// Update is called once per frame
    void Update()
    {
        double steamUnits = 0;

        GameObject[] neighbors = GetNeighbors();
        foreach (GameObject obj in neighbors)
        {
            if (obj.GetComponent <Tile>().GetType() == typeof(Boiler))
            {
                Boiler b     = obj.GetComponent <Boiler>();
                double avail = b.GetAvailableSteam();
                if (avail <= maxSteam - steam && avail > 0)
                {
                    steamUnits += avail;
                    b.UseSteam(avail);
                }
                else if (avail > 0)
                {
                    steamUnits += maxSteam - steam;
                    b.UseSteam(maxSteam - steam);
                }
                // Debug.Log("Steam: " + steam + " / " + maxSteam);
            }
        }
        steam     += steamUnits;
        kwProduced = steam * kwPerSteamUnit * generatorEfficiency;
    }