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How pawns decide to perform tasks isn't just by priority, but also proximity. So for example, if you have conflicting zones in close proximity it can't resolve them and chooses some other location.
You have no conflicting zones you say? Given the current (alpha 16) implementation, when creating zones, if you're not careful through the creation and editing process you can easily create orphan zones. Often only one or a couple of blocks wide. And these orphans are usually set to the default zone type which is fairly broad. Problem is, they are nearly invisible on the landscape save for slight color changes which are usually too subtle to notice.
The simplest way to resolve this is to make zones selectable by double clicking, like grow zones. The difference being storage zones are color coded, where grow zones are uniform, so you could see the orphans. We should push for this simple change on their forums.
the closest is not always the fastest.
Also, the vanilla AI sucks in fiinding the best path for things.
I have watched, time and again, the AI pathfinding pick the CLOSEST item, no matter how far around a wall they had to go to get to it. They will skip over other items, literally skip, move, walk whatever, OVER THE TOP OF OTHER ITEMS, to get to the thing that was CLOSEST to them when they started the task.
As far as the OP, it's probably an Area/Zone problem. They aren't allowed to get to those closer items for some reason.
The devault value for this is 999. Turn it down to include only the stockpiles you wish to draw from.
If there are impediments then it's not the closest. You've taken my comment a bit to literally and trying to argue it by introducing variables. Well, yeah, sure . If you want to unreasaonably argue the thousands of variables and outcomes, knock yourself out. I'm not interested.
Closest is a concept of the shortest, most efficient path.
If you have to run a mile to pick up something that's ten feet away from you that doesn't fit a definition of "closest".