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Also, fast inserters don't make a difference on output unless you are using speed modules, since the processing time is quite long for smelted materials.
The problem with the "easier" solution you referenced is compression. When inserters place down items, they wait for a FULL open space. If the items are just a hair "off", it will not put them down, and before you know it, they will be just waiting forever to place the item.
With the 0.13 update, sideloading now works to add full compression... belts push items in from the sides, jiggling the products on the main line around. In my latest factory that I'm playing for my YT series, I'm experimenting with this solution:
http://steamcommunity.com/sharedfiles/filedetails/?id=763513910
This is MUCH cheaper resource-wise than the splitters + undergrounds, and seems to compress the belt fully. I'm still observing it to see if it is the best fix for this problem.
That should do the trick, right?
The cool thing about Factorio is that there is so much room for leeway for what works and not!
https://dropfile.to/NpHZfxH here, I slapped this together in sandbox mode really quick. Looks like it kinda works though.
Just hope that this doesn't decompress the belt again.
If I'm doing more than one blue belt (let's say 4 belts of iron) then I do eight 36-furnace rows, put them into an 8-belt balancer, and then side-load the outputs into 4 fully compressed belts.
Like this one:
https://www.reddit.com/r/factorio/comments/3nmzl3/8_to_8_belt_balancers_with_the_minimum_amount_of/
But with blue belts of course. Then I take each pair of outputs and side-load them together to get 4 fully balanced belts.