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
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-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.
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-LABS-COST-PERCENT = 0.25 means your first lab of each type costs only 25% of its
base cost. Example for LAB-AMP:
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 |
Equipment IDs from EquipmentDatabase. All use the EQ- prefix (never EQUIP-). Mixing equipment and containers
are the placeable items you put on workstations.
| 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 |
| 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) |
EQUIP- prefix — the real prefix is EQ-
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.
filterRatio is filters per growth — higher = safer from DEA detection.
More air filters per plant means lower DEA observation risk.
| 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) |
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.
Total cost and time formulas, derived from LabTypeDatabase + BalanceFlags:
Datamined from LabTypeDatabase, EquipmentDatabase, ItemDatabase, and BalanceFlags. Weed growth function from
decompiled checkWeedStatus(). All values are exact game data.