Welp, should have tested rather than assuming, because it's actually looking a bit more complicated. At the time I made that post, I had managed to zip directly into an acid pool and sure enough, I started taking damage and the oxygen meter came up.
As it turns out, "glitchable" and "drillable" aren't actually tile properties - they're spawned objects which are able to directly alter the tile map. This is also true for regenerating blocks. So when you zip into a room, they aren't active - you'll be dealing with the underlying data in the tile map. For example, the glitchable blocks in the passage connecting Eribu and Ukkin-Na are stored in the map as normal solid tiles, and regenerating blocks in Eribu are just empty air tiles.
On the other hand, "solid", "liquid", and "does damage" are actual tile properties, so if you zip into a room you'll still be able to drown in water, take damage from lava, walk around (obviously), etc.
I haven't yet had a chance to check "instant destructible" blocks (the ones that can only be destroyed by the red coat or certain glitched enemies), so I can't say yet whether this is an actual tile property or a spawned object effect, but I suspect it's generally a tile property.
This also helps explain more things about the inner workings of the game, including why some zips work as long as you leave the room while others require you to unload the room and come back, but I'll get into that in a later post.
As it turns out, "glitchable" and "drillable" aren't actually tile properties - they're spawned objects which are able to directly alter the tile map. This is also true for regenerating blocks. So when you zip into a room, they aren't active - you'll be dealing with the underlying data in the tile map. For example, the glitchable blocks in the passage connecting Eribu and Ukkin-Na are stored in the map as normal solid tiles, and regenerating blocks in Eribu are just empty air tiles.
On the other hand, "solid", "liquid", and "does damage" are actual tile properties, so if you zip into a room you'll still be able to drown in water, take damage from lava, walk around (obviously), etc.
I haven't yet had a chance to check "instant destructible" blocks (the ones that can only be destroyed by the red coat or certain glitched enemies), so I can't say yet whether this is an actual tile property or a spawned object effect, but I suspect it's generally a tile property.
This also helps explain more things about the inner workings of the game, including why some zips work as long as you leave the room while others require you to unload the room and come back, but I'll get into that in a later post.