Deriving the idea directly from the offworld manufacturing plant from MD2.
Simply it's a building that uses resources available to trade beacons(the machine hauls them for itself) and executes a single crafting recipe, using the same rules in the bills menu(do x times, do until you have x, do forever) and deposits the final product in front of itself for the colonists to haul.
The crafting processors would be able to do any recipe, after a colonist configures the machine, it could have different attachable upgrades like co-processor, do 1+cpn operations at once(cpn = number of coprocessors attached to it), etc.
It could have different tiers which crafts at different speeds, for example the first processor takes the same amount of seconds as in workAmount to finish, the second workAmount/2, the third workAmount/4, and the ultimate one is 1s for any recipe but consumes a hefty 4KW of power
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After playing around with the Offworld manufacturing plant and noticing how it completely ignores skill requirements, I realized how useful a dedicated machine that crafts can be when all colonists have other things to worry about.
Simply it's a building that uses resources available to trade beacons(the machine hauls them for itself) and executes a single crafting recipe, using the same rules in the bills menu(do x times, do until you have x, do forever) and deposits the final product in front of itself for the colonists to haul.
The crafting processors would be able to do any recipe, after a colonist configures the machine, it could have different attachable upgrades like co-processor, do 1+cpn operations at once(cpn = number of coprocessors attached to it), etc.
It could have different tiers which crafts at different speeds, for example the first processor takes the same amount of seconds as in workAmount to finish, the second workAmount/2, the third workAmount/4, and the ultimate one is 1s for any recipe but consumes a hefty 4KW of power

After playing around with the Offworld manufacturing plant and noticing how it completely ignores skill requirements, I realized how useful a dedicated machine that crafts can be when all colonists have other things to worry about.