This is a little weird to explain, so try to bare with me and hopefully you can learn about object bounds.
There are a few ways to work with object bounds and a few things you should keep in mind when adjusting object bounds. Object bounds act as a way for NPCs to acknowledge that something is in their path. Simply setting all of the X1,Y1,Z1 and X2,Y2,Z2's to 0 is just going to make the npc walk into the collision and not actually walk around it.
Tip #1:
Don't set it to zero unless you want NPCs to walk straight into it and not recognize the object.
What you can do instead is lower the object bounds from the original values slightly.
Here's an example. Originally I had my rugs set to 128 x 128. However I noticed that there was a clipping issue with my walls and I couldn't get them to be placed. My solution to this was changing the object bounds down to a much smaller value. Which allowed them objects to be placed in each other to some degree.
Here's the values I used instead.

This fixed my red placement and allowed it to be clipped into the object. NPCs still recognize it as an object to walk on too! Which makes this a win win situation.
Here's an example image of the adjusted values working with an overlapping wall.

Tip #2:
If you can't get objects to work together seamlessly, lower the original object bounds down slightly and they'll clip together just fine.
Simple Intersections could probably use these tips to further adjust its values to allow a little more clipping for objects. Granted he reads this article.
In those regards, I hope this helps people who are trying to get objects to clip in the future with the snapping nodes.
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And I've been trying to fiddle with the snap points and add them to the junk fences, with no luck...been waiting for DDProductions to make that tutorial video for adding snap points to any mesh, since I can't seem to figure that out on my own.