I have seen this suggestion brought up a few times but as of now it will require a major rewrite to the cache system to make this possible. I understand the appeal in having a single recipe combinator spit out all the ingredients for a bunch of recipes, but the problem with signals caching or scanning is real.
Both crafting combinators and recipe combinators are tightly coupled with the signals cache system (get_highest() function). If there is no signals cache the computational cost for every update will be horrendous, with the main UPS cost being the mod having to call the API to search through circuit networks in order to determine whether something has changed.
With multiple inputs, things get even trickier. I don't know of a proper way to cache multiple inputs as any single signal change means the cache has to be invalidated and the mod has to perform circuit scanning.
In short:
- Requires major signals cache rewrite
- UPS expensive due to caching becoming irrelevant - need to do API call whenever signal changes. Should be okay if the input signals can stay constant.
- Other problems like maximum slot for input and output signals
I will think about it as next feature if the problems above can be solved in a practical manner.