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
| Conflict | Meaning |
|---|---|
| Scheduling overlap | Two jobs assigned to the same tech in the same time window. |
| Off shift | Job is scheduled outside the tech's normal working hours. |
| Blocked window | Job overlaps with a blocked-off period (e.g. lunch, time off, meeting). |
| Missing skill | Job type requires a skill the tech doesn't have. |
| Drive too long | Drive time from the previous job exceeds the configured threshold. |
| Locked job | The 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.

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:
| Setting | What it controls |
|---|---|
| Require skills for dispatch | Toggle on to block (not just warn) on missing skills. |
| Drive time threshold | Sets when drive too long fires. |
| Default tech shift hours | Feeds 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).