When pawns are wandering as part of their idling behavior, they will ignore paths marked to avoid. This seems to be controlled by WanderUtility under the namespace Verse.AI which decides how the pawns should wander based on specific conditions. Based on my limited understanding of C#, I'm not sure how to go about rectifying this and editing WanderUtility to take into account the paths marked to avoid.
Probably fix it with Harmony idk
When pawns are wandering as part of their idling behavior, they will ignore paths marked to avoid. This seems to be controlled by
WanderUtilityunder the namespaceVerse.AIwhich decides how the pawns should wander based on specific conditions. Based on my limited understanding of C#, I'm not sure how to go about rectifying this and editingWanderUtilityto take into account the paths marked to avoid.Probably fix it with Harmony idk