// Management · RimWorld Mod
Schedule 1+2 Drugs
🌿 SCHEDULE 1+2 DRUGS 💊 A RimWorld 1.
🌿 SCHEDULE 1+2 DRUGS 💊
A RimWorld 1.6 mod by Crimsonking — v1.0 BetaWHAT IS THIS
You know that game where you build a drug empire from a motel bathroom and sell crystal blue death to the entire city? Yeah. That's in RimWorld now. This mod adds 6 base drugs and 12 premium mixed variants from the Schedule 1 universe directly into your colony. Because apparently running a drug operation AND surviving raids AND managing the mental breakdowns of 12 colonists WASN'T stressful enough for you. Your colonists will cook it. Mix it. Boil it. Bake it. Smash it. And then immediately become addicted to it. Just like real chemistry class.THE BASE LINEUP (Schedule 1)
🌲 Cannabis Division
- OG Kush — The starter product. Every drug empire begins with this. If you don't know what OG Kush does you have never watched a Snoop Dogg concert.
- Sour Diesel — Fast. Cerebral. Smells like a fuel leak at a skunk convention. Your colonists will ZOOM.
- Granddaddy Purple — A deep-purple sedation lozenge so powerful your colonist will philosophically merge with the floor. Do not give this to anyone with work scheduled.
🧪 Hard Drug Division
- Meth — Crystal blue. High demand. Turns a tired colonist into a tireless god-machine for several hours before the crash strips their soul out. The heart damage is FREE.
- Cocaine — The premium product. Your colonist will become the most confident, most productive, most INVINCIBLE person on the map. For about forty-five minutes. Then they'll be on the floor.
- Shrooms — Psilocybin mushroom caps that send your colonist on a long, disorienting journey through existence. They may try to wander off into a psychotic episode. Totally normal. The floor is kind, apparently.
THE MIXING SYSTEM (Schedule 2)
Once you research Drug Mixing, your colonists can combine base drugs with vanilla RimWorld ingredients to produce 12 premium variants — each one meaningfully changing the duration, potency, side effects, or market value of the original. This is not just slapping a new name on things. These are mechanically distinct products with their own highs, durations, and consequences. Think of it like the game. But with more raid interruptions.🌿 Cannabis Mixes
- Medical Kush (OG Kush + Herbal Medicine) — Purified. Smooth. Lower addiction. The responsible choice for a drug empire. Your colonists will feel great and judge you slightly less.
- Kush Bomb (OG Kush + Yayo) — Weed spiked with psychite. It shouldn't work this well. It DOES.
- Turbo Diesel (Sour Diesel + Neutroamine) — The movement buff is insane. Duration is not. Your colonist will sprint somewhere very fast and then need a nap.
- Blended Diesel (Sour Diesel + Smokeleaf) — Balanced. Longer. Whoever made this knew what they were doing.
- Purple Haze (Granddaddy Purple + Smokeleaf) — Nearly all-day sedation. Pain becomes theoretical. Productivity becomes a myth. Worth every penny on the street.
- Smooth Purple (Granddaddy Purple + Herbal Medicine) — All the legendary mood boost. You can still walk. This is a selling point.
🧪 Hard Drug Mixes
- Glass (Meth + Yayo) — The peak of stimulant engineering. Superhuman output. The heart damage potential is not theoretical. Sell to customers you don't particularly like.
- Tweaker's Blend (Meth + Smokeleaf) — Budget meth. Weaker. Longer. Safer. Still meth. Great for colonies where quantity beats intensity.
- Speedball (Cocaine + Yayo) — The highest-value product this mod has. Also the one most statistically likely to end someone's life. Price it accordingly.
- Snow White (Cocaine + Herbal Medicine) — Pharmaceutical-grade cocaine. Cleaner high. Smoother comedown. Your colonist will feel like they've discovered something important about themselves. They haven't.
- Jungle Caps (Shrooms + Smokeleaf) — Extended deep trip. Very high psychotic wandering risk. Days-long experience. Do not deploy near machinery, weapons, or anyone you need alive.
- Liquid Caps (Shrooms + Beer) — Sociable. Short. Approachable. The entry-level psychedelic for colonists who are curious but not committed.
THE RENAME FEATURE
After cooking any batch, right-click the stack and hit "Name Batch" to give it a custom street name — displayed everywhere in game, on the item, in trade menus, in caravans. Name your meth "Blue Sky." Name your speedball "Executive Decision." Name your jungle caps "The Full Experience." The city is your canvas. The drugs are your art.RESEARCH CHAIN
- 🌱 Cannabis Cultivation — 500 pts — Unlocks OG Kush, Sour Diesel, Granddaddy Purple
- 🔬 Hard Drug Synthesis — 1200 pts — Unlocks Meth, Cocaine, Shrooms
- ⚗️ Drug Mixing — 900 pts — Unlocks all 12 mixed variants
COMPATIBILITY
- ✅ RimWorld 1.6 only
- ✅ Harmony 2.4+ required
- ✅ Mid-save compatible (no existing saves harmed in the making of this mod)
- ✅ Does not touch vanilla drug systems
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Mod by Crimsonking | RimWorld 1.6 | Harmony 2.4+ | v1.0 Beta Inspired by Schedule 1 — the game where one man cooked an slop company Mix it. Boil it. Bake it. Smash it. Mix it. Boil it. Bake it. Smash it. Mix it. Boil it. Bake it. Smash it. Mix it. Boil it. Bake it.