then **water** is so plentiful that jars itself become a useless item at any % setting, even at 0% return. Why need jars at all when you have water solved, after all jars are just a means to an end of getting water.
Hmm, I partially missed that; does indeed seem to be the frame of the OP. "Please don't make jars become entirely obsolete even in late game" or so. So that you'd be happy finding them in loot even later.
I guess the disconnect is rather simple, TFP and Roland seem to consider any "Jar Return > 0" -setting to be wrong, in the same way "Zombies: off" is wrong. Milder, perhaps, but "obviously unintended"; no balance required.
I dunno, I'd like it to be balanced, or possible to balance, somehow. All the suggestions I've seen seem partial.
For the situation, we have sources and sinks, and their adjuments:
Sources:
1) Loot*
2) Dew Collector*
3) Crafting via crucible
4) Vendors
* Loot abundance can be adjusted, effecting both getting jars and crafting collectors; but the setting is too "wide" to consider a good adjustment here.
Sinks:
1) Drinks and foods (Adjustable 0-100)
2) Glue (deletes (I'm guessing?))
3) Vendor (you can sell them, but who would...)
Since there's practically just one adjustable, any "balance" can only be found with exactly one value of the setting. Since the balance was developed for "no return", that's where it should be atm.
The suggestion to add requirements for the Dew Collector could be an adjustable; it just wouldn't be sufficient alone, AND it would make the collector pointless.
We could also just give "Jar looting" its own abundance setting. 0-100. You get 2 at the start of a game, you'll be fine at zero. Buy a couple more from the trader and you're set. Downside is, Dew Collector jar generation becomes insanely obvious. But at least it isn't useless, and Riamus doesn't have to loot a single jar, ever.
We could come up with new sinks... a shooting range with jars, and an LBD mechanic to go with it. Win win.
(Joking of course...

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