You play SurrounDead. Schedule I rides along: its ingredients, strains, mixing rules, prices, Mixing Station and customers are read from your own Schedule I install and dropped into SurrounDead's world.
What you do
A new survivor finds a Dealer's Starter Kit crate at their feet: a Mixing Station, 4 OG Kush, 2 Cuke, 2 Banana, 1 Paracetamol.
Place the Mixing Station (it is a SurrounDead buildable) and use it. Its crafting list offers every mix of the product you carry with each ingredient, and the results follow Schedule I's own mix map: OG Kush + Banana turns Calming into Sneaky and adds Gingeritis, and is worth what Schedule I says it is worth. Mix again for up to 8 effects.
Smoke a product and its effects hit your survivor: Energizing speeds stamina recovery, Athletic raises sprint speed, Sneaky shortens how far zombies see you, Calming makes sprinting cheaper, Toxic hurts.
Scavenge. Cuke, Banana, Paracetamol, Energy Drink, Mouth Wash, Flu Medicine, Gasoline, Motor Oil and four strains turn up in SurrounDead's loot containers next to the normal loot.
Sell. Six Schedule I customers (Kathy Henderson, Genghis Barn, Keith Wagner, Jeremy Wilkinson, Geraldine Poon, Peter File) stand in SurrounDead's six safe zones and trade through its own trade window. Bring one an effect they like in Schedule I and they pay half the product's value again on top, in cash or in food, water and bandages.
Press F6 inside a building to claim it as your base: a 36-slot Dealer's Stash and your respawn point. F7 shows the nearest buyer and your active effects.
Good to know
Solo. You need both games installed through Steam; Schedule I is only read, never started.
Before the first start Melty reads Schedule I from your PC (about 20 seconds).
Buyers use SurrounDead's trader bodies with their Schedule I names, tastes, spending and portraits; the Mixing Station uses SurrounDead's workbench model. Weed strains only in this version.
Schedule I items left in a save need the mashup installed to load.