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Wasn't sure which was has to go where so I opted to put all sensible values in both fields:
https://imgur.com/GrzUuFN.png
That, of course, is under the assumption that the unit pulling happens in core rather than some custom implementation(s) done by Faction Blender. I'm not particular familiar with RimWorld's inner workings and/or modding.
I wholeheartedly agree with you that this mod bears the least fault, if any at all, in all of this. I just went around looking for solutions and as an end user I'm more interested in a functioning result than the technicalities. From a dev perspective however I am fully with you.
Cheers!
I've discovered that I could "deactivate" them by simple interaction (as if they were actually mine) and then I could SELL THEM to the caravan
But it got worse: I sold all three in a single transaction (stripping the caravan from all their money in the process) and then I bought 1 back...
The autocleaner "kept the caravan faction" , and kept cleaning my home area (wouldn't leave)...
Which is making the caravan to wait forever in place for their pet autocleaners to join back, each one of the members slowly dying of starvation :D
Basically just had the same thing happen to me except I opted for incinerating them and it triggered a literally endlessly repeating notification about that faction leaving the map. Had a feeling the blender was at fault... Also interesting was that when they were running around cleaning for me, when a pawn became idle they (the pawn) would pathfind to a single specific spot and just sit there 'wandering' until I drafted them or gave them a job etc (lost one to toxic fallout thanks to this), a behavior which would end immediately after deactivating them.
Anyway thanks for saving me from guesswork with 374 active mods lmao..