solace-tools/schedule-1-profit-per-day

Schedule I Profit-Per-Day Calculator

Drop in a mix, pick your route, see what you'll actually clear per day — ingredients, dealer cuts, and effect-match all factored. Plan the empire before you cook.

1 Pick your recipe

Load one from the Mix Calculator with the share button, or pick a base product below to start fresh.

// or pick a base product (no effects)

2 Pick your regions

Each region has different customer counts and standards. Toggle the ones you're working.

Customers / day (you serve) 10 / day
0/ 10 max (region pool)
Effect match expectation 35%
% of customers whose preferences fully align with your mix's effects. Higher = more pay full ceiling price.

3 Hire dealers?

Each dealer covers ~8 customers/day for a 20% cut. Worth it if you can't run the route yourself.

Dealers add their own customer pool on top of yours. We model 20% cut + 8 customers each per day.

Strategy tips

Quick rules of thumb the numbers won't tell you on their own.

Match before you scale.
A focused 4-effect mix that hits a customer's preferences will out-earn a sloppy 8-effect ceiling every time. Bump your match % before you bump your customer count.
Dealers print past your time-budget.
A dealer's 20% cut is cheap once your route takes longer than the day allows. Compare the "What if" cards on the right — if 1 dealer beats solo, you're already over capacity.
Uptown rewards effort, not volume.
Uptown's 1.15× standard only triggers on a real match. Sending a generic mix there earns less than sending it to Suburbia. Build a second “premium” recipe before you unlock the high-tier route.
Iterate the mix, not the route.
Hit Edit in Mix Calc in your recipe panel above, tweak ingredients, and bounce back here. Every cent of extra margin per gram compounds across your customer pool.
Heads up — community-sourced numbers. Region customer counts, standards multipliers, and dealer mechanics are based on community findings as of the current Schedule I early-access build. Real in-game payouts vary with relationship level, addiction stacking, and patch-to-patch tuning. Treat the output as a planning estimate, not a contract. If you spot something off, ping us in Discord.

How the math works

How is "ceiling price" calculated?

Each gram has a base price (set by the product) plus an effect-multiplier (sum of effect bonuses, capped at 8 effects). That's the ceiling a perfectly-matched customer will pay. We pull this number live from the same engine the Mix Calculator uses.

What does "effect match" actually do?

Customers in Schedule I have preferred effects. If your mix hits all of them, they pay the full ceiling. If it partly matches, they pay a fraction. The slider blends those two outcomes — 35% means roughly a third of customers pay full ceiling, the rest pay an average ~75% of it. Tune it down for unfocused mixes and up for purpose-built recipes.

Why "in-game day" instead of real time?

One Schedule I day is roughly 24 real-world minutes. We project per in-game day so the numbers compare cleanly to your save. Multiply by ~2.5 to get an hour of real-world play, or use the week/month cards to see longer arcs.

Should I always hire dealers?

Not always. Dealers take a 20% cut, so if you can comfortably run a route yourself early-game, do it. The "what-if" panel shows your number with 0–3 dealers side by side — once your customer pool stops growing, more dealers just print money.

Is this the same data as the Mix Calculator?

Yes — both tools share /assets/s1-mix-data.js for products, ingredients, and effects. Update one, the other gets the new numbers automatically.

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Mod-ready servers with the S1DedicatedServers Mono build pre-installed. Instant setup, DDoS-protected, dollars compounding while you're offline.

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