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Door entities think they can be solved without any other panels needing to be solved. Usually, this is true, because they no longer need to be "powered on" by a previous panel. However, there are some entities that need another entity to be powered/solved for a different reason. In this case, Symmetry Island Lower Left set opens the latches that block your ability to solve the panel. The panel itself actually starts on. Playing doors: panels does not change this, unlike usually where dependencies like this get removed by playing that mode. In the long term, I want to somehow be able to "mark" dependencies as "environmental" or "power based" so I can distinguish them properly.