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Here are some of my pathing issues while using the default settings in the Clean Pathfinding 2 mod listed below:
https://steamcommunity.com/sharedfiles/filedetails/?id=3160729395
https://steamcommunity.com/sharedfiles/filedetails/?id=3160729345
https://steamcommunity.com/sharedfiles/filedetails/?id=3160732161
Maybe you will have better luck with them than me. I have tried both and they definitely change the way pathing works, but it is not always for the best.
https://steamcommunity.com/sharedfiles/filedetails/?id=2341486509
https://steamcommunity.com/sharedfiles/filedetails/?id=2603765747
Vanilla pathing ignores terrain movement penalties (other than water) when the path is above like 30 tiles or so, so they totally ignore floors and fences and such and just don't factor that into the path. They make the V and W type movements because their pathing is trying to move toward the X or Y axis of their destination and stick to it, but then go around anything that gets in their way. It's pretty inefficient, but low performance impact.
I use the Perfect Pathfinding mod linked above. you can force them along paths using walls though instead of fences, walls outside your base are usually pretty safe as long as there are paths around them.
I'm pretty used to their zigzagging by now, so it has to be bad before I notice.
Nothing had changed that I could see. No new walls or other things. There was a pretty big caravan milling around on the trading spot, but that happens frequently and I don't know why that particular caravan would change things (unless, maybe, for some reason, it ate up more resources than usual and made the game use an even simpler form of pathfinding? I don't know if the game even has that option).
I'm not using mods that should affect pathfinding.
Here's a really old screenshot I took of a specific edgecase in pathfinding that was particularly bad. I don't know if it would take the same path today, but ya depending on those X/Y access coordinates and their wall hugging tendencies they can really do some silly things.
https://steamcommunity.com/sharedfiles/filedetails/?id=2222256400
It seemed like it would actually have helped if there'd been more obstacles because they would have broken up the very long zigs and zags she made.
But if the pathing can be different when they have to make it to a specific bed that was probably the reason, since she was aiming for a hospital bed. Maybe coupled with a particularly empty stretch of terrain.
Bit unfortunate if it gets worse in that situation, though. Some of the crashlanders are naked and I have had some die of hypothermia before they reached the hospital (but then, others bleed out before I can even reach them).
Edit: But then, I, as usual, forgot to reserve space for a hospital near the entrance when I started digging out my base, so it's in the back of my base, through a lot of doors and stuff, so that probably didn't help at all.