A colonist that I force to craft something won't get all the materials and then just do something else again. He will craft for quite some time, although right now I can't tell you when exactly he will stop, maybe when he gets too hungry? That's a completely different scenario.
If there is no resource to haul then that job isn't needed there and could just get skipped. If I tell somebody to build multiple things in succession with queueing then those things should all get built, regardless of the hauling job.
I mean, it works if I don't queue anything after the first job, so why doesn't it work when I do queue something after? That's just inconsistent behaviour which I'd say is a bug.
Also you admit it's annoying, so what's the problem with changing the game so it isn't annoying anymore?
"Fertile Field mod allow terraforming, all construction placed blueprints and many of them don't need resources you can imagine ?"
I'm not sure what your point is with that. If I place blueprints for that that don't need resources and then queue all of them up with one pawn, that pawn should build all of them, not just the last one.
If there is no resource to haul then that job isn't needed there and could just get skipped. If I tell somebody to build multiple things in succession with queueing then those things should all get built, regardless of the hauling job.
I mean, it works if I don't queue anything after the first job, so why doesn't it work when I do queue something after? That's just inconsistent behaviour which I'd say is a bug.
Also you admit it's annoying, so what's the problem with changing the game so it isn't annoying anymore?
"Fertile Field mod allow terraforming, all construction placed blueprints and many of them don't need resources you can imagine ?"
I'm not sure what your point is with that. If I place blueprints for that that don't need resources and then queue all of them up with one pawn, that pawn should build all of them, not just the last one.