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12+ hidden formulas — Every datamined formula, hidden modifier, and internal game system that controls Drug Dealer Simulator 1 behind the scenes.
Datamined from game files via FModel. All formulas verified through community testing.
The core internal formula that determines how toxic a drug mix becomes after cutting. This single value controls whether clients get sick, overdose, or die. Understanding this formula is the foundation of safe dealing.
final_toxicity = base_toxicity × (1 + cut_ratio × agent_toxicity_modifier)base_toxicity — The inherent toxicity of the pure drug before any cutting. Each drug has a fixed value set in the game files on a 0.0 to 1.0 scale.cut_ratio — The percentage of the final product that is cutting agent, expressed as a decimal (0.0 = pure, 1.0 = 100% cut).agent_toxicity_modifier — A unique multiplier for each cutting agent. Ranges from 0.05 (Sugar) to 0.95 (Fentanyl). Higher values dramatically increase final toxicity.Variable Breakdown — Input ranges and descriptions for each formula variable.
| Variable | Description | Range |
|---|---|---|
base_toxicity |
Inherent drug toxicity before cutting | 0.0 – 1.0 |
cut_ratio |
Percentage of product that is cutting agent | 0.0 – 1.0 |
agent_toxicity_modifier |
How toxic the cutting agent itself is | 0.05 – 0.95 |
Agent Toxicity Modifier Values — The hidden multiplier each cutting agent applies to the toxicity formula.
| Cutting Agent | Modifier | Risk Level |
|---|---|---|
| Sugar | 0.05 | SAFE |
| Paracetamol | 0.10 | SAFE |
| Baking Soda | 0.15 | SAFE |
| Ibuprofen | 0.30 | MODERATE |
| Viagra | 0.35 | MODERATE |
| Rat Poison | 0.75 | DANGEROUS |
| Fentanyl | 0.95 | LETHAL |
Worked Examples — Three scenarios showing how the formula plays out in practice.
0.10 × (1 + 0.20 × 0.10) = 0.10 × 1.02 = 0.102
0.15 × (1 + 0.25 × 0.30) = 0.15 × 1.075 = 0.161
0.15 × (1 + 0.10 × 0.95) = 0.15 × 1.095 = 0.164
BUT Fentanyl has a FLAT bonus of +0.40 applied AFTER the formula:
0.164 + 0.40 = 0.564
How the game calculates perceived quality after cutting. Quality directly impacts client satisfaction, pricing, and whether clients return. This is the other half of the cutting equation alongside toxicity.
final_quality = base_purity - (cut_ratio × quality_penalty_modifier)base_purity — The starting purity percentage of the drug before cutting (typically 100% for freshly bought product).cut_ratio — The percentage of cutting agent applied to the batch (expressed as a whole number, e.g., 20 for 20%).quality_penalty_modifier — A unique penalty value per cutting agent. Lower values mean the agent is less detectable and preserves more perceived quality.Quality Penalty per Cutting Agent — Each agent degrades perceived quality at a different rate.
| Cutting Agent | Quality Penalty | Effect on Product |
|---|---|---|
| Paracetamol | 0.3 | Barely noticeable — dissolves cleanly, minimal taste change |
| Viagra | 0.4 | Offset by perceived effects — clients may not complain |
| Sugar | 0.5 | Mild dilution — sweetness detectable at higher ratios |
| Baking Soda | 0.5 | Mild dilution — chalky texture noticeable above 25% |
| Ibuprofen | 0.6 | Noticeable — bitter taste and texture changes apparent |
| Rat Poison | 0.8 | Obvious contamination — distinct chemical smell and taste |
| Fentanyl | 0.1 | Potency masks dilution — clients feel stronger effects |
Quality Threshold Chart — What each quality range means for gameplay.
| Quality Range | Label | Client Reaction |
|---|---|---|
| 90–100% | PREMIUM | Clients pay top dollar, maximum loyalty gain, word-of-mouth referrals |
| 70–89% | GOOD | Normal pricing accepted, no complaints, steady repeat customers |
| 50–69% | MEDIOCRE | Clients complain, reduced loyalty gain, demand lower prices |
| 30–49% | POOR | Clients leave, bad reputation spread, significant loyalty loss |
| 0–29% | GARBAGE | Clients refuse to buy, may report you to police, territory reputation tanks |
Worked Examples — Comparing cutting agents on the same base product.
With Paracetamol: 100 - (20 × 0.3) = 100 - 6 = 94% → PREMIUM โ
With Rat Poison: 100 - (20 × 0.8) = 100 - 16 = 84% → GOOD (but highly toxic!)
With Fentanyl: 100 - (20 × 0.1) = 100 - 2 = 98% → PREMIUM (but lethal toxicity!)
The internal formula that determines the final selling price. Every sale runs through this calculation, multiplying five independent variables together. Understanding each modifier lets you maximize profit on every deal.
sell_price = base_price × rep_modifier × territory_demand × client_desperation × random_variancebase_price — Fixed price per drug type set in game files. This is the starting point before all modifiers.rep_modifier — Scales with your reputation in the area. Higher rep = clients pay more.territory_demand — Dynamic supply/demand in each territory. Fluctuates based on rival activity and time.client_desperation — Addicted clients are willing to pay significantly more. Scales with addiction level.random_variance — A ±10% random roll applied to every transaction to prevent predictable pricing.Variable Ranges
| Variable | Range | Notes |
|---|---|---|
base_price |
Fixed per drug | See individual drug pages for exact values |
rep_modifier |
0.70 – 1.30 | Based on area reputation level (see table below) |
territory_demand |
0.80 – 1.20 | Fluctuates over in-game time cycles and rival activity |
client_desperation |
1.0 – 1.5 | Higher for addicted clients (scales with addiction stage) |
random_variance |
0.90 – 1.10 | ±10% randomness applied every transaction |
Reputation Modifier Breakdown — How your area reputation translates to pricing power.
| Rep Level | Rep Range | Modifier | Description |
|---|---|---|---|
| New | 0 – 20 | 0.70 | Clients don't trust you — heavy discount demanded |
| Known | 21 – 40 | 0.85 | Building a name — still earning trust in the area |
| Established | 41 – 60 | 1.00 | Standard pricing — baseline market rate |
| Respected | 61 – 80 | 1.15 | Premium pricing — clients happy to pay more for reliability |
| Legendary | 81 – 100 | 1.30 | Maximum markup — your name alone commands top dollar |
Worked Example — Best-case scenario calculation.
$130 × 1.15 × 1.10 × 1.30 × 1.05 = $224.59
Every client tracks a hidden satisfaction score that determines whether they return, pay premium, refer others, or report you to police. This score is recalculated after every transaction.
satisfaction = (quality_weight × quality_score) + (price_weight × price_fairness) + frequency_bonusquality_weight — Fixed at 0.45. Quality is the single biggest factor in satisfaction.quality_score — The final_quality value from the Quality Formula (0–100 scale).price_weight — Fixed at 0.35. How fairly priced the product is relative to quality.price_fairness — Internal score (0–100) based on how close your price matches client expectations.frequency_bonus — Up to +20 points for consistent, repeated dealings with the same client over time.Satisfaction Tiers — What each satisfaction range triggers in the game.
| Score | Tier | Effects |
|---|---|---|
| 81 – 100 | LOYAL | Repeat buys guaranteed, refers new clients, pays premium prices without haggling |
| 61 – 80 | SATISFIED | Regular customer, accepts normal prices, occasional referral |
| 41 – 60 | UNHAPPY | Complains about quality/price, may skip buys, demands discounts |
| 21 – 40 | ANGRY | Stops buying, actively warns other clients, reputation damage in area |
| 0 – 20 | LOST | Gone forever, may report you to police, permanent reputation hit |
The heat system is the internal "wanted level" that tracks law enforcement attention. Every sale adds heat, certain events cause massive spikes, and heat slowly decays over time. Managing heat is the difference between smooth operations and getting raided.
heat_new = heat_current + sale_heat - decay_rateheat_current — Your current accumulated heat value (0–100 scale, clamped).sale_heat — Heat added per sale, varies by drug type (harder drugs = more heat).decay_rate — Heat lost per in-game hour. Base rate is -2/hr, modified by location.Heat per Sale by Drug — How much heat each drug adds per transaction.
| Drug | Heat per Sale | Risk Level |
|---|---|---|
| Marijuana | +1 | LOW |
| Hashish | +1 | LOW |
| Mushrooms | +1 | LOW |
| LSD | +2 | LOW |
| Amphetamine | +2 | MEDIUM |
| Ecstasy | +2 | MEDIUM |
| Cocaine | +3 | MEDIUM |
| Heroin | +4 | HIGH |
| Crystal Meth | +5 | HIGH |
| Crack | +5 | HIGH |
Heat Spike Events — One-time heat additions from specific events. These can instantly push you into dangerous territory.
| Event | Heat Added | Severity |
|---|---|---|
| Neighbor complaint | +5 | Moderate |
| Rival gang report | +6 | Moderate |
| Police spot you dealing | +8 | Severe |
| Client overdose (survived) | +10 | Severe |
| Failed drug test at checkpoint | +12 | Severe |
| Client death | +25 | CRITICAL |
Heat Threshold Chart — What happens at each heat level.
| Heat Level | Range | What Happens |
|---|---|---|
| COLD | 0 – 20 | No police interest. Safe to operate openly in the territory. |
| WARM | 21 – 40 | Occasional police patrols in the area. Low chance of being stopped. |
| HOT | 41 – 60 | Frequent patrols, random searches. Police will approach you on sight. |
| CRITICAL | 61 – 80 | Undercover agents deployed, stakeouts on your known locations, phone tapped. |
| MAXIMUM | 81 – 100 | DEA raids on hideouts, arrest on sight, armed response teams. Game over territory. |
Heat Decay Rates — How heat drops over time depending on your activity.
| Activity | Decay Rate | Notes |
|---|---|---|
| Normal (not dealing) | -2 / hour | Base decay while simply not making sales |
| Staying in hideout | -3 / hour | +50% accelerated decay while laying low |
| Leaving the territory | -4 / hour | Fastest decay — leave the area entirely to cool off |
When toxicity exceeds internal thresholds, the game rolls for an overdose event. This is the most punishing mechanic in the game — a single overdose creates a cascade of negative effects that can destroy an entire operation.
overdose_chance = max(0, (toxicity - threshold) × 100)%toxicity — The final_toxicity value from the Toxicity Formula.threshold — The toxicity level at which overdose becomes possible. 0.50 for most drugs, 0.35 for Heroin (lower tolerance).Overdose Thresholds by Drug
| Drug | OD Threshold | Notes |
|---|---|---|
| Heroin | 0.35 | Lowest threshold — OD is much easier to trigger |
| All Other Drugs | 0.50 | Standard threshold for cocaine, meth, crack, etc. |
Overdose Cascade — What happens step-by-step when a client overdoses.
Worked Example — Overdose probability calculation.
Toxicity 0.40, Heroin threshold 0.35:
max(0, (0.40 - 0.35) × 100) = max(0, 5) = 5% overdose chance
Toxicity 0.55, Heroin threshold 0.35:
max(0, (0.55 - 0.35) × 100) = max(0, 20) = 20% overdose chance
Toxicity 0.55, Standard drug threshold 0.50:
max(0, (0.55 - 0.50) × 100) = max(0, 5) = 5% overdose chance
Every client tracks a hidden addiction value that increases with each purchase. Higher addiction means more desperate clients who pay more and buy more frequently — but also clients who are more volatile and dangerous to manage.
addiction_gain = drug_addiction_rate × dose_amount × (1 + frequency_modifier)drug_addiction_rate — Base addictiveness of the drug. Hard drugs build addiction much faster.dose_amount — How much the client purchased (larger purchases = bigger addiction jumps).frequency_modifier — Bonus multiplier based on how frequently the client buys. Daily buyers gain addiction faster.Addiction Rate per Drug — How quickly each drug builds client dependency.
| Drug | Addiction Rate | Repeat Customer Chance |
|---|---|---|
| Marijuana | 0.05 | Low |
| Hashish | 0.08 | Low |
| Mushrooms | 0.08 | Low |
| LSD | 0.10 | Low |
| Ecstasy | 0.20 | Medium |
| Amphetamine | 0.25 | Medium |
| Cocaine | 0.40 | High |
| Crystal Meth | 0.50 | Very High |
| Crack | 0.55 | Very High |
| Heroin | 0.60 | Very High |
Addiction Stages — As addiction accumulates, clients progress through four stages with increasingly extreme behavior.
| Stage | Addiction Score | Desperation Modifier | Behavior |
|---|---|---|---|
| Casual | 0 – 25 | +0.0 | Buys occasionally, price-sensitive, easily walks away |
| Regular | 26 – 50 | +0.10 | Buys weekly, starting to seek you out, slightly less price-conscious |
| Dependent | 51 – 75 | +0.25 | Buys daily, will pay above market, may become aggressive if refused |
| Addicted | 76 – 100 | +0.50 | Buys multiple times/day, pays anything, extremely volatile, may draw attention |
Each territory has a hidden control value that determines who dominates the area. This value shifts based on your sales activity, rival gang activity, and natural daily decay. Losing territory control means losing access to clients and potentially facing gang attacks.
control = base_control + (sales_in_area × 2) - (rival_sales × 1.5) - (daily_decay × 0.5)base_control — Your starting control level in the territory (set when you first enter an area).sales_in_area — Total number of successful sales you have made in the territory. Each sale adds ×2 control.rival_sales — Estimated rival gang sales in the same territory. Each rival sale removes ×1.5 control.daily_decay — Natural territory control loss per in-game day (×0.5 penalty). You must keep selling to hold ground.Gang Aggression Triggers — What causes gangs to turn hostile.
Defense Strategies — How to protect your territory.
Reputation is tracked per-territory and globally. It determines pricing power, client availability, quest access, and story progression. The XP-based system rewards quality dealing and penalizes sloppy operations.
rep_gain = base_xp × quality_modifier × satisfaction_modifierbase_xp — Fixed XP value per activity type (see table below).quality_modifier — Multiplier based on drug quality (Premium = 1.5×, Garbage = 0.25×).satisfaction_modifier — Multiplier based on client satisfaction tier (Loyal = 1.3×, Lost = 0.0×).Base XP per Activity
| Activity | Base XP | Notes |
|---|---|---|
| Standard sale | +10 | Any successful drug transaction |
| Delivery completion | +15 | Completing a client delivery request on time |
| Quest completion | +25 | Finishing a story or side quest |
| New client acquired | +20 | First sale to a brand-new client |
| Client referral | +15 | When a loyal client brings a new customer |
| Client overdose | -50 | Major reputation hit for an overdose event |
| Client death | -100 | Devastating reputation loss, affects entire territory |
| Arrested | -75 | Getting caught by police damages your street cred |
Reputation Levels — XP thresholds and what each level unlocks.
| Level | Title | XP Required | Price Modifier | Unlocks |
|---|---|---|---|---|
| 1 | New | 0 | ×0.70 | Basic clients, low-tier drugs only |
| 2 | Known | 500 | ×0.85 | More client variety, mid-tier drug access |
| 3 | Established | 2,000 | ×1.00 | Full drug catalog, delivery quests available |
| 4 | Respected | 5,000 | ×1.15 | Premium clients, bulk deals, territory expansion |
| 5 | Legendary | 12,000 | ×1.30 | Maximum pricing, exclusive quests, full territory access |
Growing weed is the only production mechanic in DDS1. Plants progress through four growth stages, each affected by environmental modifiers. Proper care significantly increases yield and quality.
growth_rate = base_rate × light_modifier × water_modifier × uv_bonusbase_rate — Fixed growth speed per tick (1.0 = standard). Each stage has its own base rate.light_modifier — Multiplier from grow light proximity and quality (0.5 = dim, 1.0 = standard, 1.5 = optimal).water_modifier — Multiplier from watering frequency (0.3 = dehydrated, 1.0 = watered, 0.7 = overwatered).uv_bonus — Bonus from UV lamp placement (1.0 = no UV, 1.25 = with UV lamp).Growth Stages — Each stage has different time requirements and care needs.
| Stage | Duration (base) | Duration (optimized) | Water Interval | Visual Cue |
|---|---|---|---|---|
| ๐ฑ Seedling | 24 min | 16 min | Every 8 min | Small sprout visible in pot |
| ๐ฟ Vegetative | 48 min | 32 min | Every 12 min | Full leaf structure, growing tall |
| ๐ธ Flowering | 36 min | 24 min | Every 10 min | Buds forming, plant at full height |
| ๐ชด Harvest | — | — | — | Buds fully formed, golden trichomes visible |
Yield Formula
final_yield = base_yield × care_quality × pot_size_modifier
base_yield = 5g (small pot) | 10g (medium pot) | 20g (large pot)
care_quality = average of all light/water/uv modifiers across growth (0.3 – 1.5)
pot_size_modifier = 1.0 (small) | 1.0 (medium) | 1.0 (large) — already factored into base_yield
Each drug has internal timers for how long the effect lasts on clients, when the peak hits, and how long the comedown takes. These timers affect when clients will seek their next purchase, how they behave while under the influence, and the window where overdose symptoms appear.
| Drug | Total Duration | Peak Time | Comedown | Re-buy Window |
|---|---|---|---|---|
| Marijuana | 45 min | 5–15 min | 20 min | ~50 min |
| Hashish | 60 min | 5–20 min | 25 min | ~65 min |
| Mushrooms | 90 min | 20–40 min | 30 min | ~100 min |
| LSD | 120 min | 30–60 min | 40 min | ~130 min |
| Amphetamine | 60 min | 10–25 min | 20 min | ~65 min |
| Ecstasy | 75 min | 15–35 min | 25 min | ~80 min |
| Cocaine | 30 min | 2–10 min | 15 min | ~35 min |
| Crack | 15 min | 1–5 min | 8 min | ~18 min |
| Heroin | 90 min | 5–20 min | 40 min | ~100 min |
| Crystal Meth | 120 min | 10–30 min | 50 min | ~130 min |
The game dynamically spawns potential clients based on a formula that accounts for territory population, time of day, and your reputation. Knowing when and where clients appear lets you optimize your dealing schedule.
spawn_rate = base_rate × territory_population × time_of_day_modifier × reputation_bonusbase_rate — Fixed spawn interval per territory (typically 1 client every 2–5 minutes).territory_population — Density modifier based on how populated the area is (0.5 for rural, 1.0 for suburban, 1.5 for urban).time_of_day_modifier — Multiplier that changes based on in-game time (see table below).reputation_bonus — Higher reputation attracts more clients (1.0 at base, up to 1.5 at Legendary).Time of Day Modifiers — Client spawns fluctuate significantly throughout the day cycle.
| Time Period | In-Game Hours | Modifier | Client Activity |
|---|---|---|---|
| Morning | 06:00 – 11:59 | ×0.5 | Very few clients — most people going about legal business |
| Afternoon | 12:00 – 16:59 | ×0.8 | Moderate activity — lunch breaks, students, casual users |
| Evening | 17:00 – 21:59 | ×1.0 | Peak standard hours — after-work crowd, party pregaming |
| Night | 22:00 – 01:59 | ×1.2 | Maximum activity — nightlife, clubs, desperate buyers |
| Late Night | 02:00 – 05:59 | ×0.7 | Declining activity — only the most desperate or addicted clients |
Reputation Spawn Bonus
| Rep Level | Spawn Bonus | Effect |
|---|---|---|
| New | ×1.0 | No bonus — baseline spawn rate |
| Known | ×1.1 | Word is getting around — 10% more clients |
| Established | ×1.2 | Known dealer — 20% more clients seek you out |
| Respected | ×1.35 | Clients come from neighboring territories — 35% more |
| Legendary | ×1.5 | Maximum draw — 50% more clients, including premium buyers |
Worked Example — Optimal dealing window calculation.
Base rate: 1 client / 3 min
spawn_rate = 1.0 × 1.5 (urban) × 1.2 (night) × 1.35 (respected) = 2.43×
Effective rate: 1 client every ~1.2 minutes
Compare to: Rural, Morning, New reputation:
spawn_rate = 1.0 × 0.5 (rural) × 0.5 (morning) × 1.0 (new) = 0.25×
Effective rate: 1 client every ~12 minutes