In many games, crafting requirements are defined by the recipe, as the recipe uses fixed ingredients/components. Cleverly, Underrail uses difficulty based on materials used, since blueprints use classes of ingredient/component, each with a wide range of qualities and/or materials.
This is like the second time I've heard this complaint and it confuses the fuck out of me. I generally hate crafting in games - not my thing - but I found it easy and effective and useful in Underrail.
I'll walk you through how this annoyed me and you can tell me how I should have anticipated it having such trivial requirements.
So my build is kinda sucking and needs some spicing up, so I figured hey grenades seem pretty good. And I happen to have all these Chemistry points laying around so why not. So I go to a nice vendor a buy me an incendiary grenade blueprint. Then I go to a nice vendor and buy some gas and a bottle.
So I take the Gas and bottle, + a rag I had in my inventory and place it on to the crafting screen. Only then does it list that it requires more than one skill. Yet when I read the Chemistry skill description it says :
Represents your knowledge of chemistry. This skill is primarily used in crafting various items, such as explosives
Sure it doesn't say that you won't ever need more than Chemistry to craft an explosive item or grenade. But the skill that cock blocked me was Tailoring which says:
Represents your skill in tailoring leather and cloth materials into pieces of armor
So obviously my character with 0 tailoring is too retarded to stick a rag in a bottle. It might very well be a clever system. Unfortunately the game makes no effort at all to explain it until you are ready to actually use it. Having a 10 tailoring requirement on making a Molotov cocktail doesn't make it deeper, just more fiddly. There's already enough fiddly shit in this game.