Index: binaries/data/mods/public/simulation/components/UnitAI.js
===================================================================
--- binaries/data/mods/public/simulation/components/UnitAI.js	(revision 11677)
+++ binaries/data/mods/public/simulation/components/UnitAI.js	(working copy)
@@ -1327,6 +1327,11 @@
 				// Save the current order's data in case we need it later
 				var oldAutocontinue = this.order.data.autocontinue;
 
+                // Save the current state so we can continue walking if necessary
+                // FinishOrder() below will switch to IDLE if there's no order, which sets the idle animation.
+                // Idle animation while moving towards finished construction looks weird (ghosty).
+                var oldState = this.GetCurrentState();
+
 				// We finished building it.
 				// Switch to the next order (if any)
 				if (this.FinishOrder())
@@ -1372,6 +1377,13 @@
 					this.Repair(nearbyFoundation, oldAutocontinue, true);
 					return;
 				}
+
+                // Unit was approaching and there's nothing to do now, so switch to walking
+                if (oldState === "INDIVIDUAL.REPAIR.APPROACHING")
+                {
+					// We've already started walking to the given point
+					this.SetNextState("INDIVIDUAL.WALKING");
+                }
 			},
 
 			// Override the LeaveFoundation order since we don't want to be
