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For me I'm waiting to see a chem station for sale. I've found 3-4 beakers in loot, but the workstation mags just aren't dropping for me. No antibiotics kinda sucks, but I can make herbals in the campfire. I'm stuck using the crap gunpowder recipe. What really really hurts is that after over a month in game I'm still using a damned bicycle because I can't make gas. I've got around 100k dukes sitting in a box as well, just on the off chance I see one being sold.
I can make motorcycles, 4x4's, and generators (not that I use them), but without that chemstation none of that matters. This new magazine system sucks. I think I'm long enough in game time that I've given this new system a chance. This just doesn't work.
And yes, I do have points into engineering. The mags just aren't dropping. This, isn't, fun.
Trader stock has nothing to do with skill levels.
The 3 things that factor into a "trader stage":
-Your player's level
-Your player's "Daring Adventurer" skill level
-That trader's highest quest tier level you have unlocked
Exactly. Not to sound pedantic, but I don't consider Daring Adventurer a "skill", I think of it as a "perk". I know I probably sound like I'm splitting hairs.
So, solar items require electricTier3 level of traderstage, or minimum 55.
trader stage = player level * (1 + quest level modifier) and qlm maxes at 0.3
max daring adventurer adds 4 to trader stage.
So, if I'm understanding this, player level would need to be at least (55-4)/1.3 or 39 before solar items have a chance to show up.
Thanks all for the help.