Automation to change recipees in relevant buildings
Currently -as far as I can tell- you can only turn a building on or off with automation, but multiple buildings also have recipees to pick from. I don't really know how this could be solved, but it would make sense to automate recipee changing. Generally I just build extra buildings for the other recipees.
A building with multiple recipees could accept one signal per recipee maybe? It only starts producing items that are currently flagged ON, and if multiples are flagged ON, then it rotates maybe?
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03 Mar
deejay4amHighlighted comment
Perhaps this would be something nice to have as an unlock? I can imagine that for balancing, part of the cost of allowing grills and bakeries to turn on and off automatically is that you must build out the full capacity you might need and keep it idle if you decide to do so. This means you might need to manage employment more carefully as each building takes up [a beaver/beavers], rather than a single building that switches and retains the same staff.
That efficiency could be OP and perhaps require a science upgrade as such.
As per the rotation idea, I'd actually love to see a meta where a mix of Relay logic and Chronometers are used to rotate between needed recipes, so I wonder if we leave that part to the ingenuity of the beavers :)