Thanks Whoray for the reminder, actually your desire to have guaranteed stuff is already reality in the game. The very overpowered trader completion quest rewards already provide everything you need in the game, you just have to choose the right one where you have an item missing. I think this is a mistake.
Well, and if you find a beaker it makes it easier as well (cheaper crafting of ammo allows you to be very generous with it). Do you really deny the value of a chemstation? I just checked by the way, and the only real use for the beaker is for crafting the chem station. The second beaker that you can put into the chem station is entirely superfluous right now, the only recipe depending on it is the antibiotics and by the time you have a chem station infections should not be a problem anymore.
If you find scavenging and looting boring and grindy, why are you even playing this game?
At least in SP the INT vehicle perks and often the recipes have lost much of their value. You can just get bicycle and better vehicles handed to you for free. In A19 at least you had to give up a perk point to get a bicycle if you weren't lucky with scavenging.
Yes. We adhere to different gaming philosophies. Practically there is no difference between a mod that gives you a guaranteed item and creative mode, subjectively a player needs the illusion he somewhow earned it even if it is inevitable in a way.
Why are they sitting in your box? Reading it gives you a little XP, selling them gives quite a good amount of money.
I was talking about early game. The steel axe might not be right for day 1, but you can keep it and use it on day 5 as well

. Anyway, instead of steel tool we can just look at tier3 guns to make the argument work without coffee.