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Average patient z-boi.
Possibly has something to do with the fact those doors require walls at their corners.
Pawns also seem to ignore forbidden doors and sometimes still go trough, but I have no proof that that has anything to do with this mod.
It does work as expected once the values are bumped up just a bit though.
Could be that one or more of the other modifiers are causing this.
Eg pawns will avoid darkness because they get slowed down in the dark.
They will also try to stay on road tiles (afaik things like paved stone, concrete, brickflooring, etc) because they don't add dirt to your pawns feet that would be spread over tiled flooring.
There is an inverted option where you can make them prefer non paved/road flooring, eg dirt, in case you want to avoid making them walk on special stone flooring which primarily exists for deco and shouldn't be walked over creating a mess.
What i found seems to affect pawns going off track/around their target is setting the road attraction to max (12), if you had a grid/city block base and had a street grid and a trader was in the middle of a block then sometimes pawns would walk around the block on the street tiles to walk through less dirt.
"Side doors" iirc are the second out of 4 stages which afaik are meant to be used for doors connecting 2 rooms with independent access to outside to avoid people walking through 3 doors through a room and making everything dirty and get stuck for a few seconds infront of the doors rather than just moving 5 tiles to the side and around the building to go into the building behind the first one.
If the rules are too strict you can try and lower the path costs until you find a middle ground where they move as close to what you'd like as possible.
Ex: Node cost overflow for Zee pathing from (144, 0, 105) to (144, 0, 106).
https://gist.github.com/HugsLibRecordKeeper/46ab17d5dddf4fed1cdd378d088f652f
Have own pawns right after starting new colony with endless exception ticking errors.
As soon as pawns are set/belonging to a hostile faction it stops.
Its it possible to make a timed chack or something to force pawns wantering around to try and leave the map again?
It makes little sense when a flying pawn (all terrain movement cost is 0) takes a long detour around a marsh when he could just fly/walk over it...