Chem Finisher purity planner
Enter the purity your Composition Spectrometer shows for the dry extract, how much of it you have and how many Chemical Equipment Modules the Chem Finisher holds. The planner returns the products you can press, the contamination the machine adds, the expected grade and the base value per item.
The finisher adds 12% contamination with no modules, then 6%, 3%, 1% and 0% with one to four. A perfect extract therefore reaches Lab Pure (99%) only with three or four modules. Full rules: chemistry guide.

Purity grades and value
| Grade | Purity | Value change |
|---|---|---|
| Lab Pure | 99% and up | +135% |
| Pharma | 90–99% | +85% |
| Near Pharma | 80–90% | +40% |
| Street Standard | 60–80% | Base value |
| Cut Product | 45–60% | -45% |
| Junk | 30–45% | -75% |
| Starch | 0–30% | -95% |
Formula and assumptions
- Products = dry extract ÷ volume per product, rounded down. Each press of Output makes one.
- Contamination is the Chem Finisher's "Contaminant Introduced" value for the module count.
- Expected purity: the game's data establishes that a perfectly pure extract leaves at 88% with no modules and 99% with three. Whether contamination is subtracted from or multiplied into a lower purity is not published, so the planner shows both results (extract − contamination, and extract × (1 − contamination)). They differ by less than one point; when they straddle a grade line, both grades are shown.
- Base value = product base value × grade modifier, before your difficulty markup, bargaining and customer budgets. The Nomore Injector has no listed base value.
- The Blender's content loss (35%, 20%, 10%, 5%, 0% with 0–4 modules) and solvent choice change how much extract you get, not the finisher's contamination.
Sources: Chem Finisher and Chemistry on the Probably Stolen Wiki (11 November 2026); grade modifiers cross-checked with Power Up Gaming's chemistry guide (3 November 2026). Reviewed 12 November 2026 for update 1.0.0.12.
