A bank of words and terminology related to Schedule 1 and this companion app.
Core Terms
Base Drug
The starting material for any recipe. Common base drugs include Weed (OG Kush, Sour Diesel), Meth, and Cocaine. You can explore all base drugs in the Mix Calculator.
Ingredient
Common household items (e.g., Cuke, Gasoline, Iodine) that can be mixed with a base drug to mutate its properties. See the full list in the Ingredients Database.
Effect
A property applied to a drug (e.g., Energizing, Toxic, Long-Faced). Effects determine the drug's final value and whether it satisfies a customer's demands.
Mutation Rule
A sequential logic rule where adding an ingredient transforms one existing effect into a completely different effect. For example, adding Iodine mutates Calming into Balding.
Default Effect
The primary effect an ingredient adds if it doesn't trigger any mutation rules (or alongside mutation rules). For example, the default effect of Chili is Spicy.
Customer
NPCs in the game located in different districts. They have strict weekly budgets and specific desired effects. See the Customer Ledger.
Mix Calculator
Our proprietary tool that uses a state-based Breadth-First Search (BFS) algorithm to find the exact sequence of ingredients needed to achieve specific effects. Try it at the Calculator.
Profit
The difference between the Sale Price of a mixed drug and the total Cost (Base Price + Sum of Ingredient Prices). Optimizing this is the main goal of the game.
Effect Tiers
Top Tier
The most valuable effects in the game, yielding the highest multipliers. Examples: Anti-Gravity, Cyclopean, Zombifying.
High Tier
Very valuable effects. Examples: Bright-Eyed, Glowing.
Mid Tier
Average value effects. Examples: Energizing, Sneaky, Foggy.
Low Tier
Low value effects. Examples: Calming, Munchies, Focused.
Negative Effects
Effects that actively ruin a mix or offer zero value multiplier. Examples: Smelly, Toxic, Lethal, Explosive.