
The knowledge system could be tied into a research mechanic, where the unlock conditions are parts required to complete a research item, which in turn potentially grants access to rituals, spells, places of power, maybe even crafting recipes (along with unlocking the names of the items/blocks connected to the recipe). That would have the player gather the necessary bits of knowledge to compliment the new sections unlocked after upgrading the book, but it would also mean that they'd have to learn the rituals before they can actually perform them, as opposed to the current "upgrade the book and you instantly unlock n new ritual(s)" approach. If not only rituals, maybe the pages that cover progression should be locked behind obtaining knowledge, rather than just the Necronomicon upgrade. Having locked items/blocks display a generic texture when locked is something that never really went from drafting table to implementation, so whether or not that should be implemented lies shrouded in uncertainty. Diversity where the system is used is also a bit lacking (for the most part, the conditions placed on items and blocks doesn't really have that much means of being diversified, where most items are tied to the mob that drops them, and blocks are either tied to the dimension or biome they're found in, and Necronomicon pages are pretty much solely tied to their respective dimensions).Ī factor that likely will surface later on if not handled is the lack of direction when it comes to what unlocks what bit of information (the only hints you can get right now would be to dig into the source code and see what condition is assigned to what thing). The simpler parts of obtaining knowledge (exploration and killing mobs) are fully implemented, but the other ones (artifacts, lost pages, whispers and miscellaneous) are either not fully implemented (new items and/or blocks haven't been added) or simply underused (there is a misc condition for each plague, but that's about it for that category). The implementation for handling that data is more or less complete, with the missing part being obtaining the knowledge (to some extent).


The knowledge system consists of bits of information (biome ids, mob ids, dimension ids, all regarded as "knowledge"), and conditions which the gathered knowledge is tested against. Warning: considerable amounts of rambling ahead, along with some clean sections
