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I realize now that this is what you were getting at in the description, as giving pawns the OPTION to path left or right around an area is splitting their pathing, and then what your comment described happens.
And genuinely, I was hype to use this mod for a while (Ive lost way too many mechs n pawns to the exact gif for this mod), but i chose last second to try and indulge in the Hospitality mod, and the moment my guests began bugging out despite their assigned area being "unrestricted", I couldnt workaround it anymore :/ .
But regardless once do a non-hospitality run ill be throwing this mod back into the list.
Currently the workaround is to make sure the allow areas all continuous(no separated islands) and sadly I cannot do much about this.
For more technical information:
the game determine wether a place can reach without considering all the tile between two points (due to performance issues i guess)
and then it do the actual pathfiinding calculation which normally still doesn't care a tile on the path is forbidden or not.
if there are no better choices the game will allow pawn to go through forbidden area anyway ,then some of the most headache scenarios emerge.
this mod strictly limit the second step where the pathfinding should not step into any forbidden tiles.
meanwhile i cannot fix the first step
so it can create a infinite loop where the game think it can reach there but the pathfinding failed.
currently this implementation only work for those continous areas which the first step should always yield correct results.
Scenario: You allow the entire map for an Area, but remove a sizeable chunk surrounding a mech cluster. Pawn trys to path anywhere opposite of it, and they get stuck.
Also with Hospitality, the exact same happens when the Guest trys to leave the map. In my experience, they kinda wander to the center of the map, then begin "Standing" until they die.
Reloading didnt fix anything sadly, so I had to remove it. Im using the Collection created by Ferny for 1.5 Anomaly for 99.99% of my mods, so it could always be because of my load order.
3/5
這是我設定的沒錯 這個MOD會進一切可能阻止非徵召的小人走到設定的活動區外 所以如果同一活動區內有部不相連的部分 是不能在兩地之間來回的 事實上原版保留這個彈性空間就是各種高血壓狀況的根源
不過你這樣提醒了我應該能做個警報系統 警告有小人卡在一個活動區裡了