Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The "funny" thing is, after you get your first one you'll find Beakers EVERYWHERE...
Beakers count as rare medical items, and Jen carries between 2 and 4 extra picks from that category every reset, in addition to the normal chance all traders have.
You can also get them as quest rewards from T3 or higher quests.
Other than that you are looking in the right places. Chemistry stations, airdrop crates, those small chemistry sets, and Pop N Pills crates can have beakers but the chance is fairly low.
The one POI I always look for early on is the house called something like the Cook's Residence. Its a small 1 story house with a hole in the front and a burning barrel right outside next to the mailbox. There are maybe 8-10 chemistry sets and chemistry stations, plus a Pop N Pills crate in each POI. Even with a low chance for a beaker you get a good number of rolls with so many chemistry sets. It is a very easy POI to clear, just watch out for the collapsing floor.
There is also a larger house with a bunch of chemistry sets in the basement but I forget the name.
Edit: The Cartel House, that's it. 5 chemistry sets and a chemistry station.
The idea that the player can build a skyscraper sized horde base with electrical traps, gun turrets, explosives etc from scratch but can't forge out a simple glass beaker (or dare I say glass jar) is comical.
I have played the game for many years and still enjoy it "mostly", but I feel fairly strongly that they took the wrong direction at pacing the player's progression in general. For this type of game, learn by doing feels much more natural and that being the case it transitions nicely over into the speed of player progression. But that's probably for more of a simulation type of game and it seems that TFP's has steered this ship more towards an action / adventure genre. Which in the end is fine, it's their IP after all.
Very true. I believe this is the case because once you pass the threshold of having access to certain items in the player's loot stage, then they will have a tendency to show up multiple times in a relatively short period of time.
<recipe name="toolBeaker" count="1" material_based="true" craft_time="300" craft_area="forge" is_trackable="false">
<ingredient name="unit_glass" count="100"/>
<ingredient name="unit_clay" count="50"/>
</recipe>
Toss that into recipes.xml, or better yet a custom modlet.
Change the ingredients or time (in seconds) any way you want. You could even make it learnable so you don't start with it unlocked, although that would require an extra step.
That said, if you are determined to play vanilla keep in mind that not all loot is controlled by loot stage. Loot stage really only effects scaled loot, and beakers are not scaled. Also, when it comes to traders their inventory is controlled by trader stage, not loot or game stage. The calculation is a bit different but it is basically your level modified by the number of quest tiers you have completed, plus a bonus for Daring Adventurer.
Chemistry stations for example require a 30 trader stage, so figure you need to be level 30 or around level 28 and have completed tier 3, or level 10 and have 2 ranks of Daring Adventurer (it is +10 per rank).
Beakers though are not limited by loot stage or trader stage. There is always a chance for them to show up even at level 1, it is just a fairly low chance. In the end though it is all up to RNG as there is no skill that increases the loot chance for beakers.
I've found that as my play time over the years had increased that the more drawn out the game was the more rewarding it felt. So I'm mostly in agreement with game design that slows down the players progression.
However I've been playing the game long enough to remember when if you didn't have calipers you weren't able to craft bullets, which in some cases ended up making it virtually impossible to defend and survive later horde nights. So as long as they have some mechanic(s) in the game that enable the player to slightly stack the odds in their favor in acquiring certain items then generally I'm ok with it being the way that it is by default.
But again, it's wonderful that if someone chooses too, they have the option of moding in the ability to craft the item themselves. I have currently actually done this for the Dew Collector upgrades but I made the material list fairly expensive in terms of total unit cost, and in addition I made the filter require a workbench to craft.
Really looking forward to the next Undead Legacy overhaul mod when it becomes available to play for 1.2+
(I found 1 scrounging and used if for my chemical work shop) now my campfire has none.
Day 54 now... no beakers to be found anywhere.
The barter skill doesn't increase the chances for traders selling beakers (or anything else), it just lowers the price. It did, back in A19 when they had a secret stash I think, but it hasn't had any impact on the inventory in a long time. Daring Adventurer now improves the loot traders sell, but only by increasing trader stage so it has no effect on beakers.
On a side note, I started a new game this morning. By Day 3 I had 3 beakers, 1 purchased from Jen, 2 found...
Edit: I'm playing the latest experimental version.
PS Good for you you find so many... me, I don't find any. This is a problem.
You need a beaker for only a few things: Crafting a Chemistry Stations and cooking several drugs in a campfire. None of which are actually necessary to craft, unless I'm forgetting something.
You can get chemistry stations in several other ways (tier 4 completion reward or buying them), and there is no item that requires the chem station that can't be acquired in other ways fairly easily. A chemistry station makes a lot of crafting easier but it isn't like you actually need one to craft gunpowder for example.
Personally, if I was to balance it with a mod I'd probably just make it easier to loot from Chemistry Stations and Chemistry Sets. It would only take a few very minor changes there to have an impact. Simply moving it from "groupChemistryStationLoot03" to "groupChemistryStationLoot02" would increase chances for finding it, more so if the loot prob template was increased from "veryLow" to "low" or even "med". Moving it up to group 1 would probably be too much. It still would be somewhat rare in group 2, but not nearly as hard to find as it is now.
The chance of finding one (store of scrounging) needs to be increased.
Please stop suggesting mods or editing files/options to solve this. The game needs to be corrected for this failure. We don't need creative user patches to solve game problems.
The only people here are other players and when it comes to fixing problems the only tool we have is mods. Fix the problem yourself or wait for the devs, but complaining on forums the devs will never read will get you nowhere.