Wiki / DDS1 / Game Mechanics

Labs & Production

Labs in Drug Dealer Simulator 1 are drug production stations defined by the LabTypeDatabase. There are 6 lab types — one per drug family — each with its own build cost, production time, and per-batch output. Weed growing is a separate system based on plants and a growthPercent counter, not a "lab".

Datamined & Verified: All values on this page come directly from LabTypeDatabase, EquipmentDatabase, ItemDatabase, and BalanceFlags. Equipment IDs use the real EQ- prefix — not the fake EQUIP- prefix seen in older wikis.

Lab Types
6
One per drug family
Fastest Lab
Ecstasy (900s)
15 min per batch, 60g
Highest Output
Cocaine (160g)
Per 2000s batch
First Lab Discount
75% off
FIRST-LABS-COST-PERCENT = 0.25

🧪 The 6 Lab Types

Each row below is one entry in LabTypeDatabase. Base Cost is the flat lab construction cost. Cost/Gram is the per-gram production cost on top of base. Time is the full-batch production time in seconds (real-time). Quantity is the gram output per finished batch.

Lab ID Produces Time (s) Output (g) Base Cost Cost/g Total/Batch
LAB-MARIHUANA Marijuana 5000 550 g $1,800 $5 $4,550
LAB-AMP Amphetamine 1200 100 g $2,700 $6 $3,300
LAB-ECSTASY Ecstasy 900 60 g $2,200 $6 $2,560
LAB-METH Meth 1000 80 g $3,500 $8 $4,140
LAB-OPIOIDS Heroin 1400 120 g $4,800 $16 $6,720
LAB-COCAINE Cocaine 2000 160 g $5,200 $23 $8,880

Lab Tier Comparison

Volume Tier — Weed & Amp
LAB-MARIHUANA outputs 550g per batch — the largest single batch in the game — but takes 5000 seconds (~83 minutes). LAB-AMP is the easiest entry point: $2,700 base, 100g, 20 minutes. Both use cheap per-gram rates ($5–$6).
Mid Tier — Ecstasy & Meth
LAB-ECSTASY is the fastest in the game (900s for 60g). LAB-METH sits at 1000s for 80g but with a steeper $8/g production cost. Together they fill the level 6–10 production range while you build toward late-game.
High Tier — Opioids
LAB-OPIOIDS produces 120g of heroin per 1400s at $16/g. Total batch cost $6,720 — second-most-expensive lab in the game, but heroin sells for $35 average so margins are strong if you have the upfront capital.
Endgame Tier — Cocaine
LAB-COCAINE is the largest single-batch producer at 160g per 2000s, but each batch costs $8,880. Cocaine sells at $45 average — the highest single-unit price in DDS1. Reserve this lab for after laundering capacity is built up.

💵 Build Costs & Conversion Costs

Lab build costs and ongoing conversion costs are controlled by global BalanceFlags entries. The two most important ones are often misreported in older wiki pages — pay attention to the formulas below.

Flag Value Effect
FIRST-LABS-COST-PERCENT 0.25 First lab costs 25% of base (i.e. 75% off). Older wikis invert this — don't trust them.
LAB-CONVERT-COST-PERCENT 0.50 Conversion run costs 50% of finished drug value
LAB-REMOVE-RETURN-PERCENT 0.50 Removing a lab returns 50% of its build cost
LAB-GLOBAL-SPEED-MULTIPLIER 1.00 Lab processing speed scalar (vanilla = 1.00×)
LAB-GLOBAL-QUAN-MULTIPLIER 1.00 Lab output quantity scalar (vanilla = 1.00×)

First-Lab Bargain

FIRST-LABS-COST-PERCENT = 0.25 means your first lab of each type costs only 25% of its base cost. Example for LAB-AMP:

  • Normal cost: $2,700
  • First-lab cost: $675 (75% off)

👨‍🔬 Lab Crew

Lab crew members are separate from regular dealers — countMaxDealers() explicitly excludes ClientsLabCrew[i] from the per-area dealer cap. Crew speed up lab production and gain XP per gram processed.

Flag Value Effect
LAB-CREW-TRAIN-COST $1,000 Cost to train a single lab crew member
LABCREW-XP-PER-GRAM 2.00 XP per gram processed
LABCREW-MAX-LEVEL-BONUS 0.30 Up to +30% production bonus at max crew level

🧪 Lab Equipment

Equipment IDs from EquipmentDatabase. All use the EQ- prefix (never EQUIP-). Mixing equipment and containers are the placeable items you put on workstations.

Mixing Equipment

Equipment ID Tier Purpose
EQ-MIXING-TRAY Starter Basic mixing surface
EQ-SIMPLE-MORTAR Starter Manual grinding
EQ-COFFEE-MILL Mid Electric grinding
EQ-SMALL-ELECTRIC-MIXER Mid Electric mixing (small batches)
EQ-LARGE-LAB-MIXER Late Industrial mixing for high-volume runs
EQ-LARGE-FLASK Late Chemical flask for solvent reactions
EQ-CRYSTALLIZER Endgame Crystal production (American spelling per game data)
EQ-PILLMAKER Endgame Pill pressing for ecstasy / pharmaceuticals

Storage Containers

Container ID Purpose
EQ-SMALL-JAR Small jar storage
EQ-MEDIUM-JAR Medium jar storage
EQ-LARGE-JAR Large jar storage
EQ-LARGE-CONTAINER Metal container (bulk holding)
❌ Equipment That Does NOT Exist:
  • "Hand Mixer" — not in EquipmentDatabase
  • "Medium Bowl" — not a real item
  • Anything with an EQUIP- prefix — the real prefix is EQ-

🌿 Weed Growing

Weed growing is separate from the LabType system. Per the decompiled checkWeedStatus() function, each plant has a growthPercent counter that ticks while indoors. The game does not use real-world "days" — growth is a continuous percentage value.

Growth Function (decompiled)

function checkWeedStatus():
  filterCount = overlapping weedProductionFilter_C count
  for each indoor weedPlantBP_C:
    plantCount++
    totalGrowth += plant.growthPercent
  filterRatio = filterCount / totalGrowth
  weedGrowthRatio = totalGrowth

filterRatio is filters per growth — higher = safer from DEA detection. More air filters per plant means lower DEA observation risk.

Weed-Specific Furniture (3 items)

Furniture ID Purpose
FURNITURE-FLOWER-POT The planting pot — required to grow each plant
FURNITURE-UV-LAMP UV grow light (required for indoor growth)
FURNITURE-AIR-FILTER Reduces DEA detection (feeds filterRatio)

Weed Seeds (8 strains)

All seeds in ItemDatabase: Size=0.1, Weight=0.001, MaxStack=10, CanStack=false. Buy from the Seed Seller (SHOP-WEED-SEED).

Seed ID Type
ITEM-SEED-AK420 Outdoor
ITEM-SEED-DUBAI Outdoor
ITEM-SEED-SKYSCRAPPER Outdoor
ITEM-SEED-BRAINFUCK Outdoor
ITEM-SEED-GHETTO-KUSH Indoor
ITEM-SEED-STONER-HAZE Indoor
ITEM-SEED-FIRECRACKER Indoor
ITEM-SEED-BONG-BREAKER Indoor
❌ Don't trust "weed grows in X days" timelines. The game's growth system is growthPercent-based, not date-based. Plants tick growth based on conditions (indoor lighting, filter presence, plant count) — not on calendar days. Any wiki claiming exact "Day 3 harvest" numbers is fabricated.

📝 Production Formulas (Reference)

Total cost and time formulas, derived from LabTypeDatabase + BalanceFlags:

totalCost = BaseCost + (CostPerGram × Quantity)
buildCost = baseCost × (isFirstLab ? FIRST-LABS-COST-PERCENT : 1.0)
removeReturn = buildCost × LAB-REMOVE-RETURN-PERCENT
convertCost = drugSaleValue × LAB-CONVERT-COST-PERCENT
productionTime = baseTime / LAB-GLOBAL-SPEED-MULTIPLIER
output = baseQuantity × LAB-GLOBAL-QUAN-MULTIPLIER × (1 + crewLevelBonus)

How It Works

  • Each lab type produces one drug — pick the lab that matches your target output
  • The first lab of each type is 75% off (one-time bargain)
  • Conversion runs cost 50% of the finished drug value — bake this into your margins
  • Removing a lab returns 50% of its build cost — safe to rebuild in a different hideout
  • Lab crew don't count toward dealer caps — you can run a full production team without losing dealer slots
  • Max crew level adds up to +30% production bonus

Datamined from LabTypeDatabase, EquipmentDatabase, ItemDatabase, and BalanceFlags. Weed growth function from decompiled checkWeedStatus(). All values are exact game data.

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Created by Mifsopo Last edited by mifsopo 2 revisions Published February 17, 2026

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