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Mixing Guide

Table of Contents
Drug Dealer Simulator Mixing Guide
I.A List of Mixing Ingredients & Their Applicable Numbers
II.A List of RAW Products & Their Applicable Numbers
III.What This Tells Us and What It Doesn’t?
IV.MixSTR in layman’s terms:

There are many, many ways to reach a good thing here… or a deadly one. This guide (and
myself) cannot tell you “What will happen if I add X to Y and then combine with Z.” The
information herein is to help you make more educated choices when you are trying out new
mixes, but cannot tell you what the absolute-set-in-stone-amen-goodnight right and wrongs are.

This guide will give you the numbers, but it won’t be able to tell you what numbers your clients
want to see and don’t want to see without you doing some trial and error. You want safe potency
that isn’t toxic while being of high quality and good addiction properties for the return business.
How you get there is up to you.

This guide utilizes the .pak files of the game in order to extrapolate out what the different
available mixing ingredients actually do so that you can better make YOUR ULTIMATE MIX!

A List of Mixing Ingredients & Their Applicable Numbers

Baking Soda (The other side of sugar, stretches the product while reducing it’s potency.)

toxicity = 0.0
strength = 0.0
mixStrengthening = 0.9
addictiveness = 0.0
Washing Powder (Least toxic of the strength-increasers but very inefficient.)

toxicity = 9.0
strength = 0.0
mixStrengthening = 1.1
addictiveness = 0.0
Ibuprofen (Good early game addiction assist, mind the toxicity.)

toxicity = 12.0
strength = 2.0
mixStrengthening = 1.25
addictiveness = 1.0
Acethone
(The most toxic of all ingredients. This is also what you will use to mix liquids. 1g acetone in the
liquid tray > add other mix > put into dryer > package or process more.)

toxicity = 25.0
strength = 4.0
mixStrengthening = 3.0
addictiveness = 1.0
Edit update for Acetone: It appears that when Acetone is used to liquid mix products (like
crystal) and is then dried out of the product the levels it adds are pretty much completely
removed from the final mix.

Eg: If you evaporate it out, it is like it wasn’t there. This is probably something you don’t want to
mix in other situations besides where you add it in liquid mixing then evaporate it out. When you
do this currently there seem to be no real reason to use more than 1g at a time as the effects
seem to go away anyway when it evaporates.)

Salt

toxicity = 2.0
strength = 0.5
mixStrengthening = 1.0
addictiveness = 0.0
Sugar (Sugar stretches the product but doesn’t weaken it, instead making it more toxic.)

toxicity = 1.3
strength = 0.0
mixStrengthening = 1.0
addictiveness = 0.0
Paracetamol

toxicity = 12.0
strength = 3.0
mixStrengthening = 1.3
addictiveness = 4.0
Viagra (The most addictive of all ingredients.)

toxicity = 3.0
strength = 2.0
mixStrengthening = 1.6
addictiveness = 7.0
Nebilanex
toxicity = 15.0
strength = 2.0
mixStrengthening = 2.0
addictiveness = 1.4
A List of RAW Products & Their Applicable Numbers

Marihuana

Toxicity = 0.5
Strength = 2.0
mixStrengthening = 1.0
Addictiveness = 0.8

Note: I have yet to find any reason to mix anything with marihuana as it always seems to result
in a bad product.

Amphetamine

Toxicity = 4.0
strength = 2.5
mixStrengthening = 1.6
addictiveness = 1.7

Ecstasy

Toxicity = 3.5
strength = 2.0
mixStrengthening = 1.3
addictiveness = 1.3

Crystal Meth

toxicity = 5.5
strength = 3.0
mixStrengthening = 2.4
addictiveness = 3.0

Cocaine

toxicity = 5.0
strength = 4.0
mixStrengthening = 2.0
addictiveness = 3.0
Heroin

toxicity = 6.0
strength = 4.0
mixStrengthening = 3.0
addictiveness = 4.5

Fentanyl (Think of this more as a drug-mixing-ingredient more than a raw product.)

toxicity = 18.0
strength = 6.0
mixStrengthening = 3.0
addictiveness = 9.0

Edit for Fentanyl: Use caution giving mixes that contain this to addicts as their chance to
overdose is higher than un-addict clients. Consider a separate mix that is lower in strength and
toxicity for your “return customers.”)

What This Tells Us and What It Doesn’t?

We can assume that toxicity is just how dangerous the final product will be and how much each
ingredient contributes to this. Note that the most dangerous of the mixing ingredients are also
the ones that most greatly increase the potency of the final product! A product that is too toxic
CAN and WILL kill your clients, and lose your respect.

EDIT: No we don’t know what the cutoff is for toxicity yet but it’s being worked on.

Strength vs mixStrengthening is a little more confusing.

Strength is related to how strong the effects of the individual ingredient is, and thus how much
these additional effects add to the overall quality of the end product. For example Ibuprofen is a
pain reliever with a strength of 2.0 reflecting how strong said pain relief actually is. Fentanyl is
an extremely strong pain killer that can help with quality (strength 6.0) and addictiveness (9.0)
but at the same time is very toxic and can be dangerous — it can also be outright deadly if you
were to use straight. Things like baking soda and sugar have no side effects and as such have a
strength of 0.0 thus won’t affect the quality (other than lowering the potency from being mixed-in
in the first place, though again some drugs will need a lower potency to not be deadly (a
10-toxic level drug at 50% potency will be closer to 5-toxic assuming you didn’t add something
else toxic to lower the potency)).

EDIT: It is possible that Strength also factors into what causes deaths from overdose along with
Toxicity. It is being researched and this will be updated as/when we learn more.
mixStrengthening either increases or reduces the final potency of the end mixed product
(outside of what stretching the product from mixing other stuff in already does); values less than
1.0 lower this and values higher than 1.0 will raise the end potency. For some stuff you want to
lower the potency or it can be dangerous and for other stuff you want to raise it or it won’t
achieve the desired effects from and on your clients. Lower potency can mean lower quality for
some stuff, which can be offset by adding stuff which has it’s own unique effects (those with
strength scores). Cutting a raw product will always lower it’s potency, however mixStrength stats
help to mitigate (or increase) this effect.

The way the game does this, is it takes the average numbers across all ingredients factoring in
their quantities, multiply the Strength by the MixSTR to get the final number for the end mix we'll
use. If your MixSTR is 0.9 (say with baking soda) the strength would be lowered, if the MixSTR
is higher it would increase it.

MixSTR in layman’s terms:

Use mixSTR when making a new recipe (mainly with the calculator) to help keep numbers
higher or lower. mixSTR helps determine the other 3 variables (toxic, strength, and addiction).

Addictiveness is straight forward and is just like it sounds — how much an ingredient does or
does not contribute to business. This is something you always want to try and keep high without
adding too much to the toxic levels of the end product.

TL;DR

You want to keep toxic stats low, strength stats high, addictive stat high, and you need to adjust
your mixStrength either high/low/neutral depending on what main product your are
cutting/mixing in the first place (remember you are mixing stuff here so having a high
mixStrength doesn’t mean potency isn’t going to drop, just not as much). Some stuff is
dangerous if too potent, other stuff will be considered garbage if too low. The base toxic levels of
the Raw Stuff is a good starting place to gauge what to do. Again: trial and error.

What does this not tell us though?

This list helps us to better understand what the different ingredients do, but it does not tell us
what the limits and “sweet spots” for these numbers are. For example while we know what
increases or decreases to toxicity a certain ingredient contributes to, we do not know at what
point that toxicity contributes to the death of clients.

Trial and error, and additional digging through the game will help us to better understand this as
the game grows and we know more. There’s no “Magic best mix recipe” that can be lifted out.
Finding the cutoffs for things like what makes a product deadly and what promises a addiction
are going to be extremely hard if not impossible to pull from the .pak files. But this guide gives
you a rock solid foundation to work off of without going in blind.

Using Drugs Yourself – What They Do

Yes it is possible…

…to use the drugs yourself in the game. The game does not teach or tell you this anywhere, but
you can.

To do this, add 1g of any of the raw (not mixed) drugs to your quick use slots in your inventory.
You then use the number keys for each slot to activate them (1, 2, 3, etc). There is no animation
played when this happens, but it happens and causes different effects on your person. Some of
these help you, some of them inhibit you.

You can use more than 1g if you want up to whatever you wish. However as it stands when you
“consume” the drug yourself, it isn’t actually used up, so if you carry 1g around or something it
acts like an everlasting-gobstopper and goes on forever without being used and disappearing.
This may change in an update to the game if it’s a bug, and if it does this will be updated to note
that.

Using higher or lower quantities has no effect on the results, it will always be the same. and no
you cannot overdose yourself in the game.

A breakdown of what each one does with a description:

- Marijuana: Makes you stoned.


- Amphetamine: Higher FOV, faster sprinting, fast walk speed w/ no stamina use when
walking.
- Ecstasy: Makes you slower, lowers FOV.
- Crystal Meth: Even wider FOV, faster sprinting, fast walk speed w/ no stamina use.
- Cocaine: Higher FOV, Faster Sprinting, fast walk speed but does use stamina in walk
mode, night vision.
- Heroin: Zoomed-in view, wobbling of camera, slow-motion.
- Fentanyl: Same as Heroin but with even slower-motion.
Taking a drug more than once will stack the effects it causes making them stronger and last
longer. Because of this things like meth and crack can also give night vision if used enough. The
list above is what happens from a single use!

There are six different variables in place. Note that these values can be both positive or
negative — not all stuff helps you!

Here we will reveal what these actually do when you use them:
Speed Multiplier: Affects how fast or slow you move compared to normal. Note that this affects
walking speed AND running speed. Some stuff increases your walk to a run speed so you can
essentially move at a run without using stamina.

Stamina Multiplier: Affects how much longer or shorter you can run/jump-over compared to
normal.

Time Multiplier: Affects the movement of time. Time will literally move faster or slower based on
this.

Field-of-view multiplier: As it sounds, affects the FOV for the game more or less than what it is
set to.

Confusion Multiplier: Affects how colors and the graphics appear, and can affect how well your
controls work.

Dose Timeout: How many seconds the effects lasts before stopping.

Self Mixing Tips

Sometimes you just wanna do things yourself. Go it alone. Lone man on the path. Nothing but
the road and your drugs…

Anyway, here are some general tips and suggestions to consider when mixing your own stuff
outside of the recipes listed in this guide!

The “Lab Crystaliser” does the exact same thing as dryers but holds less product in exchange
for working faster. There’s no reason to buy this over a large dryer. The game doesn’t explain
this well.
There is no mix that contains weed that will not result in a bad product, period. This may change
in the future, but as it is now here is zero reason to mix with weed aside from wanting to lower
your respect and lose clients.
Addicts are massively more prone to overdosing deaths. Make safe alternate recipes just for
them to help them live longer.
Start small, don’t jump into a new recipe and make 400g at a time. Make 100g or less and see
how it goes.
It is safer to use excess from mixing as free samples. It may be tempting to toss the 1g-or-less
extra into your next mix — even if it’s from the same recipe — but it’s better to give it away (or
toss it on the bed, it clips through and is like a trash can). The extra mix step will more often
than now throw the mix numbers out of whack and get you complaints or worse. The odds aren’t
in your favor. If you are going to combine two mixes together for storage/selling purposes that
are the exact same recipe and ratio of ingredients, do this with a quantity. Don’t mess with those
little baggies though, give ’em or toss ’em.
COMPOUND RECIPES SEEM TO BE BROKEN. If you try and make a mix from other drug
mixes, the game flips out and does bonkers stuff. You can make a cool custom ingredient mix
and all that, but combining different custom mixes FLIPS THE HECK OUT OF THE GAME. It
has been tested by DDS Mods Community a lot. We tried a recipe that generated an output
addiction rating of (no joke here) over 100,000 and not a single person got addicted to it. While
compound recipes look amazing on paper, they do not function right in the game for some
reason and never trigger addicts or behave as they should from the numbers they appear to
have.
The only known mix that works with this at this time that I/we know of is Crystal Palace at some
of the Monty mixes at the very bottom of this guide. This is hypothesized to work as it isn’t a true
compound mix, as the only compound step is the combining at the end. It doesn’t go through
mix after mix after mix after mix after liquid after dry after remix and so on. This is why we call
Crystal Palace a semi-compound mix, and I use it a lot for testing the topic a lot still.

The same thing happens with compound ingredient mixes. Sure you can mix your fentanyl with
other ingredients to make it “safe(er)” then use that as a custom ingredient in something and get
AMAZING numbers. But it just won’t behave like it in the actual game. Perhaps it’s because
mixSTR stat triggers so many times, or there’s a catch-all in the game somewhere, but it just
doesn’t behave right.

You are better off at this point in making mixes that have all the stuff you want to add in one
batch as opposed to making custom ingredients/mixes and then making a mix out of the mixes
(ow that made my head hurt). Yes, compound mixes look cool on paper. You can give them all
cool flashy names for the different unique compounds and stuff, but as the game works right
now it just isn’t effective because of how the game seem to do stuff. Maybe this gets tweaked
some because making custom ingredient mixes sounds cool.

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