Chemist automates drug processing on your behalf. It uses your character's resources, access requirements and progression. Automation can support a regular plan, but its contract does not provide unlimited resources or guaranteed results.
Chemist settings choose processing recipes, order and a minimum output percentage. The worker checks your current drug progression and all required inputs, including both inputs for combine recipes. It starts processing jobs rather than growing new production batches.
| Contract action | Normal price | Active Donator price | Time |
|---|---|---|---|
| Hire | 200 Donator Points | 150 Donator Points | Eight hours |
| Top up | 100 Donator Points | 75 Donator Points | Four hours added |
A top-up requires fewer than four hours remaining. You cannot hire another live worker of the same type. Donator changes the price, not the contract's effectiveness or duration.
Processing duration is multiplied by 1.25. Output follows the recipe calculation rather than a separate 25% quantity penalty. The stop-when-finished setting can suspend the contract when eligible work or materials are unavailable; suspended time is frozen and periodically checked for resumption.
Active and waiting contracts consume paid time, including time when resources or restrictions prevent useful work. A manual pause freezes the remaining contract time and frees the corresponding activity for manual play. Automatic suspension and manual pause are different states; suspension still blocks the corresponding manual activity.
A worker jail outcome places the worker in jail instead of your character for that automated attempt. The contract continues, and a jailed worker cannot be manually paused. Check the worker's status, remaining time and action statistics; release it through the available bust flow or wait for its sentence.
Mechanics checked against executable game code on 18 September 2026.