Schedule 1 Lab

Schedule 1 Customers

Who buys what, and for how much. A mix is only worth what someone will pay for it - match your effects to the people who actually want them.

RegionTier

66 of 66 customers

What a customer is worth per week

Budget per deal is the number everyone looks at. It is not a fixed amount: each customer has a budget that grows as your relationship with them does. Budgets start between $137 and $1,050 per deal, and reach up to 10 times that once a customer is fully loyal.

Order frequency is the other half, running from 1 to 7 a week. Multiply the two and the picture shifts.

CustomerTierStarting budgetOrdersWeekly
Jen HeardElite$1,0503-6$6,300
Pearl MooreElite$8571-5$4,285
Alison KnightHigh$7203-6$4,320
Sherman GilesHigh$5701-5$2,850
Kevin OakleyMid$4203-6$2,520
Javier PerezMid$3252-5$1,625
Charles RowlandLow$2407-7$1,680
Keith WagnerLow$1373-6$822

Frequency can beat budget outright. Charles Rowland is Low tier and pays $240 a deal, less than Austin Steiner at $274. But ordering 7 times a week against 6 makes them worth $1,680 a week instead of $1,644.

Across all 66 customers, the combined weekly ceiling at starting budgets is over $190,000 - and every one of those budgets climbs with the relationship.

4 customers have no preferred effects

Anything you sell them lands. No recipe to build for, no effect to reach.

Lily Turner is the one to notice: Elite tier, starting at $1,050 a deal and rising to $10,500, up to 6 orders a week, and no recipe requirements at all. If you are early in a run and short on good recipes, these 4 are free income.

The effects people actually want

Across the 62 customers who do have preferences, some effects come up far more often than others.

EffectCustomersMultiplier
Euphoric11×0.18
Sneaky10×0.24
Thought-Provoking10×0.44
Schizophrenic9none
Refreshing8×0.14
Toxic8none
Energizing7×0.22
Shrinking7×0.60
Spicy7×0.38

Preference and price are two different scales

This is the trap worth understanding before you build anything. The multiplier column above is not decoration: several of the most requested effects in the game add nothing to the sell price. Satisfying those customers means spending one of your eight slots on an effect that pays nothing back.

The practical approach: cover a customer's preferences with the cheapest ingredients that reach them, then spend every remaining slot on the highest multipliers you can get. Preferences decide whether they buy. Multipliers decide what they pay.

Grouping customers

The 66 customers are spread across 6 regions.

Building a bespoke mix per person stops working past a handful of buyers. Customers who share a preferred effect can be served by the same recipe, and with the concentrations above, a small number of recipes covers most of the map. Sort by preferred effect, find your overlaps, and build one product per cluster rather than one per name.

Build a mix for them in the Mixing Calculator, or browse every effect to see what they respond to.