GameLocation.isTilePassable does not check tile.Properties for "Passable", only tile.TileIndexProperties, this causes the Accessible data layer to not match the actual collision experienced by player. Possibly a vanilla bug?
Add a check for those in DataLayers.
Sample repro mod, has large amounts of TileData with Passable F on Back layer.
[CP] Krikos Greenhouse.zip
GameLocation.isTilePassable does not check tile.Properties for "Passable", only tile.TileIndexProperties, this causes the Accessible data layer to not match the actual collision experienced by player. Possibly a vanilla bug?
Add a check for those in DataLayers.
Sample repro mod, has large amounts of TileData with Passable F on Back layer. [CP] Krikos Greenhouse.zip