EFFECT TRACE · OCTOBER 5, 2026
Schedule 1 effects: what changes at the eight-effect limit
These are reproducible simulations of this website's standard mixing engine, with Seeded Mixing off. They are not tests performed inside a live game build.
A full list with an exact starting point
Select OG Kush and add Banana → Cuke → Banana → Donut → Donut → Paracetamol → Cuke in that order. Use quantity 1 and entered production cost 0. The seven additions cost $17 in total and produce a rounded unit value of $98, with ingredient-only profit $81. The final effects are Thought-Provoking, Jennerising, Gingeritis, Explosive, Calorie-Dense, Paranoia, Sneaky, Energizing.
The construction is deliberately mechanical. At each step our script tried every ingredient in the snapshot, chose the largest resulting effect count, then the smallest accumulated cost, then alphabetical ingredient name to break remaining ties. It stopped when it reached eight effects. This makes the example reproducible; it does not establish the cheapest way to reach eight, the most valuable outcome or a recommended gameplay route.
| Step | Addition | Count | Effects after this step | Cumulative ingredients | Unit value |
|---|---|---|---|---|---|
| 1 | Banana | 2 | Sneaky, Gingeritis | $2 | $50 |
| 2 | Cuke | 3 | Thought-Provoking, Paranoia, Energizing | $4 | $58 |
| 3 | Banana | 4 | Thought-Provoking, Energizing, Jennerising, Gingeritis | $6 | $80 |
| 4 | Donut | 5 | Thought-Provoking, Energizing, Jennerising, Gingeritis, Calorie-Dense | $9 | $90 |
| 5 | Donut | 6 | Thought-Provoking, Energizing, Jennerising, Gingeritis, Explosive, Calorie-Dense | $12 | $90 |
| 6 | Paracetamol | 7 | Thought-Provoking, Jennerising, Gingeritis, Explosive, Calorie-Dense, Paranoia, Sneaky | $15 | $90 |
| 7 | Cuke | 8 | Thought-Provoking, Jennerising, Gingeritis, Explosive, Calorie-Dense, Paranoia, Sneaky, Energizing | $17 | $98 |
Notice that step five increases the count from five to six without increasing the $90 unit value. Step six increases the count to seven while the value remains $90. Effect count alone is therefore insufficient to predict value in this example. The table records actual engine outputs rather than inferred prices from the number of effects.
Try every next ingredient from the same baseline
Each row below starts again from the seven-addition baseline. The rows are independent branches, not a single sequence containing all sixteen materials. “Removed” and “added” compare the final effect sets before and after that one extra addition. An added effect can result from a transformation; it is not necessarily the ingredient's default effect.
| Next ingredient | Default effect | Removed from baseline | Added to baseline | Final count | Unit value | Total ingredient cost | Profit / unit |
|---|---|---|---|---|---|---|---|
| Cuke | Energizing | None | None | 8 | $98 | $19 | $79 |
| Flu Medicine | Sedating | None | None | 8 | $98 | $22 | $76 |
| Gasoline | Toxic | Jennerising, Gingeritis, Paranoia, Energizing | Euphoric, Smelly, Calming, Tropic Thunder | 8 | $95 | $22 | $73 |
| Donut | Calorie-Dense | None | None | 8 | $98 | $20 | $78 |
| Energy Drink | Athletic | None | None | 8 | $98 | $23 | $75 |
| Mouth Wash | Balding | Explosive | Sedating | 8 | $107 | $21 | $86 |
| Motor Oil | Slippery | Paranoia, Energizing | Munchies, Anti-Gravity | 8 | $113 | $23 | $90 |
| Banana | Gingeritis | None | None | 8 | $98 | $19 | $79 |
| Chili | Spicy | Sneaky | Bright-Eyed | 8 | $104 | $24 | $80 |
| Iodine | Jennerising | None | None | 8 | $98 | $25 | $73 |
| Paracetamol | Sneaky | Energizing | Balding | 8 | $101 | $20 | $81 |
| Viagor | Tropic Thunder | None | None | 8 | $98 | $21 | $77 |
| Horse Semen | Long Faced | Thought-Provoking, Gingeritis | Refreshing, Electrifying | 8 | $98 | $26 | $72 |
| Mega Bean | Foggy | Thought-Provoking, Sneaky | Cyclopean, Calming | 8 | $97 | $24 | $73 |
| Addy | Thought-Provoking | Explosive | Euphoric | 8 | $104 | $26 | $78 |
| Battery | Bright-Eyed | None | None | 8 | $98 | $25 | $73 |
All sixteen final results contain eight effects. Eight branches change the set and eight leave the set unchanged. Those counts describe this baseline and snapshot only. They are not probabilities for arbitrary recipes and should not be generalized to a random in-game mixture.
Why a full list can still change
In the saved source, the mixing function charges ingredient cost, applies interaction rules, and only then checks whether there is room to insert a default effect. The eight-effect check belongs to that default-addition stage. It does not prevent the preceding replacement rules from running.
The code uses two rule phases. The first reads a snapshot of the effects present at the start of the addition. The second can apply a rule that had been blocked by an effect removed during the first phase. Our audit invokes the complete function rather than simplifying this into “replace everything in the visible order.” The displayed removed/added columns are the resulting set differences, not a claim about the chronological order of every internal replacement.
Motor Oil: conversion with no ninth slot
From the baseline, Motor Oil removes Paranoia and Energizing and adds Munchies and Anti-Gravity. Its default Slippery effect is absent from the final result. Cost rises from $17 to $23; value rises from $98 to $113. Ingredient-only profit is $113 − $23 = $90, compared with $98 − $17 = $81 at the baseline. The profit change is therefore $90 − $81 = $9. All inputs come from the saved run.
Energy Drink: default effect blocked, cost retained
Energy Drink's default is Athletic. It is not present in the baseline and is still absent after this addition. The eight existing effects remain unchanged. Total ingredient cost becomes $17 + $6 = $23, value remains $98, and ingredient-only profit becomes $98 − $23 = $75. This case isolates the practical difference between paying for an addition and receiving its default effect.
Mouth Wash: a new name is a replacement
Mouth Wash changes Explosive to Sedating in this baseline. Its default Balding effect does not appear. The result stays at eight effects and reaches a unit value of $107 at $21 ingredient cost, so profit is $86. Reading only the count would hide this change; reading only the ingredient's default would predict the wrong effect.
Reproduce without accidentally chaining the branches
- Open the calculator. Select OG Kush, quantity 1, production cost 0, and clear any earlier additions.
- Add the seven baseline ingredients in the exact order shown above. Compare count 8, ingredient cost $17 and unit value $98.
- Append Motor Oil once and compare the two removed and two added effects in the step trace.
- Remove Motor Oil to restore the baseline before trying Energy Drink. Do not add Energy Drink after Motor Oil for this test.
- Repeat from the restored baseline for any other table row.
Download the full experiment record: baseline construction method, every prefix result, all sixteen branch inputs, default effects, set differences, costs and outputs. The audit records the full engine SHA256 and source commit. If your output differs, compare inputs and source version before assuming the saved trace applies to your game build.
Questions about the cap
Does eight effects mean the mixture is frozen?
No in this engine. The branch table supplies direct counterexamples: Motor Oil and Mouth Wash keep the count at eight while changing membership. The cap controls available space, not equality of the old and new effect lists.
Does an unchanged effect list mean the ingredient was free?
No. The function charges the ingredient before processing effects. Energy Drink leaves this list unchanged but adds $6 to the cost. The calculator's profit calculation includes that expense.
Can I sum all branch changes to predict a longer recipe?
No. Every row uses the same original baseline. Once one branch changes the effects, a later ingredient has a different starting state. A longer sequence needs a new full engine run with that exact order.
Will this match the latest game update?
That is not established by this experiment. We used a fixed source snapshot and did not measure the current game executable. Seeded Mixing is outside this test. The saved audit is evidence of this calculator's behavior under declared inputs.
Source, scope and original material
We ran the experiment on October 5, 2026 using the engine adapted from the MIT-licensed Schedule1 Tools source snapshot 74607081. The local engine defines the eight-effect limit, prices, defaults and transformations. The baseline construction, prefix table, sixteen controlled branches, set comparisons, diagrams and arithmetic explanations were generated for this article.
The fixed benchmark's rule-first explanation suggested a useful reading structure; this article adds our own complete baseline-and-branch evidence. We do not claim that this question or these mechanics are unknown elsewhere. This independent fan tool is not official or endorsed by the game developer. The experiment does not include customer quotations, production time or unentered production expenses.