Schedule 1 Lab

Schedule 1 Mix Explorer

Add one ingredient. See what changed - and which rule did it.

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Mixing in Schedule 1 is not additive. An ingredient does not simply stack its effect on top of what is already in the mix - it can replace effects that are there, set off a chain reaction, and leave you somewhere you did not expect.

The Mix Explorer shows that resolution one step at a time. Add an ingredient and you get the rule that fired, the effect it replaced, the effect it produced, and the full state of the mix afterwards. The point is the why, not the total.

If you already know the recipe and just want the numbers, the Mixing Calculator is quicker. If you want the most profitable mix without naming it first, use the Recipe Optimizer. This tool is for understanding the system itself.

How mixing resolves

Every ingredient carries two things: a default effect it contributes when nothing gets in the way, and a set of transformation rules of the form “if X is present and Y is not, turn X into Y”. Across the 16 ingredients there are 114 such rules - Gasoline alone has 11, Horse Semen has 4.

The rules always resolve first, and the default effect is only added afterwards, if the mix still has room.

Two passes, not one

The rules are evaluated against the state of the mix as it was before the ingredient landed, so several can fire at once. Then a second pass runs: a rule blocked the first time because its target effect was already present can now fire, if that blocker was itself removed during the first pass.

A real case from the engine: a mix holding Smelly and Toxic, with Banana added. First pass, Smelly becomes Anti-Gravity. That frees Smelly - so on the second pass Toxic becomes Smelly. One ingredient, two replacements, the second only possible because of the first. The Explorer labels these chained after the first pass.

Why order changes everything

Because each rule reads the mix at the moment its ingredient is added, the same ingredients in a different order give different results. On OG Kush, Gasoline then Cuke gives Calming, Euphoric, Energizing: Gasoline adds Toxic and Cuke turns Toxic into Euphoric. Reverse them and you get Calming, Euphoric, Toxic - a different mix, worth a different amount.

The eight-effect ceiling

A mix holds at most 8 effects. There is no limit on how many ingredients you add, but once the mix is full, a new ingredient can still transform what is there while its own default effect is turned away at the door. That is usually the moment a promising recipe stops improving, and the Explorer calls it out explicitly rather than leaving you to notice the count stopped moving.

Reading a step

Step 0 is the base product and whatever effect it starts with. Every step after it is one ingredient, and states what happened in plain terms: which effect became which, what was added, or why nothing was.

Below each explanation is the complete mix at that point. Effects the step touched are shown at full strength; everything carried over from before is dimmed, so you can see at a glance how much of the mix this one ingredient actually moved.

Removing a step removes everything after it. That is deliberate - the steps that follow were computed against a mix that would no longer exist, so keeping them would show you a sequence the game would never produce. Cut at the point you want to reconsider and rebuild forwards from there.

FAQ

How is this different from the Mixing Calculator?
The Mixing Calculator gives you the end state - effects, price, profit - for a recipe you already have. The Mix Explorer shows the resolution: which rule fired at which step, what it replaced, and what the mix looked like in between. Same engine, same numbers; one answers what, the other answers why.
Why does the same ingredient do something different in another mix?
Because its rules are conditional. Each one reads the effects present at the moment the ingredient is added, so a different mix means different rules match. An ingredient that transforms three effects in one recipe can do nothing at all in another.
What does "chained after the first pass" mean?
That the rule could not fire on the first pass because the effect it produces was already in the mix, and only became possible once that blocker was itself replaced during the same step. It is the game's two-pass evaluation, and it is why one ingredient sometimes changes two effects at once.
Why did my ingredient add nothing?
Three possibilities, and the Explorer names which one: its default effect was already in the mix, the mix was already at 8 effects and had no room, or none of its rules matched what was present. In the last case the ingredient cost you money and changed nothing.
Is there a limit on ingredients?
Not on the count, only on effects - a mix holds 8. Past that, ingredients can still transform effects already present, but their own default effect will not be added.
Can I move a recipe between tools?
Yes. Open in Mixing Calculator carries the current build over for the full profit breakdown, and the Mixing Calculator links back the same way. Both tools read the same product and ingredients from the address bar, so you can also just share the link.
Are the numbers the same as in-game?
Yes. The Explorer runs the same transformation code as the rest of the site, in the same order, so a sequence built here produces exactly these effects in-game.