I think the crafting menu is quite manageable as it is, and I think it could hold another 50+ recipes before it stops being that. It's relatively easy to say "generic recipes!" but you do of course realize that it's not quite as easy as just saying it. A system like that -- which we do want in one form or another -- needs a lot more concretization before we can even begin building it. Since the input lists we specify for our present recipes would most likely be reused in a more generic crafting system -- along with their external resources like graphics and what not -- it's not as if we're wasting our time implementing them. In the meanwhile, I think most people appreciate a few more toys to play with, even if the menu does get a bit bloated. The fish recipes -- for all their specificity -- made fishing a lot more fun and rewarding, and fish a lot more valuable, for examples. It was easy for us to do, and it made fishing come ever so slightly more alive.
We constantly have to weigh the pros and cons of working within existing systems versus improving on them or even rewriting them. It goes without saying that we sometimes have to settle for less than what we might opt for in the best of all possible worlds. Exploring new resources and implementing new industries is something that we've also had to do, and without those the best crafting system imaginable would still suck balls, as there'd be nothing to craft with it. Also, the examples provided by the specific recipes are essential when formulating a new and better system. Sheep's milk would be awesome -- even if the recipes were specific as fuck.
I am very proud of our track record, thank you very much.
