hm, the code explicitly limits the feature to repairs, and i just tested that it's working with my mod configuration. see (
source):
JavaScript:
if (item.isRepair && result.Plots.length == 1 &&
bzCityHallOptions.oneClickRepairs) {
// ...
}
given the positive test for
item.isRepair
, i don't think it's even possible for a mod conflict to cause this. there is a similar situation where the game will automatically resume production in the same location if you've already put hammers into it. if that doesn't solve the problem, you can also send me a saved game to look at.