Quick-reference tips for Drug Dealer Simulator 1. Every value below is extracted directly from the game's
DataTables or decompiled from Blueprint bytecode — no estimates, no folklore.
Datamined & Verified:
Sources: BalanceFlags, DrugDatabase, HideoutDatabase,
MoneyLaunderingLevels, ExpoEventsDatabase, decompiled statisticsManager
+ baseNPC + policeManager Blueprints.
💰 Money Management
Dirty Cash Cap
$2,500
CASH-ILLEGAL-MAX. Above this, police searches confiscate everything. Launder above $2,500.
Laundering Unlock
$1,000 earned
CASH-INTRODUCE-LAUNDERING. Also needs Eddie call #4 + the bank quest.
ATM Unlock
$600 earned
CASH-INTRODUCE-ATM. Bank starts with $600 balance.
First Laundering Tier
$1,500 / L6
Small bar. 48% launder rate. $2,000/day max throughput.
💊 Drug Selection by Player Level
| Unlock |
Drug |
Buy / Sell |
Demand |
Why |
| L1 |
Marijuana |
$5 / $10 |
0.70 |
Eddie supplies. Starter staple, orders 2–7. |
| L6 |
Ecstasy |
$7 / $10 |
1.50 |
Highest demand in game. Biggest orders (2–9). |
| L10 |
Meth |
$9 / $14 |
0.80 |
Mid-tier price/margin. Crystal form. |
| L16 |
Cocaine |
$25 / $45 |
0.60 |
Best per-unit margin (+$20). Low demand. |
| L20 |
Heroin |
$17 / $35 |
0.70 |
Addict 4.5 — repeat buyers. Cut carefully. |
| L25 |
Fentanyl |
$20 / — |
mix only |
mixStr 3.0 — strongest boost. Tox 18 = OD risk. |
🧪 Cutting Strategy
The Real Quality Formula
endProductQuality = contentRatio + (contentRatio × 0.2 × Clamp(strengthRatio, 0, 1.5))
- Heavier cuts directly drop
contentRatio → quality craters
- Lighter cuts barely change quality if you pick a high-mixStrengthening filler
- The +0.2 strength bonus is capped at
strengthRatio = 1.5 — piling on more mixStr does nothing past that
| Cutting Agent |
Toxicity |
mixStr |
OD Risk |
Note |
| Baking Soda |
0.0 |
0.9 |
None |
Safest filler. Slight quality loss (mixStr < 1.0). |
| Sugar |
1.3 |
1.0 |
None |
Neutral filler. Free. Minimal tox. |
| Salt |
2.0 |
1.0 |
None |
Adds tiny strength (0.5). Safe. |
| Washing Powder |
9.0 |
1.1 |
Low (1–8%) |
Above the 3.9 threshold. Scaled OD chance. |
| Paracetamol |
12.0 |
1.3 |
25% flat |
At the threshold. Dangerous filler. |
| Ibuprofen |
12.0 |
1.3 |
25% flat |
Same risk profile as Paracetamol. |
| Nebilanex |
15.0 |
2.0 |
25% flat |
Worst tox after Fentanyl/Acetone. Avoid. |
| Acetone |
25.0 |
3.0 |
25% flat |
Strongest mixStr but most toxic substance. |
OD Math
- Below tox 3.9: zero OD chance
- Tox 3.9–12.0: scaled chance
Clamp(((tox-3.9)/3.9)/20, 0.001, 0.08) — max 8%
- Tox > 12.0: flat 25% OD per sale
- Clients also get addicted when
addictiveness > 1.0 — chance up to 12% per sale
👮 Police Evasion
Sell at Night
0.70× heat
EXPO-NIGHT-SALE-MULTIPLIER. 30% less heat at night. (Heat multiplier, not a price bonus.)
Dog Patrol Threshold
expo > 500
AND player level > 7. Below these gates, no dogs spawn. 30% spawn chance per eligible patrol.
Police Hours
20:00–05:00
Higher minimum patrols active overnight even when expo is low.
Stash It
Safe drops
Place a FURNITURE-SAFE in your hideout — police searches don't open them.
| Bad Event |
Expo Value |
Weight |
| DEA Raid |
3,000 |
2.0 |
| Caught during Search |
1,400 |
1.5 |
| Police Chase |
800 |
2.0 |
| Client OD |
600 |
1.0 |
| Police Search (any) |
400 |
1.2 |
🏠 Hideout Selection
| Hideout |
Price |
Min Lvl |
RespBoost |
Why It's Good |
| HIDEOUT-APARTMENT |
$350 |
1 |
400 |
Starter. Can't be lost. 40% decay reduction — highest in game. |
| KENNEL-OLD-SHOP |
$790 |
11 |
250 |
Best $/boost in game. 30% resp / 35% decay / 18% sale speed. |
| OLD-MARKET-SHOP |
$1,000 |
7 |
250 |
Early upgrade. +1 client, +1 dealer, 15% resp. |
| STING-BUILDING-FLOOR |
$1,490 |
10 |
160 |
+2 clients, +1 dealer. Strong mid-game. |
| COMMUNE-01 |
$2,500 |
29 |
200 |
Endgame. +1 client, +2 dealers, 20% resp. |
| BLOCKS-01 |
$2,600 |
28 |
150 |
Endgame. 20% sale speed — tied for fastest. |
📱 Eddie Supply Formula
Order limit = $150 + ($45 × playerLevel)
EDDIE-LIMIT-BASE = 150, EDDIE-LIMIT-PER-LEVEL = 45 — both from BalanceFlags.
⚡ Quick Wins
- Weekend orders:
WEEKEND-ORDER-QUANTITY-MULTIPLIER = 2.00 — doubled quantities and 25% more frequent. Stockpile before Friday
- Crit orders: base 7% chance, +1.5% per dealer level, +50% on weekends. Multiplier 1.5–2.5× quantity
- Smuggle box:
SMUGGLE-BOX-PRICE = $200 — gets contraband across map borders
- Factory key:
KEY-PRICE-FACTORY = $1,000 — unlocks the factory area for production
- Lab discounts: first lab is
FIRST-LABS-COST-PERCENT = 0.25 — 75% off your first lab. Don't waste it on Marijuana
- Lab crew XP: 2 XP/gram processed, max level bonus +30% output
- Pitcoin trap: only buy Pitcoin with clean money. Dirty cash → Pitcoin balance resets to $0 (government seizes)
- GSM messages arrive every 180–300 seconds — check ShadyComm regularly for client orders
💡 Pro Tip: Build your laundering route alongside your dealing route. Deal in an area,
drop dirty cash at the closest laundering business, move to the next zone. This keeps you under the
$2,500 dirty-cash threshold so police searches can't wipe you out, while pushing daily throughput
toward your tier's max.
All values extracted from BalanceFlags, DrugDatabase, HideoutDatabase,
ExpoEventsDatabase, and MoneyLaunderingLevels DataTables. Formulas decompiled from
baseNPC_C.applyStats(), statisticsManager.UpdateExpositionLevel(), and
policeManager.checkWorldStatus() Blueprint bytecode.