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I wondered the same after having the item tested. Especially the fact that you need at least two blueprints of them to make them viable is a big malus.
But then I saw in the screenshot section of the community hub restaurants so large I have never seen before ingame. For those it makes sense to have them.
Praise the copy machine.
The only time I sort of made use of them was in a large labyrinthine seed with a narrow kitchen that webbed throughout. Had dining tables on opposite ends of the restaurant, and was playing with another person. Because of how narrow the kitchen was in all sects of it we were limited in counter space and our ability to pass each other. So we made use of the dumbwaiter to share dishes from across the restaurant. It was a solution to our layout when conveyor belts refused to roll for us so this is what we did to make them work.
I still don't like them.
You mentioned something important there.
From my point of view they are missing for multiplayer an indicator that something is put in waiting to be teleported from one to another.
It shouldn't even wait to be teleported. Like the second it goes in one it should teleport to the other and continue on any automation there may be. The second something is put into one it should just poof over to the other. No extra input or anything required. As it is dumbwaiters are just useless, but could be a great item with some changes.
Needless to say, this is a mistake and part of why they're worthless. To fix them, they need a few things going for them:
There are some funky seed layouts out there - dumbwaiters may be a way to make use of otherwise unused and inconveniently placed rooms if you're smart about it and are okay semi-automating.
Considering it takes about 3 seconds for a conveyor to move something on another thing i don't see how it would be faster than grabing the thing and puting it in the dumbwaiter since you have to walk to it anyway.