It would really help if you could set automatic cut-off points for any specific good. A point at wich the good production is paused and the workers go do other stuff like carrier/gatherer duties.
For buildings like the Toolshop - wich turns Metal into Tools - it would help if it was not burning through all that metal. For most conversion buildings, the raw material is not usefull. But Metal is a exception.
For buildings like the Refinery and (a hopefully comming) Electrical Bakery/Kitchen/Mess Hall, it could pause the whole buildings to save power too.
For every good, it would help preventing the storage from overflow with a useless good like Junk or Fibers. A good for wich no processing might exist yet. But for the raw material buildings (scrapper/recycler and their extraactor variants), it might actually become an issue as they tend to produce 2 goods.
Now with this thing almost as important as picking the cut-off point, is to define the reactivation point.
Rimworld had those "Stop at amount X", "Restart at amount Y" settings under the advanced options. This prooved really usefull as walking time is a important resource, that is hard to account for. And among the last things you want is people quickly switching between jobs - as stuff goes above and under a single treshold quickly - wasting all that time walking between those places.
For buildings like the Toolshop - wich turns Metal into Tools - it would help if it was not burning through all that metal. For most conversion buildings, the raw material is not usefull. But Metal is a exception.
For buildings like the Refinery and (a hopefully comming) Electrical Bakery/Kitchen/Mess Hall, it could pause the whole buildings to save power too.
For every good, it would help preventing the storage from overflow with a useless good like Junk or Fibers. A good for wich no processing might exist yet. But for the raw material buildings (scrapper/recycler and their extraactor variants), it might actually become an issue as they tend to produce 2 goods.
Now with this thing almost as important as picking the cut-off point, is to define the reactivation point.
Rimworld had those "Stop at amount X", "Restart at amount Y" settings under the advanced options. This prooved really usefull as walking time is a important resource, that is hard to account for. And among the last things you want is people quickly switching between jobs - as stuff goes above and under a single treshold quickly - wasting all that time walking between those places.