Seems to work great now. This game is getting so much better with every new versionA few more suggestions that I thought of while playing just now, inspired by looking at the dirt tracks on the floor of my shiny new office...- First off,: no more dirt tracks throughout the building! Placing this where employees enter will remove the dirt marks, but it will build up a "dirt level" and when it is full it won't work any more. Then, a cleaner should take it outside and clean it, and then put it back where it was. I don't know how difficult this would be, but I think it would add quite a bit of realism.- Secondly, also in the line of cleaning,. All objects should slowly build up a "dust level" which then has to be cleaned as well by the cleaners. If an object has reached a "very dusty" status it won't work any more (or not as well). Dust could also completely kill computers and servers if it's not cleaned in time. This will give cleaners something to do when the dirt is cleaned up (or has disappeared because of the doormat).- I'm sensing a pattern here..! When I'm programming (I'm a web developer) I often sketch out stuff, I make notes of complex data objects, etc.. Every day there's a couple sheets of paper that I throw away. I know it's bad for the environment, but few people work entirely paperless. So I propose that every employee generates trash. They will throw it on the ground, which significantly lowers the environment rating of the room, but if you build trash cans they will throw their trash away, which doesn't put a strain on the environment rating. Of course trash cans will get full, which is why at the end of the day (an hour configurable in the maintenance staff window, in addition to a ) they will be put outside on the sidewalk by your cleaners. Every (early) morning a garbage truck comes by and empties the trash cans, after which a cleaner should carry them inside again to their previous spot. A little marker could be there to prevent the player from building other stuff in the spot of the trash can.- Last one, this is something I've needed ever since I started playing this game,. Currently they stay a fixed amount of time and leave. I would like to set a start and end hour, and simply pay them an hourly rate. Combined with the above suggestions, I could for example hire a cleaner and a janitor from 8-10am to get the trash cans back inside and to get all equipment ready for another work day, and then another cleaner or two from 6-8pm to clean up after my employees go home.Also, why can't we have in-house IT support? I'd imagine that for a large company it would be very useful to have a techie on premise, wandering around and fixing / maintaining / finetuning computers where needed. The IT guy could even improve existing computers automatically, giving a small performance boost to the person working on that computer.Speaking of maintenance staff, when I started playing I was a bit confused with the use of cleaner vs janitor. Why not cleaner / maintenance / IT? Most of the time the term "janitor" is used for the cleaning personnel, whereas "maintenance" will maintain the furniture.- Okay one last one, not limited to maintenance staff. I'd love to be able to set work order priorities in the style of the Rimworld job priority manager window, where I can view all different tasks for a specific employee (not just maintenance staff) and assign which task they will give preference. In the case of employees, I'd also want to set how many tasks they should work on at once, which could remove the "I've got too many jobs" complaint while still keeping the number of separate teams low. I want to be able to give one team for example 6 tasks, and if there's someone skilled at marketing I could've set them to prefer marketing jobs so they will do all marketing first, but if there are no marketing jobs they will do other jobs as well, but only one at a time. I think the system of "do all the jobs" isn't really realistic and doesn't allow for good managing of the task execution. This is reflected particularly in support tasks, which can stay for a long time and often don't have tickets but still slow down the other tasks. I'd rather my support team handles only one of their support tasks until there are 0 tickets left and then move on to the next one, or optionally have the tasks distributed among the available employees instead of all of them doing all the tasks at once (this last one could possibly require a leader with a "team management" specialisation or something).This is where the thought train ends. Most of these suggestions are quite specific to a small part of the game, I'm not sure if they would be easy to do, but I feel that the current mechanics in terms of maintenance are quite limited so I thought I'd put some of my ideas here, maybe they'll inspire you.PS: Any hints on the upcoming secret feature? I'm curious