can you explain normal, dislike, hate, strong
and set values in options for them what do they do actually
The answer is fairly simple if you know that Rimworld use A* pathfinding and know what that is. If you enable debug options, you can set it to display pathfinding. When a colonist (any pawn?) makes pathfinding, it will write a number on each tile. The slower the movement is on the tile, the higher the cost. The values displayed are the combined values from the starting tile to the one with the print. The idea is that it uses the path which provides the lowest number when reaching the end.
This mod simply increases the cost of moving on the tiles you select. If the cost is 30 for going in a strait line and 150 to take the long way around the mountain, then it will take the strait line. If you add strong dislike and add 200, then it will figure out that 230 is higher than 150 and it will take the long way around. If the long way cost 400, it will still take the route through the disliked area because even if it's disliked, it's still better than running across half the map.
In short, the more you mark a path with dislike, the more longer the colonists will walk to avoid it. I vaguely remember something about issues if the numbers get too big for one tile. It's likely better to just make a belt where they have to cross 2-3 rows of disliked tiles than to increase the numbers.
The different levels of dislike is just different numbers.
What this is useful for is say you have a kitchen with multiple doors. You don't want it to function as a transit room, in which case you add a strong dislike to the doors and it should be equally strong for each door. Colonists can then enter the room and ignore the dislike because it's still the shortest route while they prefer to walk around the building than to go through two strong dislikes. The weaker dislikes could be to "fence" a paved road to keep the colonists to using it. However you don't want the colonists to treat the blocks as walls and with a light dislike, they can pass the "fence" when they have to leave the road to the grow zone to harvest or whatever. A strong dislike would make them walk way too long to go to the end of the "fence". It should be noted that A17 has a pathfinding bug where helping colonists this way is beneficial, but it is fixed in A18.