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You can achieve that effect by using an embrasure where one of the walls should be, and there's lots of mods that add various kinds of embrasures, and wall decorations and items you can put on said embrasures, so you've got options.
That was intentional.
Here are my logs if that helps:
https://gist.github.com/HugsLibRecordKeeper/c56a401c4ba19705679293b36203edcf
This is assuming I'm not running another mod conflict that just happened to be solved that way. I'll be honest I can't be arsed to turn everything off and test it that thoroughly.
Thanks for the heads up about the other 2, I'll need to update those.
I noticed that this mod doesn't have a Git link, and I've spent hours arguing with Steam before getting it to download.
I went to Git for your simple utilities wall and simple utilities ceiling mods. Both were missing an About file. (I fixed them locally.)
I got your Clean Pathing mod from Git. I get an error on the Patch file, something to do with the def for Fine Floors. I downloaded from Steam, and it works without error. I haven't diffed the downloads between the two versions. So thank you for some great mods. I know they are a lot of unpaid work to create and maintain. I just wanted you to be aware of the issues with the Git files not syncing with the Steam files
Funny, I recognize your name for a certain Let's Play series. Anyway, this is probably not relevant anymore, but if you're still interested (or anyone who stumbles across this).
I found a workaround to making the invisible walls create rooms. It has to do with the <fillpercent> being 0 in the Building_Structure xml. Making it 1 creates rooms. However, it pops a config error. The game doesn't seem to like non "edifice" (another XML value in the file) having 100% fill percent.
I don't fully know if this error is very destructive, I haven't tested enough yet. However, if you don't want to risk it you can also change the <edifice> value to true, removing the error. This will reduce functionality of the walls though, you will no longer be able to build them on top of other structures anymore.
There *are* mods that add pawn-specific pathfinding like Path Avoid, but they come at a hefty performance cost.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2412682633
when i put a door it simply make the doors disapear
Darkness combat buff only checks for outdoor time of day instead of light level for the tile they're standing on, so even if you're 100 tiles deep into a mountain tunnel with no lighting it counts as bright day conditions. Being able to wall off a tunnel entrance with invisible walls/doors (but having the doors hold up to allow the enemy through) to make the game consider it an indoor area would be a great boon.
and a door ver of it as well so we can separate "open" rooms inside of one building.