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As I mentioned in my comments, I noticed that pawns someimes ignore skipdoors and after a good bit of testing and reading the decompiled source code I think I found the problem.
In the SkipdoorPathingUtil class in the FindPathToTeleporter funktion near the begining there is code that causes the funktion to run at most once per pawn per second. Which is great for performance because the function isn't cheap to run but causes problems when a pawn changes jobs within that second.
This could potentialy be fixed by reseting the last checkt tick for the pawn when a valid path is found. This shouldn't have too big of a performance impact due to the check made before even calling the funktion.
Also I apolagise for any potential spelling mistakes as steam is adamant on only spellchecking gearman words and giving almost all english words the red squigle of wrong