1
Total profit$368
Total revenue$420
Total cost$52
Total yield12 gStandard
Time
Growth time per run6h 15m
Total time (1 run)6h 15m
Runs per day3.5
Cost breakdown
  • OG Kush Seed$3058%
  • Soil$1019%
  • Baggies$1223%
Shopping list
  • OG Kush Seedx1$30
  • Soilx1$10
  • Baggiesx12$12
Total$52

A grow in Schedule 1 costs money before it makes any. Seeds, soil, a light, additives and packaging are all paid up front, and the harvest only pays you back once it is dry and bagged.

The Grow Planner prices that whole cycle before you spend a dollar in-game. Pick a setup and you get the yield, the quality, the grow time and the shopping list. Change one option and every number moves with it.

Yield and quality are two separate things

This is the part that costs players the most money. The container sets how much you harvest; the additives set how good it is. Nothing does both.

A pot yields 12g of weed against 8g in a Grow Tent, and all three pots are identical on that front. PGR pushes a pot to 16g - but it costs a quality star, so a Standard grow becomes Poor. Fertilizer does the opposite: one star up, no change in weight.

Quality runs Trash, Poor, Standard, Premium, Heavenly. You start at Standard, each additive shifts you one step, and each drying cycle adds another star at the cost of 12 hours. That is how a PGR grow gets back to Premium without giving up the extra grams.

What actually speeds a grow up

Four things shorten a cycle, and none of them touch the harvest weight: the light, the Air Pot, the temperature and Speed Grow.

A Full Spectrum light takes weed from 6h15 to 4h48. The Air Pot shaves 15% on its own. Temperature adds up to another 1.5x inside the optimal band - 20 to 40° for plants, but 0 to 14° for mushrooms, which is the opposite of what most players assume.

Drying works the other way. Each cycle adds 12 hours to the run, so the planner counts it in the total time and in the runs-per-day figure - a harvest is not sellable until it is dry.

Coca is refined, not sold raw

Coca does not behave like the other crops. You harvest leaves, and 20 leaves plus gasoline refine into 10g of cocaine. A single pot gives 12 leaves - not enough for one batch.

That is why a one-run coca plan shows a harvest but no revenue. Leaves carry over between runs, so a second grow completes the batch. The planner shows the leaves harvested, the batches refined and whatever is left over waiting for the next run.

Frequently asked questions

Does PGR lower the quality of my product?
Yes. PGR raises yield - 12g to 16g per pot of weed - but costs one quality star, taking a Standard grow down to Poor. Pair it with Fertilizer to cancel the loss, or run drying cycles to climb back up.
Which pot gives the best yield?
All three pots give the same 12g. Only the Grow Tent differs, at 8g. The Air Pot is not about quantity - it grows 15% faster, which matters when you are chaining runs rather than maximising a single harvest.
Is Long-Life Soil worth the price?
Yes, over multiple runs. Regular soil costs $10 and lasts one grow. Long-Life costs $30 and lasts two, so $15 per grow - more expensive per run. Extra Long-Life is $60 for three runs, or $20 each. Plain soil stays the cheapest per grow; the long-life bags buy you fewer shopping trips.
Does temperature make plants produce more?
No. Temperature only changes speed. Inside the optimal range a grow runs up to 1.5x faster, but the harvest weighs exactly the same. Outside that range you simply lose the speed bonus - nothing is destroyed.
Why does my coca harvest show 0g?
Coca is harvested as leaves, and 20 leaves are refined into 10g of cocaine. A single pot yields 12 leaves, which is not a full batch, so nothing is sellable yet. Add a second run and the 24 leaves refine into one batch.
How many drying cycles should I run?
Each cycle adds one quality star and 12 hours. Two cycles take a Standard grow to Heavenly, which is the ceiling - further cycles cost time for nothing. Start from your additive setup and count only the stars you actually need.