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This one lets pawns traverse deep waters, and is configurable. It's also xml based so if there was any performance issues with this mod or the one I previously posted, this one will perform better.
You have to enable it first, though.
at least for me, it was causing all the wildlife in my game to not spawn, so no map ever had animals in it.
There's a few mods that mess with pathfinding but afaik there's no issues with ones that were popular in 1.3. This mod is used in a few Biomes mods so it gets combined with a lot of other mods by players.
Also is it safe to add/remove mid save?
Is that enough to make it work? Sorry, really at my first attempt to make something like this!
I had set up camp close to Northwest corner in hopes of only getting incoming pawns from the South and East. Routinely, Traders and other Visiting Pawns, including Raids, would arrive from the Coast, swimming through the deep ocean tiles to the shore.
Incoming pawns would also arrive from the South and East as I hoped, but the Western Coast was strangely available as an entry and exit side until I removed SwimmingKit from my save.
It was also the place Traders always left from, and I suppose that's because it was calculated as the shortest path off the map, given the map size.
Is there a setting somewhere that prevents them from doing that? Or at least from arriving?