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.
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.
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.rateDecomposition) — How fast the body breaks down the active substance. Higher values = the drug is metabolized faster, reducing toxic accumulation.rateExcretion) — How quickly metabolized byproducts are cleared from the body entirely. Higher values = faster full clearance.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 |
mixStrengthening) — Multiplier applied when this substance is mixed with others. Values above 1.0 increase potency of the mix, below 1.0 dilute it.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.
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 |
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 |
Based on the datamined toxicity values and mix boost multipliers, these are the most lethal substance combinations in the game.
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 |
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.
| 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. |
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.
minODToxicity over time.
Based on the datamined values, here are concrete strategies to minimize overdose risk and keep your clients alive (and buying).
mixStrengthening) compounds the danger beyond simple addition.