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disoriented
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icon Changing rooms without breaking demos (0)  
What changes to a room are guaranteed not to break any demo solves for that room?

I can think of these offhand.

- Changing a wall tile to hard wall, or vice-versa
- Changing a broken wall tile to secret wall, or vice-versa
- Adding or removing a checkpoint from a tile
- Adding or removing a vision token from a tile
- Adding or removing an arrow rotator token from a tile in a room with no force arrows
- Adding or removing a persistent citizen token from a tile in a room with no citizens
- Adding or removing tarstuff tokens from a tile in a room with no tarstuff

- Cosmetic edits (for example: lighting level, dirt floor vs regular floor, custom images)

Are there any others?

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[Last edited by disoriented at 11-04-2016 09:24 PM]
11-04-2016 at 06:25 AM
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Chaco
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icon Re: Changing rooms without breaking demos (+1)  
I'm assuming there's no scripting in a room since scripting can detect any of these changes, and react accordingly (one way for one floor type / token type, a different way for another).

Roach queens and tarstuff can't spawn/grow onto tokens, so adding or removing a token can change a demo that way.

That seems to be it, as far as no scripting is concerned - the cosmetic edit of replacing floor with dirt has some relevance with regards to build markers, but build markers are also scripting.

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11-04-2016 at 12:20 PM
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Insoluble
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icon Re: Changing rooms without breaking demos (0)  
Certain monsters can be swapped in certain situations. Like replacing a mud baby with a tar baby if there are no tarstuff switch tokens & shallow water. (assuming you make sure that move order remains the same.)

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[Last edited by Insoluble at 11-04-2016 12:35 PM]
11-04-2016 at 12:34 PM
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uncopy2002
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icon Re: Changing rooms without breaking demos (0)  
I think a more useful case would be adding an entrance to a room. This will increase the possibility space of demos accepted while not rejected any previously working demos.
11-04-2016 at 01:30 PM
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Xindaris
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icon Re: Changing rooms without breaking demos (0)  
But that's only if the entrance is added in such a way that monsters which run away won't run away into it, or mimics that originally bumped up against a wall don't now go one more tile in the direction the entrance is in, etc.

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11-04-2016 at 05:33 PM
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Insoluble
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icon Re: Changing rooms without breaking demos (0)  
I think uncopy2002 was referring to the actual game element "player entrance" which you can add the a room in the editor (the one that looks just like Beethro). This element does not interact with any game element in any way, but allows you to start the room at that location.

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11-04-2016 at 07:31 PM
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Nuntar
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icon Re: Changing rooms without breaking demos (0)  
We did actually have some breaking demos in one of the TCB 5.0 trial versions (of course this was fixed before release) due to changing floor to another type. This was in a couple of the rooms where citizens repeatedly build and demolish walls.

Another category of effectless changes is getting rid of unconnected orbs, closed doors, pressure plates and disabled force arrows. (There was a bug in 5.0 whereby tar wouldn't grow onto disabled arrows, but this was fixed in 5.1, leaving disabled arrows identical to the same tile with no arrow.) This doesn't apply to open doors, of course, because those block roach spawn.

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11-04-2016 at 08:18 PM
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