Keys are colored the same as items, but work like stats instead.
They add a bit more challenge/strategy to the game.
Things that can be locked
Chests
The large house is always locked. Medium houses have a 50% chance.
Towns with a 25% chance
Individual house rooms for medium and large houses. Maybe a 50% chance.
Region relationships. The south exit along x=0 is always open, and unlocks the other direction. Everything else is locked. Doing an unlock unlocks the other direction universally.
Miscellaneous POIs have a 75% chance of being locked. This includes lakes, ironically.
Obtaining Keys
Medium houses contain a key, and large houses contain two. The map tells you it is a key -- it doesn't say *what* it is.
Junkers will sell them.
Lakes are a POI that allow you to fish up key parts. Each lake pulls from a pool of maybe 5 total types based on the region, and lakes have a stock of maybe 10 total key parts.
Keys can be Prismized into other colors.
The Hub v2 will allow you to turn 5 objects of different kinds that share a color into a key.
Key parts can be passively farmed. The farming system here is pretty unique.
Need to redo this; the old version wasn't working (nor were storage considerations for that matter).
What I'm going to do here is figure out everything the Hub offers *before* I decide what form it comes in.
Seller -- allows you to sell items. Simple enough.
Keymaker -- lets you turn items that share a color into keys, as well as assemble key parts.
Crafting -- lets you forge objects from rawer materials, provided all the colors match.
Farms -- lets you passively farm items of any kind. And probably automate things the way alchemist did. The time system here is based on picking up items from something other than storage (which might not be a thing that exists) and pushing items into your collection. Each of these actions advances time by a tick.