Starbound
NPC's Aren't Stupid! (Not Updated)
found some things out
You edited 'pathing.lua' but that doesn't seemed to be used for NPC's(any more?).
'pathutil.lua' has the hatch magic. You can find it's function, 'openDoorsAhead' referenced in 'movement.lua' and I can confirm it works.

Around line 80 there is some code that seems to shrink the block detector for doors.
If you widen that 'bar' up and down the hatches open.

'pathutil.lua' line 81
bounds[2] = bounds[2] - 1 bounds[4] = bounds[4] + 1.5

If you tweak the 'closeDoorBehind' function it has the NPC's close hatches behind them and you can provide a slightly larger gap to not have the door slammed in your face.

line 106
bounds[2] = bounds[2] - 1 bounds[4] = bounds[4] - 0.5 if mcontroller.facingDirection() > 0 then bounds[3] = bounds[1] - 2 bounds[1] = bounds[1] - 2 else bounds[1] = bounds[3] + 2 bounds[3] = bounds[3] + 2

On another note, you don't need the modified 'door.lua'. It added automatic door opening for spacestation doors, your edits removed that behavior.

I took a crack at the behavior files from your 1.9 release and managed to slim some of them down(and make them work with 1.3.2) but I had some questions.

It seems that 'walkapproach', 'crawlapprotch', and 'invulnerable' were there to manage invulnerable-state touch damage.
As an aside, when I cleaned up the behavior files... I removed the 'setDamageOnTouch' nodes... so it'll take me some time to put them back in, if you want them.

In 'walkapproach' though there are a couple extra nodes.
There was an extra 'setAnimationState' and a 'WallCollision'.
What are they supposed to do?
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Skullfurious  [Fejlesztő] 2017. szept. 22., 20:49 
I've unfortunately abandoned this mod and am heavily in development of my own title in UE4... you have my permission to take everything about this mod and reproduce it as your own. Let me know if you do! THanks!
Ok I'm doing it.. Wish me luck. :) Thank you for your permission! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1151767313
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