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But you can always resummon them. I'm sure with future updates the devs will improve the NPC's behavior.
In my game I have set the walking distance of important craftsmen to zero.
I have mine set as low as I can set them in regards to walking. This is more than a "getting stuck somewhere" or a behavior issue; the game actually considers them not present for increasing altar strength, and brought quests back for no reason. Not cool.
While I certainly will use that workaround as I did above... lets hope we dont have to do this kind of stuff every time we log on.
I suspect this was because I had placed beds side-by-side and some of them wanted to get out of bed on the side which I had "blocked" with another bed. (But I am just guessing and maybe something else was going on...)
https://steamcommunity.com/sharedfiles/filedetails/?id=3369373849
I assigned my NPCs to a main base in the "starting" area (slightly East of Longkeep), gave each a small hut with a bed, and assigned them a roaming range of 10m. Originally I had the roaming set for longer but the blacksmith kept barging into my house to sit on a chair upstairs overlooking the to-be-city and I got sick of it.
Every few fast-travel trips I do, an npc disappears just like everyone's used to. They're not counted in the area in regards to flame upgrades but strangely their beds remain assigned. I am able to resummon them using the staff but it doesn't take long for them to go missing again.
I've also noticed the NPC that vanishes tends to be the last one I selected/summoned on the staff. Could be a coincidence, could be something related there.
Anyway, the map has an NPC tracking feature under "Feats of the Flame", it lets you determine the position of NPCs you have placed in the world. I tried using it on my vanished NPC...and it pinged him in the valley crack near Braelyn Bridge (the beginner's enshrouded zone). Went over there and sure enough, he was stuck in a ditch surrounded by bugs. Second time he went missing, I pinged him again and the location had him wandering the wilderness near Lush Pasture (Southeast of the Revelwood Spire)
Basically in my case, something's taking the last NPC I've summoned and yeeting them out to the wilderness whenever I...do something...probably fast travel. Along with the obvious inconvenience of them not being physically around when you need them for crafting, they aren't counted as happy residents once they leave the bounds of the areas they're assigned.
I'm disabling their roaming (0m), which should put a stop to the nonsense. Sucks that I can't let them go about their days but it beats having to find and whip out the summoning staff every single time one teleports to flame-knows-where.