Pathway cutting

This might be a silly question, but pathways include a “Blade” option.

However, I’ve not found a way to create a pathway with that option enabled, and have it specifically executed. I can game areas to cause that path to be be picked for transit, but that’s not the same thing.

a) Am I missing something in that a pathway with “Blade” enabled cannot be added to a scheduled task, or

b) Am I doing it wrong, lol.

c) The functionality I’m asking about might be redundant with an existing feature-request.

We have a small trail system behind us, as well as some narrow sections of lawn that need mowing that are not appropriate as areas. A pathway from an area, to an area (possibly back to the same one) would solve both issues, provided the pathway (with “Blade” enabled) can be specifically added to a schedule.

Anyone have an idea? Or should I post a feature-request to have “Blade=yes” pathways available for scheduling. I’ve mixed feelings on that, as I’d personally want the resulting “pathway” to have a definable width. Then again, giving pathways a width would help the navigation with object avoidance, so maybe that’s a good idea.

Deadends are out-and-back Pathways you can add to Work Plans. Have you tried those?

Another option is to put a small Area out on your trail system and create a Pathway to get there. Add the remote Area to the Work Plan. If you’re clever with this technique, you can create a double Pathway or even wider. :wink:

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I have!

Dead-ends aren’t working for that, since there’s no avoidance on the return trek at this time.

Gaming the areas to force pathway use is a great idea! But tricky. I’ll probably take that suggestion in the meantime. Thanks!

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