Cutting agents and additives let you stretch your supply and tune the toxicity, strength, and addiction profile of a finished mix. Drug Dealer Simulator 1 has 5 dedicated cutting agents (Salt, Washing Powder, Baking Soda, Sugar, Acetone), 4 OTC meds that double as additives (Paracetamol, Ibuprofen, Viagra, Nebilanex), and one mixing-only opioid (Fentanyl) used to crank up potency. This page catalogs every value, the toxicity scale they sit on, and the formulas the game runs at sale time.
Datamined & Verified:
Every toxicity, mix-strengthening, addictiveness, and price value below is extracted directly
from the game's DrugDatabase + ItemDatabase DataTables. OD math is
decompiled from processReceivedDrugs, and the quality formula is decompiled from
the same function. The toxicity scale is 0–25, not 0–1 as some
older guides claim.
Toxicity is a raw float that runs from 0.0 (Baking Soda — completely inert) up to 25.0 (Acetone — pure industrial solvent). Every drug, OTC med, and cutting agent has its own toxicity number. When you cut a drug, the final toxicity is the weighted average of every ingredient's toxicity, scaled by mix proportions.
minODToxicity=3.9. Zero OD chance. Baking Soda, Sugar, Salt, Marijuana.
Free fillers from ItemDatabase with ExcludeFromSales=true. Each is bought
from various shops for $0 (you only pay the shopkeeper's time-and-effort fee elsewhere) and used
to stretch your drug supply. The mixStrengthening column is the multiplier this
ingredient contributes to mix quality when present.
| Cutting Agent | Toxicity | Strength | Addictiveness | mixStrengthening | OD Risk |
|---|---|---|---|---|---|
| Baking Soda | 0.0 | 0.0 | 0.0 | 0.9× | None |
| Sugar | 1.3 | 0.0 | 0.0 | 1.0× | None |
| Salt | 2.0 | 0.5 | 0.0 | 1.0× | None |
| Washing Powder | 9.0 | 0.0 | 0.0 | 1.1× | Low (1–8%) |
| Acetone | 25.0 | 4.0 | 1.0 | 3.0× | Flat 25% |
Pharmacy-sold pills with ExcludeFromSales=true. Cheap to buy ($3–$4) but most carry
very high toxicity and pump up the mix-strengthening multiplier. Three of the four cross or sit at
the 12.0 flat-25%-OD threshold — use sparingly and only when you accept the OD risk.
| OTC Med | Buy | Toxicity | Strength | Addictiveness | mixStrengthening | OD Risk |
|---|---|---|---|---|---|---|
| Viagra | $4 | 3.0 | 2.0 | 7.0 | 1.6× | None (below 3.9) |
| Paracetamol | $3 | 12.0 | 3.0 | 4.0 | 1.3× | High (25%) |
| Ibuprofen | $3 | 12.0 | 3.0 | 3.0 | 1.3× | High (25%) |
| Nebilanex | $4 | 15.0 | 2.0 | 1.4 | 2.0× | High (25%) |
Fentanyl is treated as a drug by the game (level 25 unlock) but flagged with
ExcludeFromSales=true. Clients will not order it directly — it exists purely
as the most aggressive mix-strengthening ingredient available.
| Drug | Buy | Unlock | Toxicity | Strength | Addictiveness | mixStrengthening |
|---|---|---|---|---|---|---|
| Fentanyl | $20 | L25 | 18.0 | 6.0 | 9.0 | 3.0× |
processReceivedDrugs)
The OD check runs on every completed sale. The game checks the final mix toxicity (the weighted average of all ingredients) against two thresholds, then rolls a weighted random bool.
Note: A lowToxOdPercent = 0.1 constant is defined in the bytecode but never used —
dead code from an earlier design. The actual low-tox formula uses the clamped scaling above.
The end product quality is what clients judge their order against. It's computed at sale time
from two factors: how much of the expected drug is actually in the mix
(contentRatio) and how the mix's strength compares to the expected strength
(strengthRatio).
The contentRatio is the proportion of the mix that is the primary expected drug. If a client wants cocaine and your mix is 80% cocaine + 20% Sugar, contentRatio = 0.8. That sets the floor — you can never exceed contentRatio × 1.3 in final quality, even with the strongest possible mix.
| Mix | contentRatio | strengthRatio | endProductQuality |
|---|---|---|---|
| Pure Cocaine (no cut) | 1.00 | 1.00 | 1.20 |
| 90% Cocaine + 10% Sugar (light cut) | 0.90 | 0.90 | 1.06 |
| 50% Cocaine + 50% Sugar (heavy cut) | 0.50 | 0.50 | 0.55 |
| 30% Cocaine + 70% Sugar (gouge) | 0.30 | 0.30 | 0.32 |
| 80% Coke + 20% Acetone (boosted) | 0.80 | 1.20 | 0.99 |
A 10% cut barely moves quality (1.20 → 1.06). But once you drop below 50% pure drug content, the contentRatio collapses and quality goes with it — a 70% cut leaves you with 0.32 quality, which is below virtually every client's expectation. The +20% strength bonus from mixStrengthening can only multiply what's already there; it can't rescue a mix with too little of the expected drug.
Every drug, OTC med, and cutting agent has a mixStrengthening value (often abbreviated
"MixStr" or "ms" in tooltips). This is the multiplier the ingredient contributes when blended into
a mix — it boosts the strength of the finished product, which feeds into
strengthRatio in the quality formula above.
For clients with quality expectation around 0.75 (typical of mid-tier areas): 85% expected drug + 10% Sugar + 5% Washing Powder. Final toxicity stays under 4.0 (no OD), contentRatio is 0.85, and strengthRatio sits near 1.0× giving an endProductQuality of about 1.02 — comfortably above the 0.75 expectation. Profit per gram is roughly 15% better than selling pure.
"Rat Poison" does not exist in ItemDatabase or
DrugDatabase. There is no item, cutting agent, additive, or substance with that name
in the shipped game. Older guides that mention it are either mistaken or referring to an unreleased
concept. The complete list of in-game cut/additive items is the 10 entries documented above
(5 cutting agents + 4 OTC meds + Fentanyl).
Datamined from DrugDatabase + ItemDatabase DataTables and decompiled
processReceivedDrugs bytecode (UE4 4.21 build). All values exact game data.
Last updated May 2026.