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If that's how you enjoy playing then go for it, there are plenty of players that will build a massive amount of logistics robots and plaster their whole base with logistics robots, having fun with it.
There is definitely something to be said about the looks of a base with thousands of little robots going everywhere.
Usually you tend to start to branch out from that kind of build later on when you figure out the full extent of belts and trains as well as the pros and cons of each (belts, robots and trains), eventually going towards solutions that take full advantage of all three.
I use belts etc for everything else, and I can make fairly decent hubs etc, but boy, do they take a lot of planning when you have 20 assemblers downstream all vying for the same resource but different ones also, and requiring some weird spaghetti and undergrounds. For all other systems I use belts etc, as most other parts are easier with belts as you say, but for the hub which just mass produces stuff for further expansion, the robots are, as you say, a lot easier.
The game gives you all of the data you need to do some quick math and know exactly how much of everything your mall would need.
When you are more experienced with the game, you tend to go towards more efficient uses of your machines, closer to the perfect ratios (some are very easy to get to, others not so much).
Most of what you will find online is based on those ratios.
Even with blue belts it isn't enough, even the online ones.
The issue is the hubs usually have loads of stuff early on which mops up all the resources, and starves the later assemblers. Once the other stuff is mass manufactured it picks up, but it's annoying when you go collect some stuff and the whole starving the later lined stuff occurs again. With robos everything linearly gets produced.
The things up front are the things you need in large quantities and need to be refilled quickly; e.g. belts, inserters, rails, power poles. The things in the back are things that you eventually will want a few of, and if you empty the chests it will be a while before you want more.
You just have to make sure that you actually limit the things in the front so that they stop hogging everything when you have enough.
Hook up all of the inputs. I have a mall design I built years ago. All of the inputs are marked using combinators. I feed it several belts of iron plates, a belt of red circuits, a belt of green circuits, copper plates, steel, stone bricks, and stone ore.
And, then I just let it run forever. Sure, it might take it 5 hours to finally fill up, but then its done. When I need 1000 blue belts, I grab them and go off to do my thing while it builds 1000 more. I always have a constructor train that carries all of my little bits and bobs. The mall fills it up, too.
You don't need the mall to fill up instantly, not usually. If you notice that you need a certain item faster than the mall makes it, then you can dedicate a build for that item.
https://steamcommunity.com/sharedfiles/filedetails/?id=2222682551
On the plus side a mall should make it much easier to expand so unless you have a lot of nests in the way it shouldn't be a problem to get a lot more iron from outposts.
See my mall screenshot above. Lots of gear assemblers are needed!
I set my circuit production up in banks. It takes 2 banks of green circuit machines to keep the bus filled with green circuits and it takes another bank of green circuits for 2 banks of red circuits I set up and it takes 4 banks of red circuits to keep the belts holding red circuits filled up. 2 banks of blue circuits keep the belts reserved for blue circuits filled but it takes 1 bank of red circuits for 2 banks of blue circuits and 8 banks of green circuits to feed those blue circuit banks at that rate of consumption all the material on the bus is being converted to circuits and there isn't material for anything else. At that point I use trains to bring in copper plate, iron plate, plastic, and sulfuric acid on the other side of the banks of circuit machines and disconnect the inputs of those banks of machines from the main bus.
Surplus plastic flows perpendicular to the main bus and across it to the other side where its fed into my banks of machines that make low density structures.
I set up a train hub on the opposite side of the banks of machines that produce every thing else and it brings in sulfur for blue science, water and iron ore for concrete, explosives for rockets and artillery shells, lubricant for blue belts and electric engines, batteries, U 238 for green bullets, U 235 for atom bombs, and crude oil. on the other side of that is another train hub that is set up to keep my building train topped off, automated supply trains that deliver repair packs, spare robots, extra ammo, walls and gates to my main defenses and also to top off artillery bunkers that I use to clear new territory. It also houses artillery trains that supply the outposts and my clearing bunkers.
Once I'm at this point I can't expand that area any more even blue belts don't hold enough to keep every thing supplied. That's the point that I start expanding into a mega base and set up dedicated production centers that are bot fed because belts just don't cut it anymore. The goods produced at the dedicated production centers are hauled by train to the various other production centers where the products are used and finished goods are then brought to the main bus area which is eventually cleared out and converted into a train supply hub.
That's my typical factory progression.