How Mixing in Schedule I Works

Mixer in Game

Posted April 25, 2025. Last updated May 3, 2025, game version 0.3.4f8.

This article presents a techincal breakdown of how creating products with different effects works in the game Schedule I and evaluates whether the lethal effect is obtainable (spoiler: not currently, but it could be). This topic also may be of interest to modders looking to add their own effects to the game.

Mixing in the Game

In Schedule I, you start with a base product (weed, cocaine, or meth), and add ingredients (additives) (e.g., cuke, banana, iodine, paracetamol, etc.) to it to create different effects. Each ingredient has a base effect, and sometimes an effect is transformed into another effect. But how is this transformation determined?

By manually mixing ingredients in game, many players have compiled a list of known transformations. However, a lot of online lists had errors or omissions, so programmatic anaylsis was needed to create a comprehensive and accurate list.

Base Effect Coordinates

Every effect in the game is assigned a direction (a normalized vector) and a magnitude (a scalar value). These values are all found in the game files. The final position is the product of the direction and the magnitude.

Effect Coordinates
EffectDirection XDirection YMagnitude
Anti-gravity0.31-0.953.11
Athletic-0.97-0.252.30
Balding-0.05-1.002.99
Bright-eyed1.00-0.013.03
Calming1.000.021.03
Calorie-Dense0.690.721.60
Cyclopean-0.520.852.89
Disorienting-0.280.962.14
Electrifying-0.920.393.32
Energizing-0.970.262.21
Euphoric0.001.001.07
Explosive0.680.743.52
Focused-1.000.051.04
Foggy0.220.972.28
Gingeritis-0.28-0.962.09
Glowing0.480.882.94
Jennerising-0.43-0.903.38
Laxative-0.800.592.57
Lethal-1.000.023.20
Long-faced-0.071.002.94
Munchies0.03-1.001.03
Paranoia-0.74-0.671.57
Refreshing-0.700.711.61
Schizophrenic0.64-0.773.54
Sedating0.98-0.192.14
Seizure-inducing-0.62-0.782.68
Shrinking-0.96-0.263.38
Slippery0.78-0.632.63
Smelly0.75-0.661.69
Sneaky0.36-0.932.12
Spicy0.750.662.65
Thought-provoking-0.86-0.513.04
Toxic0.950.302.32
Tropic Thunder0.94-0.353.21
Zombifying0.930.373.18

When plotted on a graph, the effects are clustered in a circle around the origin.

Effects Plot

The effects above are also assigned a tier from 1 to 5 in the game files, and the location of the effect around the origin corresponds to the tier, with tier 1 including the effects closest to the origin, tier 2 effects being those outside of tier 1, and so forth, until we reach tier 5 effects, which are generally the effects in the outermost area of the circle. However, I could not find a significance to the tier value, so references to tiers are omitted from the rest of the analyses.

Base Ingredient Vectors

Each base ingredient results in a unique effect. By drawing a line from the origin to the effect, we can determine the resulting vector for every single ingredient.

Base Effects Plot
Base Effect Vectors
IngredientBase EffectVector XVector Y
CukeEnergizing-2.140.57
BananaGingeritis-0.59-2.00
ParacetamolSneaky0.77-1.97
DonutCalorie-Dense1.111.15
ViagorTropic Thunder3.00-1.13
Mouth WashBalding-0.14-2.99
Flu MedicineSedating2.10-0.40
GasolineToxic2.210.69
Energy DrinkAthletic-2.23-0.58
Motor OilSlippery2.04-1.66
Mega BeanFoggy0.512.22
ChiliSpicy1.991.75
BatteryBright-eyed3.03-0.04
IodineJennerising-1.45-3.05
AddyThought-provoking-2.62-1.54
Horse SemenLong-faced-0.202.93

As you can see, not every effect is achievable with a base ingredient. To get to these other effects, ingredients and effects have to be combined in a meaningful way. However, by using these vectors, we can determine what combinations result in new effects (i.e., transformations).

Mapping Known Transformations

A lot of this analysis was originally based on the efforts of others to compile a list of known transformations. Then, effort was made to identify and correct errors.

Addy Tolerance Analysis Plot

The above plot shows the base vector for the additive addy. Then, it shows the vectors that result from known transformations involving addy, such as from explosive to euphoric, foggy to energizing, and so forth.

As you can see, the greatest distance between the endpoint of the transformation vector and the target effect's position is 0.240 units.

Iodine Tolerance Analysis Plot

The greatest distance for iodine is 0.390 units. If we do another...

Gasoline Tolerance Analysis Plot

We get an even greater value (0.396 for gasoline). In order to determine if a transformation occurs, we need to find out what this max distance can be.

Determining the Maximum Distance

To determine the maximum distance, we need to find the transformation that results in the greatest distance between the endpoint of the transformation vector and the target effect's position that still results in a known transformation.

Iodine Transformation Plot

The above plot shows the base vector for iodine. Then, it shows the vectors that result from known transformations involving iodine, such as from explosive to euphoric, foggy to energizing, and so forth.

We can perform this analysis for every ingredient to find the maximum distance that still results in a known transformation.

Ingredient Distance Analysis Plot

Once we calculate all the vectors for every known combination, we can see that the maximum distance appears to be 0.400. That is, no known transformation occurs where the resulting vector is greater than 0.400 units away from its effect.

Ingredient Transformations
IngredientTransformsMin DistMax DistMost Deviant
Addy50.0940.244Long-faced → Electrifying
Mouth Wash40.0710.292Focused → Jennerising
Donut70.1490.339Calorie-Dense → Explosive
Motor Oil50.1430.364Foggy → Toxic
Energy Drink90.1200.367Foggy → Laxative
Chili60.0940.370Laxative → Long-faced
Flu Medicine100.0670.371Focused → Calming
Battery60.0850.372Laxative → Calorie-Dense
Mega Bean100.1140.377Calming → Glowing
Iodine60.2460.390Toxic → Sneaky
Viagor50.0360.393Laxative → Calming
Gasoline110.1510.396Gingeritis → Smelly
Horse Semen40.2440.398Gingeritis → Refreshing
Banana90.1070.398Long-faced → Refreshing
Paracetamol100.0810.400Energizing → Paranoia
Cuke70.1300.400Sneaky → Paranoia

In-Game Example

In the game, when you have a mix that has effects already in it, and you add an ingredient, the base effect is added and then that ingredient's vector is added to every effect that exists in the mix.

For example, if we have a mix that has foggy, spicy, bright-eyed, sedating, and tropic thunder, and we add energy drink to it, we can draw energy drink's base vector from each of those ingredients. If the vector lands in the radius of another effect, then that effect replaces the original effect. If the vector does not land in the radius of another effect, then the original effect remains.

Transformations Example Plot with Energy Drink

We can determine the base vector for the ingredient (energy drink) by drawing a vector from the plot origin to the known resultant effect (athletic). This effect is added to the mix. Then, we redraw this same vector starting from every effect in our mix. After doing so, we can see that several transformations occur, as the resultant vector lands within 0.4 units on a new effect:

  • Foggy → Laxative
  • Spicy → Euphoric
  • Sedating → Munchies
  • Tropic Thunder → Sneaky

We also have an effect that does not transform:

  • Bright-eyed

Using the Mixer, we can also see this. Note that the blue asterisks represent effects that replaced an existing effect, and the green asterick represents the base effect (athletic) added by the ingredient (energy drink).

Mixer Example with Energy Drink

Want to try it out for yourself? You can use the Mixer to mix your own products and see the transformations for yourself!

Is Lethal Obtainable?

Since we know the vectors for every ingredient and the plot points for every effect, we can test every combination of effect + ingredient (544 combinations!). If any of them land 4.000 from or within 0.400 units of lethal, then we know lethal is possible.

Lethal Transformation Reach Analysis Plot

There's a lot going on here! Let's zoom in to see the details.

Lethal Transformation Reach Analysis Plot Zoomed

Lethal seems to fall outside range of all combinations of effects and ingredients. The table below shows the ten combinations of effect and ingredient that get closest to lethal.

Lethal Transformation Reach Analysis Plot Zoomed

As we can see, the closest, disorienting + addy, results in a distance that exceeds our 0.400 threshold. The above plot can be shown in a more readable table format:

Combinations Closest to Lethal
CombinationDistanceStatus
Disorienting + Addy0.460Outside tolerance
Refreshing + Energy Drink0.525Outside tolerance
Paranoia + Cuke0.559Outside tolerance
Focused + Cuke0.560Outside tolerance
Focused + Energy Drink0.594Outside tolerance
Cyclopean + Iodine0.684Outside tolerance
Refreshing + Addy0.717Outside tolerance
Laxative + Banana0.755Outside tolerance
Euphoric + Addy0.786Outside tolerance
Electrifying + Banana0.871Outside tolerance

Now we can definitively see that, with the 0.400 tolerance, no combination of effect and ingredient result result in a vector that lands within 0.400 units of lethal. Therefore, lethal is currently unobtainable in the game at the time of writing this (April 25, 2025, or game version 0.3.4f8). Sorry, Beth, Donna, and Fiona.

All Transformations

The table below shows all current possible effect transformations in the game Schedule 1. These were tested programmatically, meaning the list should not contain incorrect data and there should be no omissions.

Start Effect ↕️Ingredient ↕️Target Effect ↕️Distance
EuphoricViagorBright-eyed0.036
LaxativeFlu MedicineEuphoric0.067
CalmingMouth WashAnti-gravity0.071
GlowingParacetamolToxic0.081
MunchiesBatteryTropic Thunder0.085
SedatingAddyGingeritis0.094
Thought-provokingFlu MedicineGingeritis0.094
ElectrifyingParacetamolAthletic0.094
Anti-gravityChiliTropic Thunder0.094
CyclopeanBananaEnergizing0.107
EuphoricFlu MedicineToxic0.112
FoggyAddyEnergizing0.114
Thought-provokingMega BeanEnergizing0.114
EuphoricEnergy DrinkEnergizing0.120
GlowingAddyRefreshing0.127
EuphoricCukeLaxative0.130
ExplosiveMouth WashSedating0.140
DisorientingBananaFocused0.142
SlipperyCukeMunchies0.143
EnergizingMotor OilMunchies0.143
Seizure-inducingMega BeanFocused0.144
FocusedBananaSeizure-inducing0.145
FocusedDonutEuphoric0.149
MunchiesDonutCalming0.149
ToxicParacetamolTropic Thunder0.151
SneakyGasolineTropic Thunder0.151
Anti-gravityDonutSlippery0.152
MunchiesGasolineSedating0.152
EuphoricBatteryZombifying0.157
GingeritisCukeThought-provoking0.157
EnergizingBananaThought-provoking0.157
MunchiesParacetamolAnti-gravity0.165
AthleticFlu MedicineMunchies0.168
SedatingEnergy DrinkMunchies0.168
MunchiesCukeAthletic0.170
CyclopeanFlu MedicineFoggy0.170
MunchiesChiliToxic0.192
EuphoricMotor OilSedating0.199
CyclopeanBatteryGlowing0.200
MunchiesMotor OilSchizophrenic0.201
ElectrifyingBatteryEuphoric0.201
EnergizingGasolineEuphoric0.202
ToxicCukeEuphoric0.202
FocusedMega BeanDisorienting0.218
EuphoricGasolineSpicy0.220
ShrinkingFlu MedicineParanoia0.230
Calorie-DenseMouth WashSneaky0.239
BaldingDonutSneaky0.239
ExplosiveAddyEuphoric0.240
Long-facedAddyElectrifying0.244
Thought-provokingHorse SemenElectrifying0.244
GlowingEnergy DrinkDisorienting0.245
EuphoricIodineSeizure-inducing0.246
MunchiesFlu MedicineSlippery0.247
ShrinkingGasolineFocused0.250
ParanoiaMotor OilAnti-gravity0.253
ParanoiaParacetamolBalding0.253
ElectrifyingGasolineDisorienting0.257
SpicyEnergy DrinkEuphoric0.260
AthleticChiliEuphoric0.260
AthleticViagorSneaky0.260
Tropic ThunderEnergy DrinkSneaky0.260
Calorie-DenseIodineGingeritis0.271
JennerisingDonutGingeritis0.271
DisorientingGasolineGlowing0.272
Anti-gravityHorse SemenCalming0.275
ShrinkingBatteryMunchies0.279
CalmingIodineBalding0.283
DisorientingEnergy DrinkElectrifying0.286
FocusedMouth WashJennerising0.292
ElectrifyingFlu MedicineRefreshing0.292
ShrinkingMega BeanElectrifying0.301
ParanoiaBananaJennerising0.302
ShrinkingDonutEnergizing0.309
DisorientingViagorToxic0.312
ShrinkingChiliRefreshing0.313
FoggyIodineParanoia0.318
JennerisingMega BeanParanoia0.318
SmellyBananaAnti-gravity0.324
SpicyParacetamolBright-eyed0.324
SneakyChiliBright-eyed0.324
FocusedParacetamolGingeritis0.332
CalmingBananaSneaky0.332
ShrinkingViagorGingeritis0.333
Calorie-DenseDonutExplosive0.339
SneakyMega BeanCalming0.340
FoggyParacetamolCalming0.340
FoggyCukeCyclopean0.342
EnergizingMega BeanCyclopean0.342
SchizophrenicEnergy DrinkBalding0.350
CalmingFlu MedicineBright-eyed0.354
FocusedEnergy DrinkShrinking0.360
SlipperyMega BeanToxic0.364
FoggyMotor OilToxic0.364
AthleticMega BeanLaxative0.367
FoggyEnergy DrinkLaxative0.367
LaxativeGasolineFoggy0.370
LaxativeChiliLong-faced0.370
FocusedFlu MedicineCalming0.371
LaxativeBatteryCalorie-Dense0.372
RefreshingIodineThought-provoking0.372
CalmingParacetamolSlippery0.376
CalmingMega BeanGlowing0.377
Seizure-inducingHorse SemenEnergizing0.382
ToxicIodineSneaky0.390
JennerisingGasolineSneaky0.390
ParanoiaGasolineCalming0.391
LaxativeViagorCalming0.393
GingeritisGasolineSmelly0.396
ToxicBananaSmelly0.396
GingeritisHorse SemenRefreshing0.398
Long-facedBananaRefreshing0.398
EnergizingParacetamolParanoia0.400
SneakyCukeParanoia0.400

You can also view this list at the schedule-1-effect-transformations page.

In total, the table lists 117 transformations. When drawing an effect vector for every ingredient on every possible effect, similar to what we did to determine if lethal was achievable, we count 114 possible hits.

Effect Reach Zones Plot

The discrepancy of three transforms is due to omitting those involving lethal from the table, as this effect again is not currently obtainable in-game.

EffectIngredientTransformationDistance
LethalViagorMunchies0.233
LethalDonutLaxative0.320
LethalFlu MedicineFocused0.395

Is 0.400 the Maximum Distance?

While we know that, among the known transformations, the maximum distance we've encountered is 0.400, does this mean this is definitively the threshold for determining if a transformation occurs? We can test combinations that result in distances greater than this in-game to know for sure. Below are the closest over 0.400:

Max Distance Threshold Analysis
Start EffectIngredientTarget EffectDistancePossible In-Game?
ElectrifyingMotor OilFocused0.401No
ParanoiaCukeShrinking0.402No
SmellyAddyJennerising0.403No
EuphoricAddyAthletic0.405No

As we can see, none of these combinations with a distance greater than 0.400 units results in a viable transformation. Therefore, we can conclude that 0.400 is the maximum distance for determining if a transformation occurs.

However, to be sure this is true, we can look at the game files, which is how we found the plot points for the effects. Indeed, the radius for every effect, including lethal, is set to 0.4:

Effects:
- Radius: 0.4

While each effect has its own radius, they are all set to 0.4. The calculations would have been a little trickier were they all different. And yes--we could have just used this game file to begin with rather than reverse engineer the effect radius threshold, but there's no fun in that (and I may have stumbled upon the game file confirming this after I already discovered the 0.4 limit).

How to Obtain Lethal

Now, knowing that 0.4 is the limit, and with this limit lethal is unobtainable, we can increase this radius to see at what point lethal is obtainable. However, we need to ensure that in increasing the radius, we don't cause conflicting transformations, i.e., where the vector result for any transformation lands in more than one effects' radius. It is okay if the radius around effects overlaps, so long as a vector' final position does not fall inside this overlapping area.

If we incrementally increase the radius by steps of 0.001, we arrive at a new magic number: 0.461.

Lethal Reachable at Threshold 0.461
Start EffectIngredientEndpoint XEndpoint YDistance to Lethal
DisorientingAddy-3.210.520.460109
Lethal Transformation Reach Analysis Plot Zoomed

Importantly, this radius of 0.461 does not result in any conflicts. It does however, result in 48 new transformations that did not exist at 0.4. That's a lot!

Lethal Transformation Reach Analysis Plot Zoomed
New Transformations at Global Effect Radius 0.461
Start EffectIngredientNew EffectDistanceConflict
Anti-gravityMega BeanSmelly0.429No
BaldingGasolineSchizophrenic0.456No
BaldingChiliSlippery0.461No
BaldingMega BeanMunchies0.428No
CyclopeanIodineShrinking0.431No
CyclopeanViagorCalorie-Dense0.425No
DisorientingAddyLethal0.460No
DisorientingIodineAthletic0.452No
DisorientingMouth WashParanoia0.449No
ElectrifyingDonutCyclopean0.430No
ElectrifyingMotor OilFocused0.401No
ElectrifyingBananaShrinking0.431No
EuphoricAddyAthletic0.405No
EuphoricChiliExplosive0.448No
EuphoricMouth WashGingeritis0.459No
ExplosiveEnergy DrinkFoggy0.412No
ExplosiveBananaToxic0.431No
FocusedGasolineCalorie-Dense0.414No
FocusedMotor OilSneaky0.427No
FocusedBatterySedating0.424No
FoggyGasolineExplosive0.460No
FoggyMouth WashMunchies0.428No
GingeritisViagorSchizophrenic0.442No
GingeritisChiliCalming0.456No
LaxativeBananaAthletic0.446No
LaxativeMouth WashThought-provoking0.418No
LethalDonutLaxative0.320No
LethalGasolineRefreshing0.414No
LethalParacetamolThought-provoking0.416No
LethalViagorMunchies0.233No
LethalFlu MedicineFocused0.395No
MunchiesEnergy DrinkThought-provoking0.426No
MunchiesHorse SemenDisorienting0.449No
MunchiesBananaBalding0.424No
ParanoiaCukeShrinking0.402No
RefreshingCukeElectrifying0.457No
RefreshingParacetamolMunchies0.438No
RefreshingFlu MedicineCalorie-Dense0.433No
Seizure-inducingViagorAnti-gravity0.452No
SmellyAddyJennerising0.403No
SmellyParacetamolSchizophrenic0.444No
SpicyAddyFocused0.440No
SpicyBananaCalming0.456No
SpicyMouth WashSlippery0.461No
Thought-provokingChiliFocused0.440No
ToxicMega BeanExplosive0.460No
ToxicMouth WashSchizophrenic0.456No
Tropic ThunderBananaSchizophrenic0.442No

We were hoping that 0.420 might produce lethal, but at least we found a solution that works! Modders should be free to increase the radius to 0.461 to try to see what the effect lethal actually looks like in game. Per the game code, it reduces health by 15 until the character dies. How fun!

If we keep increasing the threshold, we don't run into any conflicts until the radius is 0.504. At 0.503, we produce 193 valid, deterministic transformations. At 0.504, there are 195 transformations, but two of these are conflicting.

Lethal Transformation Reach Analysis Plot Zoomed

If we zoom in, we see that, with the radius set to 0.504, we get two combinations that result in a vector that lands inside the radius of both glowing and explosive.

Lethal Transformation Reach Analysis Plot Zoomed

There could be ways around this, such as setting unique radii for each effect, increasing the range constraints of possible plot points for each effect so they are a little more spread out on the map, or determining a system by which conflicting transformations are resolved by some other factor. However, until more effects or ingredients are added in-game, none of these solutions feel especially necessary.

Conclusion

We've shown how effect transformations are determined mathematically in Schedule I and determined that lethal is not currently obtainable. Now that we've officially spoiled the magic, let's grab our golden skateboards and get back to mixing!

Get Back to Mixing