Run a Call warns you (with a yellow flag, not a hard block) before you create a conflict on the dispatch board. The conflicts it watches for:

The conflict types

ConflictMeaning
Scheduling overlapTwo jobs assigned to the same tech in the same time window.
Off shiftJob is scheduled outside the tech's normal working hours.
Blocked windowJob overlaps with a blocked-off period (e.g. lunch, time off, meeting).
Missing skillJob type requires a skill the tech doesn't have.
Drive too longDrive time from the previous job exceeds the configured threshold.
Locked jobThe job is locked (manual, scheduled, before_start, or system) and shouldn't be reassigned.

What you see

When you drag a job onto a tech and any of these would trigger:

  • A yellow warning flag appears on the job block.
  • A tooltip explains the conflict.
  • You can override — Run a Call doesn't block the action, just warns.

Conflict warning

When you'd override

  • The tech said yes to the overlap.
  • The job genuinely fits in the gap and the warning is misfiring.
  • Customer pre-arranged it.

When you override, the flag stays on the job (so anyone looking at the board later can see it was deliberate).

Configuring the conflict thresholds

Under your dispatch settings:

SettingWhat it controls
Require skills for dispatchToggle on to block (not just warn) on missing skills.
Drive time thresholdSets when drive too long fires.
Default tech shift hoursFeeds the off-shift check.

Pre-conflict checks (Runny)

Runny respects all of these by default. When you click Balance day, Runny only produces conflict-free plans (or if no plan is conflict-free, surfaces the unavoidable conflicts so you can fix them by hand).