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效果、反应与市场价值

2026-02-19 13:00:33
发布在Schedule I
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AI智能总结导读

这是游戏《Schedule I》的效果混合系统全指南,介绍了大麻、甲基苯丙胺、可卡因3类产品,34种效果、16种混合剂的搭配规则,效果反应、市场价值与成瘾性计算方式,还给出了玩家增益配方和终极混合配方,助力玩家掌握产品混合玩法提升收益。

This guide details the fundamentals of the effects mixing system in the game 'Schedule I', a great resource for any mixologist. Updated with info on product addictiveness and player buffs. Introduction There are 3 types of product in the game: marijuana, methamphetamine, and cocaine. These products can have effects applied to them which will increase their market value (the suggested price). There are 34 different effects that can be applied to products, each product can have a maximum of 8 effects applied to it. There are 4 strains of marijuana, each of which has an inherent effect. There are 16 different mixers, each associated with a specific effect. Using a mixing station, a product can be combined with a mixer to add an effect to the product. Effects added by mixers can react with effects already on the product. When a reaction occurs: an effect already on the product is transformed to a different effect. There are 544 possible effect combinations in the game, of which 114 have a reaction that will change an already applied effect in to a different effect. I tested these all in-game and the results are detailed in this guide. OverviewThe effects are separated in to tiers - with tier 1 being the least valuable, and tier 5 being the most valuable. There are some "bad" effects, which are also placed in the tiers, but they add no extra market value and are not good to have on your products - however they can be transformed in to other, more valuable, effects with the right mixers. Some effects can be applied with only 1 mix, others require at least 2 mixes, and a few require 3+ mixes to be able to apply them to a product. The marijuana strains can provide access to effects with less mixes than with other products; e.g. OG Kush + Mouth wash gives access to Anti-gravity (usually needs 3 mixes) OG Kush + Mega bean gives access to Glowing (usually needs 3 mixes) Green Crack + Mega bean gives access to Cyclopean (usually needs 2 mixes)Also note that OG Kush and Sour Diesel both start with a "1 mix" effect, although neither is particularly valuable. Every effect can be created by reaction, and also changed in to at least one other effect (except Bright-Eyed and Zombifying, which cannot be changed to any other effect). As you add more and more mixers to a product, the effects already on the product are more and more likely to react (and effects can change for the worse). See the Rules section for an explanation of the results you will actually receive from the mixing station (this will explain why effects are not always added, and why reactions do not always occur). The guide is split in to the following sections: Details on all 34 effects: description*, market value multiplier*, addictiveness*, tier*, mixes that produce the effect, mixes that transform the effect. Including details on the 16 mixers: cost, unlock requirements*, purchase locations. Also details on the 4 marijuana strains: seed cost, unlock requirements*, purchase location. There are multiple sections which separate the effects by: required number of mixes, relative increase to market value, and tier. Details of the rules by which effects are applied to products. Details of how the market value is calculated for products. Details on how a product's addictiveness is calculated (with some vague and un-researched information on customer addiction). A section on "dealer buffs", i.e. effects that are useful to apply to yourself. An "Ultimate Mix" recipe to apply all 8 of the most valuable effects to a single product.*I obtained these marked pieces of information directly from the game data. If you prefer tables: all of the data presented in this guide can also be found in: my spreadsheet[docs.google.com] [This guide is up-to-date as of version v0.3.4f8] Basic Effects (Tier 2) The following 6 effects can be applied to a product by simply adding the appropriate mixer, and can therefore be achieved with a single mix - they all moderately increase the value of a product (except for Toxic which adds no value). EnergizingIncreases the users energy. [Base value multiplier: +0.22 | Addictiveness: 0.340 | Tier: 2] Mixing a product with Cuke will add the Energizing effect. [Cuke | Cost: $2 | Unlock: game start | Buy from: Gas-mart / Cuke vending machine] Green Crack already has the Energizing effect applied to it. [Green Crack | Seed cost: $40 | Unlock: Hoodlum II | Buy seed from: Albert Hoover] Adding Cuke transforms: Euphoric -> Laxative Foggy -> Cyclopean Gingeritis -> Thought-Provoking Munchies -> Athletic Slippery -> Munchies Sneaky -> Paranoia Toxic -> EuphoricEnergizing is created by adding: Banana (Gingeritis) : Cyclopean -> Energizing Donut (Calorie-Dense) : Shrinking -> Energizing Energy drink (Athletic) : Euphoric -> Energizing Mega bean (Foggy) : Thought-Provoking -> Energizing Addy (Thought-Provoking) : Foggy -> Energizing Horse semen (Long faced) : Seizure-inducing -> EnergizingEnergizing is transformed by adding: Banana (Gingeritis) : Energizing -> Thought-Provoking Paracetamol (Sneaky) : Energizing -> Paranoia Gasoline (Toxic) : Energizing -> Euphoric Motor Oil (Slippery) : Energizing -> Munchies Mega bean (Foggy) : Energizing -> CyclopeanGingeritisAfter consumption, the user will become a ginger. [Base value multiplier: +0.20 | Addictiveness: 0.000 | Tier: 2] Mixing a product with Banana will add the Gingeritis effect. [Banana | Cost: $2 | Unlock: Hoodlum V | Buy from: Gas-mart] Adding Banana transforms: Calming -> Sneaky Cyclopean -> Energizing Disorienting -> Focused Energizing -> Thought-Provoking Focused -> Seizure-inducing Long faced -> Refreshing Paranoia -> Jennerising Smelly -> Anti-gravity Toxic -> SmellyGingeritis is created by adding: Donut (Calorie-Dense) : Jennerising -> Gingeritis Paracetamol (Sneaky) : Focused -> Gingeritis Viagor (Tropic Thunder) : Shrinking -> Gingeritis Flu medicine (Sedating) : Thought-Provoking -> Gingeritis Iodine (Jennerising) : Calorie-Dense -> Gingeritis Addy (Thought-Provoking) : Sedating -> GingeritisGingeritis is transformed by adding: Cuke (Energizing) : Gingeritis -> Thought-Provoking Gasoline (Toxic) : Gingeritis -> Smelly Horse semen (Long faced) : Gingeritis -> RefreshingCalorie-DenseResults in immediate weight gain. [Base value multiplier: +0.28 | Addictiveness: 0.100 | Tier: 2] Mixing a product with Donut will add the Calorie-Dense effect. [Donut | Cost: $3 | Unlock: Hoodlum I | Buy from: Gas-mart] Adding Donut transforms: Anti-gravity -> Slippery Balding -> Sneaky Calorie-Dense -> Explosive Focused -> Euphoric Jennerising -> Gingeritis Munchies -> Calming Shrinking -> EnergizingCalorie-Dense is created by adding: Battery (Bright-Eyed) : Laxative -> Calorie-DenseCalorie-Dense is transformed by adding: Donut (Calorie-Dense) : Calorie-Dense -> Explosive Mouth wash (Balding) : Calorie-Dense -> Sneaky Iodine (Jennerising) : Calorie-Dense -> GingeritisSneakySilences the users foot steps. [Base value multiplier: +0.24 | Addictiveness: 0.327 | Tier: 2] Mixing a product with Paracetamol will add the Sneaky effect. [Paracetamol | Cost: $3 | Unlock: Peddler II | Buy from: Gas-mart] Adding Paracetamol transforms: Calming -> Slippery Electrifying -> Athletic Energizing -> Paranoia Focused -> Gingeritis Foggy -> Calming Glowing -> Toxic Munchies -> Anti-gravity Paranoia -> Balding Spicy -> Bright-Eyed Toxic -> Tropic ThunderSneaky is created by adding: Banana (Gingeritis) : Calming -> Sneaky Donut (Calorie-Dense) : Balding -> Sneaky Mouth wash (Balding) : Calorie-Dense -> Sneaky Viagor (Tropic Thunder) : Athletic -> Sneaky Gasoline (Toxic) : Jennerising -> Sneaky Energy drink (Athletic) : Tropic Thunder -> Sneaky Iodine (Jennerising) : Toxic -> SneakySneaky is transformed by adding: Cuke (Energizing) : Sneaky -> Paranoia Gasoline (Toxic) : Sneaky -> Tropic Thunder Mega bean (Foggy) : Sneaky -> Calming Chili (Spicy) : Sneaky -> Bright-EyedSedatingInduces heavy sleepiness in the user. [Base value multiplier: +0.26 | Addictiveness: 0.000 | Tier: 2] Mixing a product with Flu medicine will add the Sedating effect. [Flu medicine | Cost: $5 | Unlock: Hoodlum IV | Buy from: Gas-mart] Granddaddy Purple already has the Sedating effect applied to it. [Granddaddy Purple | Seed cost: $45 | Unlock: Hoodlum IV | Buy seed from: Albert Hoover] Adding Flu medicine transforms: Athletic -> Munchies Calming -> Bright-Eyed Cyclopean -> Foggy Electrifying -> Refreshing Euphoric -> Toxic Focused -> Calming Laxative -> Euphoric Munchies -> Slippery Shrinking -> Paranoia Thought-Provoking -> GingeritisSedating is created by adding: Mouth wash (Balding) : Explosive -> Sedating Gasoline (Toxic) : Munchies -> Sedating Motor Oil (Slippery) : Euphoric -> SedatingSedating is transformed by adding: Energy drink (Athletic) : Sedating -> Munchies Addy (Thought-Provoking) : Sedating -> GingeritisToxicDamages the user's liver and induces vomiting. [Base value multiplier: +0.00 | Addictiveness: 0.000 | Tier: 2] Mixing a product with Gasoline will add the Toxic effect. [Gasoline | Cost: $5 | Unlock: Hoodlum V | Buy from: Gas-mart, Oscar’s Store (Warehouse)] Adding Gasoline transforms: Disorienting -> Glowing Electrifying -> Disorienting Energizing -> Euphoric Euphoric -> Spicy Gingeritis -> Smelly Jennerising -> Sneaky Laxative -> Foggy Munchies -> Sedating Paranoia -> Calming Shrinking -> Focused Sneaky -> Tropic ThunderToxic is created by adding: Paracetamol (Sneaky) : Glowing -> Toxic Viagor (Tropic Thunder) : Disorienting -> Toxic Flu medicine (Sedating) : Euphoric -> Toxic Motor Oil (Slippery) : Foggy -> Toxic Mega bean (Foggy) : Slippery -> Toxic Chili (Spicy) : Munchies -> ToxicToxic is transformed by adding: Cuke (Energizing) : Toxic -> Euphoric Banana (Gingeritis) : Toxic -> Smelly Paracetamol (Sneaky) : Toxic -> Tropic Thunder Iodine (Jennerising) : Toxic -> Sneaky Basic Effects (Tier 3) The following 5 effects can be applied to a product by simply adding the appropriate mixer, and can therefore be achieved with a single mix - they all significantly increase the value of a product. BaldingCauses balding in the user. [Base value multiplier: +0.30 | Addictiveness: 0.000 | Tier: 3] Mixing a product with Mouth wash will add the Balding effect. [Mouth wash | Cost: $4 | Unlock: Hoodlum III | Buy from: Gas-mart] Adding Mouth wash transforms: Calming -> Anti-gravity Calorie-Dense -> Sneaky Explosive -> Sedating Focused -> JennerisingBalding is created by adding: Iodine (Jennerising) : Calming -> Balding Paracetamol (Sneaky) : Paranoia -> Balding Energy drink (Athletic) : Schizophrenic -> BaldingBalding is transformed by adding: Donut (Calorie-Dense) : Balding -> SneakyAthleticAfter consumption, the user is only able to run. [Base value multiplier: +0.32 | Addictiveness: 0.607 | Tier: 3] Mixing a product with Energy drink will add the Athletic effect. [Energy drink | Cost: $6 | Unlock: Peddler I | Buy from: Gas-mart] Adding Energy drink transforms: Disorienting -> Electrifying Euphoric -> Energizing Focused -> Shrinking Foggy -> Laxative Glowing -> Disorienting Schizophrenic -> Balding Sedating -> Munchies Spicy -> Euphoric Tropic Thunder -> SneakyAthletic is created by adding: Cuke (Energizing) : Munchies -> Athletic Paracetamol (Sneaky) : Electrifying -> AthleticAthletic is transformed by adding: Viagor (Tropic Thunder) : Athletic -> Sneaky Flu medicine (Sedating) : Athletic -> Munchies Mega bean (Foggy) : Athletic -> Laxative Chili (Spicy) : Athletic -> EuphoricSlipperyReduces the user's ability to maintain traction on the ground. [Base value multiplier: +0.34 | Addictiveness: 0.309 | Tier: 3] Mixing a product with Motor oil will add the Slippery effect. [Motor oil | Cost: $6 | Unlock: Peddler II | Buy from: Gas-mart] Adding Motor oil transforms: Energizing -> Munchies Euphoric -> Sedating Foggy -> Toxic Munchies -> Schizophrenic Paranoia -> Anti-gravitySlippery is created by adding: Donut (Calorie-Dense) : Anti-gravity -> Slippery Paracetamol (Sneaky) : Calming -> Slippery Flu medicine (Sedating) : Munchies -> SlipperySlippery is transformed by adding: Cuke (Energizing) : Slippery -> Munchies Mega bean (Foggy) : Slippery -> ToxicFoggyCauses a cloud of fog to form around the user. [Base value multiplier: +0.36 | Addictiveness: 0.100 | Tier: 3] Mixing a product with Mega bean will add the Foggy effect. [Mega bean | Cost: $7 | Unlock: Peddler III | Buy from: Gas-mart] Adding Mega bean transforms: Athletic -> Laxative Calming -> Glowing Energizing -> Cyclopean Focused -> Disorienting Jennerising -> Paranoia Seizure-inducing -> Focused Shrinking -> Electrifying Slippery -> Toxic Sneaky -> Calming Thought-Provoking -> EnergizingFoggy is created by adding: Flu medicine (Sedating) : Cyclopean -> Foggy Gasoline (Toxic) : Laxative -> FoggyFoggy is transformed by adding: Cuke (Energizing) : Foggy -> Cyclopean Paracetamol (Sneaky) : Foggy -> Calming Energy drink (Athletic) : Foggy -> Laxative Motor Oil (Slippery) : Foggy -> Toxic Iodine (Jennerising) : Foggy -> Paranoia Addy (Thought-Provoking) : Foggy -> EnergizingSpicyConsumption results in the user's eyes turning blue. [Base value multiplier: +0.38 | Addictiveness: 0.665 | Tier: 3] Mixing a product with Chili will add the Spicy effect. [Chili | Cost: $7 | Unlock: Peddler IV | Buy from: Gas-mart] Adding Chili transforms: Anti-gravity -> Tropic Thunder Athletic -> Euphoric Laxative -> Long faced Munchies -> Toxic Shrinking -> Refreshing Sneaky -> Bright-EyedSpicy is created by adding: Gasoline (Toxic) : Euphoric -> SpicySpicy is transformed by adding: Paracetamol (Sneaky) : Spicy -> Bright-Eyed Energy drink (Athletic) : Spicy -> Euphoric Basic Effects (Tiers 4 + 5) The following 5 effects can be applied to a product by simply adding the appropriate mixer, and can therefore be achieved with a single mix - they all greatly increase the value of a product. Tropic ThunderInverts the user's skin color. [Base value multiplier: +0.46 | Addictiveness: 0.803 | Tier: 4] Mixing a product with Viagor will add the Tropic Thunder effect. [Viagor | Cost: $4 | Unlock: Hoodlum II | Buy from: Gas-mart] Adding Viagor transforms: Athletic -> Sneaky Disorienting -> Toxic Euphoric -> Bright-Eyed Laxative -> Calming Shrinking -> GingeritisTropic Thunder is created by adding: Paracetamol (Sneaky) : Toxic -> Tropic Thunder Gasoline (Toxic) : Sneaky -> Tropic Thunder Chili (Spicy) : Anti-gravity -> Tropic Thunder Battery (Bright-Eyed) : Munchies -> Tropic ThunderTropic Thunder is transformed by adding: Energy drink (Athletic) : Tropic Thunder -> SneakyBright-EyedCauses the user's eyes to emit light. [Base value multiplier: +0.40 | Addictiveness: 0.200 | Tier: 4] Mixing a product with Battery will add the Bright-Eyed effect. [Battery | Cost: $8 | Unlock: Peddler V | Buy from: Gas-mart] Adding Battery transforms: Cyclopean -> Glowing Electrifying -> Euphoric Euphoric -> Zombifying Laxative -> Calorie-Dense Munchies -> Tropic Thunder Shrinking -> MunchiesBright-Eyed is created by adding: Paracetamol (Sneaky) : Spicy -> Bright-Eyed Viagor (Tropic Thunder) : Euphoric -> Bright-Eyed Flu medicine (Sedating) : Calming -> Bright-Eyed Chili (Spicy) : Sneaky -> Bright-EyedBright-Eyed cannot be transformed in to any other effect. JennerisingInverts the user's gender. [Base value multiplier: +0.42 | Addictiveness: 0.343 | Tier: 4] Mixing a product with Iodine will add the Jennerising effect. [Iodine | Cost: $8 | Unlock: Hustler I | Buy from: Gas-mart] Adding Iodine transforms: Calming -> Balding Calorie-Dense -> Gingeritis Euphoric -> Seizure-inducing Foggy -> Paranoia Refreshing -> Thought-Provoking Toxic -> SneakyJennerising is created by adding: Banana (Gingeritis) : Paranoia -> Jennerising Mouth wash (Balding) : Focused -> JennerisingJennerising is transformed by adding: Donut (Calorie-Dense) : Jennerising -> Gingeritis Gasoline (Toxic) : Jennerising -> Sneaky Mega bean (Foggy) : Jennerising -> ParanoiaThought-ProvokingIncreases the size of the user's head. [Base value multiplier: +0.44 | Addictiveness: 0.370 | Tier: 4] Mixing a product with Addy will add the Thought-Provoking effect. [Addy | Cost: $9 | Unlock: Hustler II | Buy from: Gas-mart] Adding Addy transforms: Explosive -> Euphoric Foggy -> Energizing Glowing -> Refreshing Long faced -> Electrifying Sedating -> GingeritisThought-Provoking is created by adding: Cuke (Energizing) : Gingeritis -> Thought-Provoking Banana (Gingeritis) : Energizing -> Thought-Provoking Iodine (Jennerising) : Refreshing -> Thought-ProvokingThought-Provoking is transformed by adding: Flu medicine (Sedating) : Thought-Provoking -> Gingeritis Mega bean (Foggy) : Thought-Provoking -> Energizing Horse semen (Long faced) : Thought-Provoking -> ElectrifyingLong facedConsiderably increases the size of the user's head and neck. [Base value multiplier: +0.52 | Addictiveness: 0.607 | Tier: 5] Mixing a product with Horse semen will add the Long faced effect. [Horse semen | Cost: $9 | Unlock: Hustler III | Buy from: Gas-mart] Adding Horse semen transforms: Anti-gravity -> Calming Gingeritis -> Refreshing Seizure-inducing -> Energizing Thought-Provoking -> ElectrifyingLong faced is created by adding: Chili (Spicy) : Laxative -> Long facedLong faced is transformed by adding: Banana (Gingeritis) : Long faced -> Refreshing Addy (Thought-Provoking) : Long faced -> Electrifying Basic Combination Effects (Tier 1) The following 6 effects can be applied to a product which already has at least 1 effect, by adding the appropriate mixer. These effects require at least 2 mixes to achieve - none of them are particularly valuable, and the first two (Smelly and Paranoia) add no value at all. To best use this group of effects: transform them in to something better (e.g. Euphoric -> Zombifying). SmellyMakes the user unbearably smelly. [Base value multiplier: +0.00 | Addictiveness: 0.000 | Tier: 1] Smelly is created by adding: Banana (Gingeritis) : Toxic -> Smelly Gasoline (Toxic) : Gingeritis -> SmellySmelly is transformed by adding: Banana (Gingeritis) : Smelly -> Anti-gravityParanoiaInduces paranoia in the user. [Base value multiplier: +0.00 | Addictiveness: 0.000 | Tier: 1] Paranoia is created by adding: Cuke (Energizing) : Sneaky -> Paranoia Paracetamol (Sneaky) : Energizing -> Paranoia Flu medicine (Sedating) : Shrinking -> Paranoia Mega bean (Foggy) : Jennerising -> Paranoia Iodine (Jennerising) : Foggy -> ParanoiaParanoia is transformed by adding: Banana (Gingeritis) : Paranoia -> Jennerising Paracetamol (Sneaky) : Paranoia -> Balding Gasoline (Toxic) : Paranoia -> Calming Motor Oil (Slippery) : Paranoia -> Anti-gravityCalmingInduces a slight calmness in the user. [Base value multiplier: +0.10 | Addictiveness: 0.000 | Tier: 1] OG Kush already has the Calming effect applied to it. [OG Kush | Seed cost: $30 | Unlock: game start | Buy seed from: Albert Hoover] Calming is created by adding: Donut (Calorie-Dense) : Munchies -> Calming Paracetamol (Sneaky) : Foggy -> Calming Viagor (Tropic Thunder) : Laxative -> Calming Flu medicine (Sedating) : Focused -> Calming Gasoline (Toxic) : Paranoia -> Calming Mega bean (Foggy) : Sneaky -> Calming Horse semen (Long faced) : Anti-gravity -> CalmingCalming is transformed by adding: Banana (Gingeritis) : Calming -> Sneaky Paracetamol (Sneaky) : Calming -> Slippery Mouth wash (Balding) : Calming -> Anti-gravity Flu medicine (Sedating) : Calming -> Bright-Eyed Mega bean (Foggy) : Calming -> Glowing Iodine (Jennerising) : Calming -> BaldingMunchiesMakes the user hungry. [Base value multiplier: +0.12 | Addictiveness: 0.096 | Tier: 1] Munchies is created by adding: Cuke (Energizing) : Slippery -> Munchies Flu medicine (Sedating) : Athletic -> Munchies Energy drink (Athletic) : Sedating -> Munchies Motor Oil (Slippery) : Energizing -> Munchies Battery (Bright-Eyed) : Shrinking -> MunchiesMunchies is transformed by adding: Cuke (Energizing) : Munchies -> Athletic Donut (Calorie-Dense) : Munchies -> Calming Paracetamol (Sneaky) : Munchies -> Anti-gravity Flu medicine (Sedating) : Munchies -> Slippery Gasoline (Toxic) : Munchies -> Sedating Motor Oil (Slippery) : Munchies -> Schizophrenic Chili (Spicy) : Munchies -> Toxic Battery (Bright-Eyed) : Munchies -> Tropic ThunderRefreshingSlightly energizes the user. [Base value multiplier: +0.14 | Addictiveness: 0.104 | Tier: 1] Sour Diesel already has the Refreshing effect applied to it. [Sour Diesel | Seed cost: $35 | Unlock: Street Rat IV | Buy seed from: Albert Hoover] Refreshing is created by adding: Banana (Gingeritis) : Long faced -> Refreshing Flu medicine (Sedating) : Electrifying -> Refreshing Chili (Spicy) : Shrinking -> Refreshing Addy (Thought-Provoking) : Glowing -> Refreshing Horse semen (Long faced) : Gingeritis -> RefreshingRefreshing is transformed by adding: Iodine (Jennerising) : Refreshing -> Thought-ProvokingEuphoricInduces mild euphoric in the user. [Base value multiplier: +0.18 | Addictiveness: 0.235 | Tier: 1] Euphoric is created by adding: Cuke (Energizing) : Toxic -> Euphoric Donut (Calorie-Dense) : Focused -> Euphoric Gasoline (Toxic) : Energizing -> Euphoric Flu medicine (Sedating) : Laxative -> Euphoric Energy drink (Athletic) : Spicy -> Euphoric Chili (Spicy) : Athletic -> Euphoric Battery (Bright-Eyed) : Electrifying -> Euphoric Addy (Thought-Provoking) : Explosive -> EuphoricEuphoric is transformed by adding: Cuke (Energizing) : Euphoric -> Laxative Viagor (Tropic Thunder) : Euphoric -> Bright-Eyed Flu medicine (Sedating) : Euphoric -> Toxic Gasoline (Toxic) : Euphoric -> Spicy Energy drink (Athletic) : Euphoric -> Energizing Motor Oil (Slippery) : Euphoric -> Sedating Battery (Bright-Eyed) : Euphoric -> Zombifying Iodine (Jennerising) : Euphoric -> Seizure-inducing Basic Combination Effects (Tiers 3 + 5) The following 4 effects can be applied to a product which already has at least 1 effect, by adding the appropriate mixer. These effects require at least 2 mixes to achieve - 2 of them add no value (Laxative and Explosive) and the other 2 greatly increase value. LaxativeCauses the user to fart and ♥♥♥♥ uncontrollably. [Base value multiplier: +0.00 | Addictiveness: 0.100 | Tier: 3] Laxative is created by adding: Cuke (Energizing) : Euphoric -> Laxative Energy drink (Athletic) : Foggy -> Laxative Mega bean (Foggy) : Athletic -> LaxativeLaxative is transformed by adding: Viagor (Tropic Thunder) : Laxative -> Calming Flu medicine (Sedating) : Laxative -> Euphoric Gasoline (Toxic) : Laxative -> Foggy Chili (Spicy) : Laxative -> Long faced Battery (Bright-Eyed) : Laxative -> Calorie-DenseExplosiveCauses the user to explode shortly after consumption. [Base value multiplier: +0.00 | Addictiveness: 0.000 | Tier: 5] Explosive is created by adding: Donut (Calorie-Dense) : Calorie-Dense -> ExplosiveExplosive is transformed by adding: Mouth wash (Balding) : Explosive -> Sedating Addy (Thought-Provoking) : Explosive -> EuphoricElectrifyingElectrifies the user, causing arcs of electricity to be emitted, zapping anyone nearby. [Base value multiplier: +0.50 | Addictiveness: 0.235 | Tier: 5] Electrifying is created by adding: Energy drink (Athletic) : Disorienting -> Electrifying Mega bean (Foggy) : Shrinking -> Electrifying Addy (Thought-Provoking) : Long faced -> Electrifying Horse semen (Long faced) : Thought-Provoking -> ElectrifyingElectrifying is transformed by adding: Paracetamol (Sneaky) : Electrifying -> Athletic Flu medicine (Sedating) : Electrifying -> Refreshing Gasoline (Toxic) : Electrifying -> Disorienting Battery (Bright-Eyed) : Electrifying -> EuphoricCyclopean [Base value multiplier: +0.56 | Addictiveness: 0.100 | Tier: 5] Cyclopean is created by adding: Cuke (Energizing) : Foggy -> Cyclopean Mega bean (Foggy) : Energizing -> CyclopeanCyclopean is transformed by adding: Banana (Gingeritis) : Cyclopean -> Energizing Flu medicine (Sedating) : Cyclopean -> Foggy Battery (Bright-Eyed) : Cyclopean -> Glowing Advanced Combination Effects The following 6 effects can be applied to a product which already has at least 2 effect, by adding the appropriate mixer. These effects require at least 3 mixes to achieve - 3 of them add no value (Disorienting, Seizure-inducing, and Schizophrenic) and the other 3 (Glowing, Anti-gravity, and Zombifying) are very valuable. DisorientingCauses unpredictable movement and slight visual impairment in the user. [Base value multiplier: +0.00 | Addictiveness: 0.000 | Tier: 2] Disorienting is created by adding: Gasoline (Toxic) : Electrifying -> Disorienting Mega bean (Foggy) : Focused -> Disorienting Energy drink (Athletic) : Glowing -> DisorientingDisorienting is transformed by adding: Banana (Gingeritis) : Disorienting -> Focused Viagor (Tropic Thunder) : Disorienting -> Toxic Gasoline (Toxic) : Disorienting -> Glowing Energy drink (Athletic) : Disorienting -> ElectrifyingSeizure-inducingConsumption results in an instant seizure. [Base value multiplier: +0.00 | Addictiveness: 0.000 | Tier: 3] Seizure-inducing is created by adding: Banana (Gingeritis) : Focused -> Seizure-inducing Iodine (Jennerising) : Euphoric -> Seizure-inducingSeizure-inducing is transformed by adding: Mega bean (Foggy) : Seizure-inducing -> Focused Horse semen (Long faced) : Seizure-inducing -> EnergizingSchizophrenicInduces hallucinations and unpredictable behaviour in the user. [Base value multiplier: +0.00 | Addictiveness: 0.000 | Tier: 4] Schizophrenic is created by adding: Motor Oil (Slippery) : Munchies -> SchizophrenicSchizophrenic is transformed by adding: Energy drink (Athletic) : Schizophrenic -> BaldingGlowingImbues a bioluminescence on the user. [Base value multiplier: +0.48 | Addictiveness: 0.472 | Tier: 4] Glowing is created by adding: Gasoline (Toxic) : Disorienting -> Glowing Battery (Bright-Eyed) : Cyclopean -> Glowing Mega bean (Foggy) : Calming -> GlowingGlowing is transformed by adding: Paracetamol (Sneaky) : Glowing -> Toxic Energy drink (Athletic) : Glowing -> Disorienting Addy (Thought-Provoking) : Glowing -> RefreshingAnti-gravityWeakens the effects of gravity on the user. [Base value multiplier: +0.54 | Addictiveness: 0.611 | Tier: 5] Anti-gravity is created by adding: Banana (Gingeritis) : Smelly -> Anti-gravity Paracetamol (Sneaky) : Munchies -> Anti-gravity Mouth wash (Balding) : Calming -> Anti-gravity Motor Oil (Slippery) : Paranoia -> Anti-gravityAnti-gravity is transformed by adding: Donut (Calorie-Dense) : Anti-gravity -> Slippery Chili (Spicy) : Anti-gravity -> Tropic Thunder Horse semen (Long faced) : Anti-gravity -> CalmingZombifying [Base value multiplier: +0.58 | Addictiveness: 0.598 | Tier: 5] Zombifying is created by adding: Battery (Bright-Eyed) : Euphoric -> ZombifyingZombifying cannot be transformed in to any other effect. "4 mix" effectThe following effect needs at least 4 mixes and, although not valuable on its own, it is required to obtain the most valuable effect (Shrinking). FocusedFocuses the user's mind. [Base value multiplier: +0.16 | Addictiveness: 0.104 | Tier: 1] Focused is created by adding: Banana (Gingeritis) : Disorienting -> Focused Mega bean (Foggy) : Seizure-inducing -> Focused Gasoline (Toxic) : Shrinking -> FocusedFocused is transformed by adding: Banana (Gingeritis) : Focused -> Seizure-inducing Donut (Calorie-Dense) : Focused -> Euphoric Paracetamol (Sneaky) : Focused -> Gingeritis Mouth wash (Balding) : Focused -> Jennerising Flu medicine (Sedating) : Focused -> Calming Energy drink (Athletic) : Focused -> Shrinking Mega bean (Foggy) : Focused -> Disorienting "5 mix" effectThe following effect needs at least 5 mixes and is the most valuable effect in the game. ShrinkingShrinks the user. [Base value multiplier: +0.60 | Addictiveness: 0.336 | Tier: 5] Shrinking is created by adding: Energy drink (Athletic) : Focused -> ShrinkingShrinking is transformed by adding: Donut (Calorie-Dense) : Shrinking -> Energizing Viagor (Tropic Thunder) : Shrinking -> Gingeritis Flu medicine (Sedating) : Shrinking -> Paranoia Gasoline (Toxic) : Shrinking -> Focused Mega bean (Foggy) : Shrinking -> Electrifying Chili (Spicy) : Shrinking -> Euphoric Battery (Bright-Eyed) : Refreshing -> Munchies Rules When a mixer is combined with a product, the following rules apply: Check for combinations: If any of the already applied effects react with the effect added by the mixer... Then: transform those applied effects Unless... the new "combination effect" is already applied to the product... Then: keep the existing effect. Then: Apply the mixer's associated effect... Unless... [ the mixer's effect is already applied to the product (after any transformations) Or: the product already has 8 effects applied ] Then: don't apply any effect. Note 1: All applicable reactions will occur, e.g. if Cuke is added to a product that already has Euphoric and Foggy applied, then Euphoric will change to Laxative, and Foggy will change to Cyclopean. Note 2: Because reactions occur between already applied effects and effects added by a mixer, there can never be a reaction between e.g. Cyclopean and Glowing. 1 half of the reaction must always be one of the 16 basic effects. Example mixes that demonstrate the rulesThe following examples illustrate the different types of interactions that can occur when mixing. A simple mix:A new effect is added by the mixer. OG Kush (Calming) + Viagor (Tropic Thunder) = New Product (Calming, Tropic Thunder) The effect from the Viagor (Tropic Thunder) is added to the product, the existing effect (Calming) remains on the product. There is no reaction between Calming and Tropic Thunder. A mix with a reaction:A combination of the effect added by the mixer and an effect already on the product creates a "combination effect". OG Kush (Calming) + Mouth Wash (Balding) = New Product (Anti-gravity, Balding) The effect from the Mouth Wash (Balding) is added to the product, and Calming reacts with Balding - which transforms Calming in to Anti-gravity. A mix where the reaction is prevented:A combination of the effect added by the mixer and an effect already on the product does not create a "combination effect" (when it usually would). Product (Refreshing, Long faced) + Banana (Gingeritis) = New Product (Refreshing, Long faced, Gingeritis) The effect from the Banana (Gingeritis) is added to the product. Long faced usually reacts with Gingeritis (transforming Long faced in to Refreshing), but because Refreshing is present already on the product: Long faced does not react with Gingeritis and Long faced remains on the product. A mix where the reaction is obscured: A mix where (at least) 2 effects are transformed, and 1 of those effects is transformed in to the other transformed effect. This makes it appear like 1 effect doesn't react, and the other is reacting with something it isn't. Product (Electrifying, Euphoric) + Battery (Bright-Eyed) = New Product (Euphoric, Zombifying, Bright-Eyed) The effect from the Battery (Bright-Eyed) is added to the product. Euphoric reacts with Bright-Eyed (transforming Euphoric in to Zombifying), and Electrifying reacts with Bright-Eyed (transforming Electrifying in to Euphoric). Note: this does not mean Electrifying transforms in to Zombifying, even though that is the net result of both reactions. Mixes where no additional effects are added: Effect already applied A mix where you desire a reaction, but you also want to keep one of the effects involved in said reaction, or you want to keep the space to add more effects later in the chain. Product (Shrinking, Long faced, Thought-Provoking, Toxic, Athletic) + Horse semen (Long faced) = New Product (Focused, Long faced, Electrifying, Toxic, Athletic) Changes Thought-Provoking to Electrifying, and keeps Long faced (used previously to get to Shrinking, via Focused and Disorienting). 8 effects already applied A mix where you desire a reaction, but you do not want to add the effect associated with the mixer. Product (Focused, Disorienting, Thought-Provoking, Euphoric, Calming, Sneaky, Long faced, Tropic Thunder) + Battery (Bright-Eyed) = New Product (Focused, Disorienting, Thought-Provoking, Zombifying, Calming, Sneaky, Long faced, Tropic Thunder) Changes Euphoric to Zombifying, but does not add Bright-Eyed. Market Value (Suggested Price) The market value of a product is determined by the product's inherent market value, and the effects that are applied to the product. The base market values of the products are: ProductBase Market ValueMarijuana35Methamphetamine70Cocaine150 Each effect has an associated multiplier value, e.g. Calming has a multiplier value of +0.10 and Energizing has a multiplier value of +0.22. The market value is calculated as follows: MARKET VALUE = round(TOTAL) TOTAL = BASE MARKET VALUE * ( 1 + MULTIPLIER TOTAL) MULTIPLIER TOTAL = sum of all applied effect's MULTIPLIERS Note: the rounding function behaves like this: Decimal portion is less than 0.5 - round down Decimal portion is equal to 0.5 - round down if MULTIPLIER TOTAL is less than 1, round up if MULTIPLIER TOTAL is greater than 1* Decimal portion is greater than 0.5 - round up*This is slightly quirky, but only applies to weed prices (meth and coke TOTALs will never end in 0.5): e.g. with a MULTIPLIER TOTAL of +1.50 you get a market value of $52 (35 * 1.5 = 52.5), and with a MULTIPLIER TOTAL of +2.10 you get a market value of $74 (35 * 2.1 = 73.5). Example sell price calculationsHere are some examples to illustrate the above calculation, the rounded numbers (shown underlined below) will match what is shown in-game. Marijuana with CalmingRecipe: OG Kush Market value: 35 * (1 + 0.1) = 38.5 (rounded to 38) Marijuana with Anti-gravity, Long Faced, Tropic Thunder, and BaldingRecipe: OG Kush + Horse semen + Viagor + Mouth wash Market value: 35 * (1 + 0.54 + 0.52 + 0.46 + 0.3) = 98.7 (rounded to 99) Methamphetamine with Electrifying, and Long FacedRecipe: Methamphetamine + Addy + Horse semen Market value: 70 * (1 + 0.50 + 0.52) = 141.4 (rounded to 141) Addictiveness The addictiveness of a product influences how quickly a customer becomes addicted*. A product's addictiveness has a minimum of 0% and a maximum of 100%, and its value is determined by: The product's base addictiveness The addictiveness of the effects added to the product - e.g. Energizing has an addictiveness value of 0.340 (34%) And, there is a 5% "hybrid weed" bonus applied to any Marijuana product which has had at least 1 mixer added (i.e. Marijuana with at least 2 effects gets the 5% bonus) The base addictiveness values of the products are: Marijuana - 0.000 (0%) Methamphetamine - 0.600 (60%) Cocaine - 0.400 (40%) The calculation is: PRODUCT ADDICTIVENESS = round(TOTAL) TOTAL = max(1, ADDICTIVENESS TOTAL) ADDICTIVENESS TOTAL = BASE ADDICTIVENESS + EFFECT TOTAL + MARIJUANA BONUS EFFECT TOTAL = sum of all applied effect's ADDICTIVENESS values MARIJUANA BONUS = IF product=marijuana THEN 0.05 ELSE 0 Note: the rounding function behaves like this: Round down the number to two decimal places - e.g. 0.686 becomes 0.68 (68%).Note 2: The max function prevents the number from going higher than 1 (100%). Example addictiveness calculationsThese examples demonstrate how the values listed in this guide become the values shown in game, the underlined values below will match the results in game. The following 2 examples show off the simple addition behind the calculation: Recipe: Green Crack (Energizing) Addictiveness: 0.000 + 0.340 = 0.340 (rounded to 34%) Recipe: Methamphetamine + Donut + Battery (Calorie-Dense, Bright-Eyed) Addictiveness: 0.600 + 0.100 + 0.200 = 0.900 (rounded to 90%) The following example shows a few of products that gets the "hybrid weed" bonus: Recipe: Granddaddy Purple + Banana (Sedating, Gingeritis) Addictiveness: 0.000 + 0.000 + 0.05 = 0.050 (rounded to 5%) Recipe: Sour Diesel + Viagor (Refreshing, Tropic Thunder) Addictiveness: 0.000 + 0.104 + 0.803 + 0.05 = 0.957 (rounded to 95%) It is quite easy to get a product that is 100% addictive with only a few mixes; the following examples demonstrate this: Recipe: Green Crack + Viagor (Energizing, Tropic Thunder) Addictiveness: 0.000 + 0.340 + 0.803 + 0.05 = 1.193 (capped at 100%) Recipe: Methamphetamine + Energy Drink (Athletic) Addictiveness: 0.600 + 0.607 = 1.207 (capped at 100%) Recipe: OG Kush + Mouth wash + Donut (Anti-gravity, Sneaky, Calorie-Dense) Addictiveness: 0.000 + 0.611 + 0.327 + 0.100 + 0.05 = 1.088 (capped at 100%) *The precise mechanics of product addictiveness vs. customer addiction are currently unknown to me, but vaguely... Customer addiction has a minimum of 0% and a maximum of 100% - giving customers a product that is more than 0% addictive will increase their addiction (and the more addictive the product, presumably the quicker the increase). Give customers non-addictive product (e.g. OG Kush) to lower their addiction (I think). Addicted customers seem to happily buy any product, with no attachment to their stated effect preferences (product quality still matters). Getting customers hooked Get a new customer: either with a mix tailored to their preferences, or by repeat attempts with something they prefer less. Build up the customer's friendliness and addiction as quickly as possible by getting them to buy addictive products as often as possible. Use a "cheap" mix listed at or below market value (use some sort of weed, mixed 1-3 times, that is 100% addictive). Do not have any less addictive products available for sale that might suit their preferences better! Once you have a customer to max friendship and addiction, you can pass them off to a dealer who exclusively carries "the good stuff" - i.e. a product that is 100% addictive, with a high market value, and an even higher sell price. I give these dealers bricks of weed (market value ~$100, sell price ~$160), and jars of meth (market value ~$350, sell price ~$500) so as to accommodate customers with different budgets and allow the dealer to use all 5 inventory slots effectively. Or take the addicts as direct customers and get offers to buy "the good stuff" at an even higher price than the listed sell price! Note: You can serve both "new" and "loyal" customers by listing both the cheap and the expensive products for sale. Fiending customers Addicted customers will also "fiend": running up to you in person asking for an urgent fix; whether you are out and about, or at one of your properties. You can then sell them some product, although they won't just happily accept anything (a percentage chance is listed for the currently offered product, and the price you are asking). I suggest selling them something with 100/101% chance of success - as the risk of a failed transaction is not just the loss of income... the customer might turn violent and start attacking you! I found Mrs. Ming and Cranky Frank to be the problem customers. These fiends will still hit you up for their regular fix, so don't worry if you cut them a deal for this extra sale. Effects that buff you All effects induce some sort of perceptible difference in the user, most are simply cosmetic - but there are a few effects that can provide you with a beneficial effect (should you use the product yourself). The following effects change your movement properties, and can be beneficial for faster movement around the map, particularly when trying to evade the police: Anti-gravity - Allows you to jump really high, and float a little in the air. Energizing - Increases your movement speed. Athletic - Increases your movement speed (more than Energizing). Slippery - Causes you to glide around, like you are on ice. Also takes longer to get up to speed. Sneaky - Silences your footsteps (not sure it actually does anything!). All effects last for 3 minutes (3 in-game hours) regardless of the product used. The following mixes are cheap methods to apply the above beneficial effects to yourself, allowing you to jump around on the rooftops with ease - they are therefore "the best Batmans"*: Dark Knight Returns (Anti-gravity, Athletic, Sneaky): Granddaddy Purple + Energy Drink + Paracetamol | Mixes: 2 | Total mixer cost: $9 | Market value: $74 | Addictiveness: 100% | The Batman (Anti-gravity, Energizing, Sneaky, Balding): OG Kush + Cuke + Donut + Mouth wash | Mixes: 3 | Total mixer cost: $9 | Market value: $80 | Addictiveness: 100% | George Clooney (Anti-gravity, Athletic, Energizing, Sneaky, Balding): (OG Kush OR Granddaddy Purple) + Energy Drink + Cuke + Donut + Mouth wash | Mixes: 4 | Total mixer cost: $15 | Market value: $92 | Addictiveness: 100% | O'Bannion (Anti-gravity, Athletic, Energizing, Sneaky, Munchies, Slippery): Granddaddy Purple + Gasoline + Cuke + Motor Oil + Paracetamol + Energy Drink | Mixes: 5 | Total mixer cost: $22 | Market value: $97 | Addictiveness: 100% |My spreadsheet[docs.google.com] includes a step-by-step view of these recipes which demonstrates the reactions taking place with each mix.

可能还有其他/更好的蝙蝠侠游戏哦;p 上面列出的前两种混合配方也很容易让顾客上瘾:它们的成瘾性是100%,市场价值相对较低,生产时间短,混合成本也低。 终极混合配方 可以在一种产品中添加所有8种价值最高的效果,但这并不简单! 我有一个需要14次混合的配方(仅适用于甲基苯丙胺和可卡因),还有另一个需要15次混合的配方(适用于酸柴油)——这两种配方都非常消耗资源,但仍然有利可图。 配方如下: 祖父级爆破者:需要14次混合(混合原料总成本为86美元)。不适用于大麻。市场价值(甲基苯丙胺):367美元(扣除混合器后净利润:273美元) 市场价值(可卡因):786美元(扣除混合器后净利润:692美元)

配方 以无任何效果的产品开始,添加:马精液 然后按顺序将以下每种混合剂添加到上一步的产品中: 安非他命 汽油 扑热息痛 香蕉 马精液 碘 黄瓜 汽油 马精液 电池 能量饮料 超级豆子 漱口水 超级钻石 需15次混合(混合剂原料总计94美元)。适用于酸柴油。 市场价值(大麻):183美元(扣除混合剂后的净利润:89美元)

配方 以酸柴油为初始产物,添加:马精液 然后按顺序将以下每种混合剂依次加入上一步得到的产物中: 碘 安非他命 汽油 扑热息痛 香蕉 马精液 碘 黄瓜 汽油 马精液 电池 能量饮料 巨型豆子 漱口水 这两种配方得到的产物均具有以下效果,总基础价值乘数为+4.24: 缩小(+0.60) 僵尸化(+0.58) 独眼(+0.56) 反重力(+0.54) 长脸(+0.52) 带电(+0.50) 发光(+0.48) 热带惊雷(+0.46)修订历史与结语 我尚未尝试寻找“最佳”配方,即利润最高的那些,也未研究顾客消费的具体细节——因此关于这些主题,请参考其他指南(但大致来说:使用能产生高价值效果的廉价混合材料,并持续向满意的顾客供应混合产品,这会逐渐增加他们的预算,从而让他们随着时间推移在产品上花费越来越多)。 请注意,“终极混合”并非我推荐的赚钱方式,它只是一个解谜练习——其利润会低于更简单的配方,而且14阶段的生产线补货起来简直是噩梦(我买了7个维珀机器人来保持混合材料货架充足,每次补货都需要14,000美元!)。不过它在我的顾客中很受欢迎 :D 游戏中有一个效果,至少有一位顾客偏爱它,但它无法应用于任何产品: 致命 - 服用后不久导致全身器官衰竭。 【基础价值乘数:+0.00 | 成瘾性:0.000 | 等级:4】 (这些细节来自游戏数据。) 修订历史 第二版(2025-04-23):产品成瘾性、玩家增益、修正了市场价值四舍五入的描述、为完整性添加了“致命”的少量细节、修订了结尾注释部分、针对v0.3.4f8的更新:将“Viagra”更改为“Viagor”。电子表格已更新,添加了Viagor、致命和“the batmans”以与指南匹配。 修正指南和电子表格中的拼写错误(2025-04-19):“Zombifiying” -> “Zombifying” 初始版(2025-04-09)

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