The code identifies all items so that the items display correctly on custom work. Then the previously unknown items are set back to unknown when the player leaves Custom Work back to Tinkers menu. The code assumes that always happens, but that is not true.

The player can simply quit the game while viewing a dockscreen. (In Windows, hit Windows key to show taskbar, then close Transcendence like any other process.) Then, restart Transcendence. When the game reloads, player will sit next to Tinkers, with all items identified.

It would be nice to have the option to view all unknown items as known in an (custom)itemPicker menu without a workaround that is vulnerable to this sort of exploit.

the_shrike 30 Jan 2018:

A more robust system for contextual identification would be invaluable for modding and extension work.

george moromisato 17 Feb 2018:

I fixed this in 1.8 Beta 1 by adding an option to lists to show the actual item (even if the player doesn't know it). Thus there is no longer a need to temporarily change the known state.