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.
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
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).
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.
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.
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) |
- "Hand Mixer" — not in EquipmentDatabase
- "Medium Bowl" — not a real item
- Anything with an
EQUIP-prefix — the real prefix isEQ-
🌿 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)
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 |
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:
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.
💬 Discussion