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- clean when you plan to do something with a building (universal);
- straight up reworked "clean in the middle of the job" action for bills;
- heavily modified action for "move food to the table, clean, eat";
Pawns clean when building, switching and etc because this action works for anything that can be considered operating a building. Even going to sleep counts as operating a bed. Operating a bed or construction site (or even a switch on tv) have no distinction code-like, only by Id, and creating a whole data-base, what action counts or doesn't count as a good target for cleaning, seems like a bit too much work, don't even mind that it would ruin any kind of mod compatibility with building/action adding mods. So best I could do is limit, how much time they waste doing it.
Gizmo works only for bills. I probably should add a check just in case if building has it.
Maybe I could add some special flag that could be added in xml if action should use cleaning logic or not. And leave it at it in case if some geek wants to tweak his experience. I can even make an example since I actually hard-coded some actions from triggering cleaning.
I don't exactly remember, but isn't queueing an action makes a reservation on building? So an option to add a task to queue should work.
So the easier solution would be a better filtering of buildings affected (to remove the first cleaning action from buildings like battery, power switch...) by "blacklisting" some vanilla buildings (to keep compatibility with mods), and add a gizmo on all buildings affected to be able to turn it off before minimize/deconstruct... And to add an option to choose to turn off the Gizmo by defaut (pleaseeee).
So if I can't have a gizmo on the 6 recreations buildings it's because this cleaning is hard coded?
If you let me good tool to interact on xml part, it's all I wish :)
One last thing is missing to make the opportunistic cleaning perfect: the ability to disable it when the pawn is outdoor (mainly to avoid the cleaning of outdoor by doctors after tending).