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- Using this mod for pathing
- Using Guarding Pawns mod for atracting pawn to patrol zones or spots
- Dynamic Areas (very cool mod!) in cases that upper two not enough to set additional restrictions
----
Now pawn follow pathes, avoid danger rooms, gather in places where we start assaults. Very cool )
- pawn assigned to zone A
- Zone B drawed inside zone A
- Zone B deffined as atraction zone for pawns
- Pawns follow to zone B keep himself inside zone A
Just an idea... Perhaps it can be realized via some job type (going-to-walk as example)...
Does this mean that the areas are perceived as more costly to walk by enemies too, or am I misunderstanding what you mean by it not being able to be assigned to pawns?
Have you thought about making a framework?
This is a picture of my rooms and how I have it setup. I want it so people don't go through the red doors unless there is an emergency on the map. :)
https://i.imgur.com/VkT8a4f.png
Also, pawns are often far too eager to stroll into special darkness caused by a certain Anomaly event: !! SPOILER !! [rimworldwiki.com]
And this mod is written to co-exist with other pathfinding mods, as long as they are written decently (and do not e.g. just replace some RW's code).
Question though, have you perhaps been doing some debugging recently, and left a debug draw in your last update? As of today, I'm getting red debug cells and numbers whenever pawns do a job, and of the few mods that have updated since yesterday, this seems the most likely to be related.
Some people usually keep looking there to see if the mods they like were updated or (continued), also some discord bots mirror the mods there on some servers for people to see which mods updated.
I don't know what exactly you're referring to as Last Updated section.