NPC recipes added to workstation or player crafting menus
Rather than having to visit the relevant NPC, which may become more cumbersome as base designs become more elaborate, reduce friction by requiring less travel between NPCs and fewer button presses by either incorporating NPC recipes into workstations, or having the crafting options become available in the player crafting menu when close to the NPC.
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15 Apr, '24
Toast SystemHighlighted comment
"Recipes" (suggested by <Hidden> on 2024-01-31), including upvotes (1) and comments (0), was merged into this suggestion. -
31 Jan, '24
JamesTheAce MergedPlease put all of the recipes of the same build type in one area. For instance: The crafting table has recipes for wood fences, but the stone fences are able craftable when talking to the gnome carpenter NPC. This is a little inconsistent.. When the recipe unlocks it should be an addition to the fences already at the crafting bench!
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03 Feb, '24
joeadding it to the workstation would be best for sure. it does become confusing when i have to visit each person. for example, today I thought I didnt have certain windows when I went to the work bench but then remembered I have to go to the carpenter for windows.... even though there is already a window section in the work bench section.
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09 Feb, '24
GeorgeI agree, once you acquire the specific NPC the associated recipes should unlock at the workbench and not at the NPC. Current method forces all players to just dump the NPCs in to one room and be done with it. However if you want to role play and create buildings/workshops/houses for each NPC you will be running around quite a lot unnecessarily.
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06 Jun, '25
Chris TaylorEven if they just added a workstation for each NPC that you can have at every base would be a step forward to not have to fast travel just to craft
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20 Jun, '25
GoFish MergedRight now most of workstations are just "props' which stand there, look pretty and allows something to be crafted.
On other hand NPC's feature to roam is most useless feature because I as a crafter don't want my "workplace" to walk around (incuding jumping out of windows or off walls like they sometimes do). Right now it's kind of done half-way: there are several stations which have 2-3 useful recipes and that's it.
If smithy, mortar, cooking sattion, loom, etc. would become actual crafting stations , perhaps with NPC ability to actually use them. This would both work for immersion and would keep game's progression pace.
This also would solve problem that we don't need an NPC on every base. Perhaps their presence would increase crafting speed. -
25 Jun, '25
Toast System"Make NPC workstations be equivalent of themselves in crafting" (suggested by <Hidden> on 2025-06-20), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Aug, '25
Aiur+1
Please do. This is a bit of a tedious bottleneck, trying to find the right angles to initiate dialogue with the correct summon in order to craft specific items. Would much rather have set stations once we acquire and summon the soul. -
24 Dec, '25
PaulJAgreed. The crafting interface is actually already RIGHT THERE in our menus, lol. Check the 'J' hotkey, there's a section right there for crafting. Only it isn't functional, it merely shows what recipes exist. All the devs need to do is activate it! They're already displaying the recipes, it's crazy we can't perform them.
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08 Mar
TheCreativeWillThe game is totally inconsistent. The Cure for the Fell Curse is an item you have to craft, for a quest that the alchemist tells you about after you get cursed. At no point does the game point out that you need to craft it in your inventory and not by visiting the alchemist after getting the ingredients. The ingredients which aren't listed in the quest but in YOUR crafting tab. So the game gives me the ability to craft "crucial" items myself, doesn't explain it in any dialogue and relies on me noticing a little yellow dot on my crafting tab. Why not have the recipe at the Alchemist as well? Why not include the ingredient you need to find instead of a vague unhelpful hint about groups of enemies above the shroud at night? Just put a tab for each NPC in the crafting menu WHILE in the base. That way I dont have to keep my npcs in one spot without letting them move but I still need to go home to craft delicate or intricate stuff.