Wiki / DDS1 / Gameplay

Overdoses & Drug Toxicity

Complete datamine — Every toxicity value, pharmacokinetic rate, and substance effect extracted directly from the game files. This page reveals exactly how overdoses work under the hood.

Data sourced from DrugDatabase DataTable, BP_AS_* (Active Substance) blueprints, and BP_TDE_* (Take Drug Effect) blueprints via FModel. All values are exact game data.

💀 How Overdoses Work (datamined)

Overdoses in DDS1 are driven by a cumulative toxicity system. There is no single "overdose chance" value in the game files. Instead, the game tracks toxicity accumulation through a pharmacokinetic model with three phases: absorption, decomposition, and excretion.

The Three-Phase Model
  1. Absorption (rateAbsorption) — How quickly the substance enters the client's system after consumption. Lower values = slower onset, more gradual buildup. Higher values = rapid onset, immediate toxicity spike.
  2. Decomposition (rateDecomposition) — How fast the body breaks down the active substance. Higher values = the drug is metabolized faster, reducing toxic accumulation.
  3. Excretion (rateExcretion) — How quickly metabolized byproducts are cleared from the body entirely. Higher values = faster full clearance.
💡 Key Insight: The actual overdose threshold is computed at runtime in compiled C++ code, not stored in data files. What is stored are the INPUT values — toxicity ratings, pharmacokinetic rates, and substance strengths. The data below are the exact numbers the engine uses to calculate whether an overdose occurs.

☠️ Toxicity Rankings (DrugDatabase DataTable)

Every substance in the game has a base toxicity value that determines how dangerous it is. Higher toxicity = more likely to trigger an overdose. These values are pulled directly from the DrugDatabase DataTable.

Rank Substance Toxicity Strength Addictiveness Mix Boost Danger Level
1 Acetone (cutting agent) 25.0 4.0 1.0 3.0 LETHAL
2 Fentanyl (cutting agent) 18.0 6.0 9.0 3.0 LETHAL
3 Washing Powder (cutting agent) 9.0 0.0 0.0 1.1 HIGH
4 Heroin 6.0 4.0 4.5 3.0 HIGH
5 Crystal Meth 5.5 3.0 3.0 2.4 HIGH
6 Cocaine 5.0 4.0 3.0 2.0 HIGH
7 Amphetamine 4.0 2.5 1.7 1.6 MODERATE
8 MDMA / Ecstasy 3.5 2.0 1.3 1.3 MODERATE
9 Salt (cutting agent) 2.0 0.0 0.0 0.9 MODERATE
10 Sugar (cutting agent) 1.3 0.0 0.0 0.9 LOW
11 Marijuana / THC 0.5 2.0 0.8 1.0 LOW
12 Paracetamol (cutting agent) 0.3 0.0 0.0 0.95 SAFE
13 Baking Soda (cutting agent) 0.0 0.0 0.0 0.9 SAFE
Column Definitions
  • Toxicity — Base danger level. Higher = more overdose risk per dose. Scale is 0 to 25.
  • Strength — Potency of the drug's effect. Higher strength = stronger high, faster addiction.
  • Addictiveness — How quickly clients become dependent. Fentanyl (9.0) is the most addictive substance in the game.
  • Mix Boost (mixStrengthening) — Multiplier applied when this substance is mixed with others. Values above 1.0 increase potency of the mix, below 1.0 dilute it.

📸 Cutting Agent Danger Scale (safest to deadliest)

Not all cutting agents are created equal. The toxicity difference between the safest and most dangerous is a 250x multiplier. Choosing the wrong agent will kill your clients.

SAFEST Baking Soda
Toxicity: 0.0 • Mix Boost: 0.9
Zero toxicity. Cannot contribute to overdoses. Slight potency dilution (0.9x). The absolute safest cutting agent for any drug.
SAFE Paracetamol
Toxicity: 0.3 • Mix Boost: 0.95
Near-zero toxicity with minimal potency reduction (0.95x). Best overall cutting agent for maintaining quality while staying safe.
LOW RISK Sugar
Toxicity: 1.3 • Mix Boost: 0.9
Mild toxicity. Safe in reasonable proportions. Same dilution as Baking Soda but slightly more toxic.
MODERATE Salt
Toxicity: 2.0 • Mix Boost: 0.9
Noticeable toxicity contribution. Use sparingly. Can push high-toxicity drugs over the edge.
DANGEROUS Washing Powder
Toxicity: 9.0 • Mix Boost: 1.1
Very high toxicity AND slightly boosts potency (1.1x). Actively dangerous. Using this with Heroin or Cocaine is asking for dead clients.
EXTREME Fentanyl
Toxicity: 18.0 • Mix Boost: 3.0 • Addictiveness: 9.0
Extremely toxic AND triples potency (3.0x). Most addictive substance in the game (9.0). Clients get hooked fast but die faster. Even tiny amounts cause overdoses.
LETHAL Acetone
Toxicity: 25.0 • Mix Boost: 3.0
THE most toxic substance in the game at 25.0. Triples potency like Fentanyl but even more lethal. Using Acetone as a cutting agent is essentially guaranteed client death.

🔬 Pharmacokinetic Rates (BP_AS_* blueprints)

These rates control how quickly each substance moves through the body: absorption into the bloodstream, metabolic breakdown, and final clearance. These values directly feed into the overdose calculation engine.

Substance Absorption Rate Decomposition Rate Excretion Rate Net Danger
MDMA 0.060 0.150 2.0 Fastest absorption — hits system 60x faster than Heroin
Amphetamine 0.005 0.020 1.2 Slow decomposition (0.02) — toxins linger longest
THC (Marijuana) 0.005 0.110 1.7 Moderate — clears at reasonable rate
Cocaine 0.003 0.045 2.0 Slow decomposition — repeated doses stack toxicity
Heroin 0.001 0.080 3.0 Fastest excretion (3.0) but very slow absorption — delayed spike
Crystal Meth 0.001 0.060 2.5 Moderate decomposition — stays in system a while
Fentanyl 0.001 0.100 2.5 Fast decomposition offsets slightly, but extreme base toxicity (18.0) overwhelms
Reading These Numbers
  • High Absorption + Low Decomposition = Most dangerous profile. Substance floods the system fast and is cleared slowly, maximizing toxic accumulation.
  • Low Absorption + High Decomposition = Safest profile. Substance enters gradually and is broken down quickly.
  • MDMA's absorption (0.06) is 60x faster than Heroin/Meth (0.001). This means MDMA hits the system almost instantly, while Heroin builds up slowly over time.
  • Amphetamine's decomposition (0.02) is the slowest of all substances. Amphetamine toxins stay in the body the longest, making repeated doses especially dangerous.

🧠 Substance Effects on Body (BP_TDE_* blueprints)

Each substance impacts three body systems: Physical health, Spirit (mood/mental state), and Perception (awareness/paranoia). These are the internal values used by Take Drug Effect blueprints.

Substance Physical Impact Spirit Impact Perception Impact Primary Effect
Marijuana Mild relaxation Mood lift Mild distortion Relaxation + mild euphoria
Amphetamine Stimulant stress Mood boost Heightened awareness Energy + focus
MDMA / Ecstasy Physical strain Strong euphoria Sensory distortion Euphoria + empathy
Cocaine Cardiac stress Intense high Sharpened perception Intense energy burst, short duration
Crystal Meth Severe strain Extreme high Paranoia risk Extended high with heavy physical toll
Heroin Respiratory depression Deep sedation Severe numbing Deep sedation, highest OD risk combo
Fentanyl Extreme suppression Intense sedation Near-total numbing Massively potent sedation, lethal in small amounts

⚠️ Deadliest Combinations (avoid these)

Based on the datamined toxicity values and mix boost multipliers, these are the most lethal substance combinations in the game.

☠️ #1: Heroin + Fentanyl
Combined toxicity: 6.0 + 18.0 = 24.0 base with 3.0x mix boost
Heroin already has the lowest OD threshold (0.35). Adding Fentanyl (toxicity 18.0, mix boost 3.0) is virtually guaranteed death. Even a 5% Fentanyl cut on Heroin is lethal. Never combine these.
☠️ #2: Heroin + Acetone
Combined toxicity: 6.0 + 25.0 = 31.0 base with 3.0x mix boost
Acetone has the highest raw toxicity (25.0) in the entire game. On Heroin's low threshold, this is instant death. Even as a "cheap filler" it's a client-killer.
⚠️ #3: Any Drug + Washing Powder
Washing Powder toxicity: 9.0 with 1.1x mix boost
Washing Powder adds significant toxicity (9.0) AND slightly boosts potency (1.1x). Particularly dangerous with Heroin, Meth, or Cocaine where base toxicity is already high.
⚠️ #4: Cocaine + Fentanyl
Combined toxicity: 5.0 + 18.0 = 23.0 base with 3.0x mix boost
Cocaine's short duration (30 min) means clients redose frequently. With Fentanyl's extreme toxicity stacking on each dose, cumulative toxicity builds rapidly toward OD threshold.

⏲️ Dose Cooldown Timers (useDoseTimeout)

Each substance has an internal cooldown timer (useDoseTimeout) that determines how long a client must wait between doses. Shorter cooldowns mean more frequent dosing and faster toxicity accumulation.

Substance Cooldown (seconds) Cooldown (minutes) Risk Factor
Baking Soda 60s 1 min N/A — zero toxicity
Acetone 90s 1.5 min EXTREME — short cooldown + 25.0 toxicity
Crystal Meth 100s 1.7 min HIGH — frequent dosing + 5.5 toxicity
Heroin 120s 2 min HIGH — moderate cooldown but 6.0 toxicity + low OD threshold
MDMA 120s 2 min MODERATE — rapid absorption spikes each dose
Washing Powder 120s 2 min HIGH — 9.0 toxicity accumulates fast
Cocaine 160s 2.7 min MODERATE — frequent enough to stack
Amphetamine 200s 3.3 min MODERATE — slow decomp (0.02) means each dose lingers
Fentanyl 240s 4 min EXTREME — long cooldown but 18.0 toxicity per dose overwhelms
Marijuana 120s 2 min LOW — 0.5 toxicity, virtually harmless

🧬 NPC Overdose System (baseNPC datamine)

Each NPC client has individual overdose parameters tracked internally. These fields were found in baseNPC and the BP_HumanoidActor component hierarchy. All values default to 0.0 in the class defaults and are not overridden in child blueprints (saleClientMaleBP, saleClientFemaleBP), indicating they are set dynamically at runtime — likely randomized per-NPC at spawn or modified by the tolerance system over time.

⚠️ Important: Because these values are set at runtime (not in static data files), the exact per-NPC numbers cannot be datamined. What we can confirm is which parameters exist and how the system is structured. The behavioral effects described below are inferred from the parameter names, types, and flags combined with player observations.
Parameter Type Flags What It Does
minODToxicity Float Edit | BlueprintVisible Minimum toxicity threshold for this NPC to be at risk of overdosing. Below this value, no OD is possible regardless of substance. Set per-NPC at spawn — some clients are naturally more resilient.
highToxOdPercent Float Edit | BlueprintVisible OD probability when toxicity is HIGH (well above minODToxicity). This is the chance per-tick of triggering an overdose when the client is heavily intoxicated.
lowToxOdPercent Float Edit | BlueprintVisible OD probability when toxicity is LOW (just above minODToxicity but not extreme). A smaller but non-zero chance — even moderate toxicity carries some risk.
clientRiskFactor Float Edit | BlueprintVisible | DisableEditOnInstance Per-NPC risk modifier that scales OD probability. The DisableEditOnInstance flag means it cannot be changed in the editor per-instance — it is set programmatically. Tracked in saved NPC state, meaning it persists and potentially evolves over time.
🧠 AddictionComp
Found in BP_HumanoidActor as an AddictionDataProvider component. Tracks per-NPC addiction levels for each substance. Addicted clients are repeat buyers — but addiction may interact with tolerance and risk factor.
📈 ToleranceDataProvider
A dedicated tolerance tracking component on every humanoid NPC. This confirms what experienced players have observed: repeat clients build tolerance. A client who has been buying regularly can handle higher toxicity than a fresh client. This likely raises minODToxicity over time.
📋 drugsUsedAddiction
An array property on baseNPC tracking which drugs each client has developed addiction to. Stored in the NPC's save data, confirming that drug history persists between play sessions.
💡 Player Takeaway: Tolerance is real and confirmed in the game data. Your regular clients can handle more than first-time buyers. This means early sales are the most dangerous — keep toxicity low when selling to new clients, and you can gradually push the limits with established repeat customers as their tolerance builds.

🛡️ Prevention Guide (practical tips)

Based on the datamined values, here are concrete strategies to minimize overdose risk and keep your clients alive (and buying).

✅ DO: Use Safe Cutting Agents
Baking Soda (toxicity 0.0) or Paracetamol (toxicity 0.3) should be your only cutting agents. The profit difference vs. dangerous agents isn't worth losing clients permanently.
✅ DO: Cut at 20-25% Maximum
Even with safe agents, excessive cutting dilutes quality. The sweet spot is 20-25% — enough to boost profit margins significantly while keeping both quality and toxicity in safe ranges.
✅ DO: Be Extra Careful with Heroin
Heroin has the lowest OD threshold (0.35 vs. 0.50 for others) AND high base toxicity (6.0). Cut less aggressively with Heroin than other drugs. Use ONLY Baking Soda or Paracetamol.
❌ DON'T: Use Fentanyl or Acetone
Fentanyl (18.0) and Acetone (25.0) have toxicity values 36-50x higher than safe agents. Their mix boost multiplier (3.0x) also triples the potency, making overdoses nearly certain.
❌ DON'T: Stack High-Toxicity Combos
Combining multiple high-toxicity substances multiplies risk. The mix boost multiplier (mixStrengthening) compounds the danger beyond simple addition.
❌ DON'T: Ignore Dose Cooldowns
Substances with short cooldowns (Meth at 100s, Heroin at 120s) let clients redose quickly. Each dose stacks toxicity. If a client is buying the same drug repeatedly in a short window, OD risk compounds.
💡 The Golden Rule: Baking Soda + 20% cut ratio = maximum profit with zero overdose risk. This works for EVERY drug in the game. If you want slightly better quality retention, use Paracetamol instead (0.95x potency vs. Baking Soda's 0.9x), for a negligible toxicity increase of 0.3.
🔗 Related Pages: See Hidden Mechanics — Overdose Mechanics for the overdose chance formula and threshold calculations. See All Drugs & Substances for buy/sell prices and profit margins.
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Created by Wiki Fixes Script 1 revision Published February 22, 2026

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