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All true. If you don't have enough inserters things are going to jam up regardless. The "filter-splitter before inserter" idea is that your inserters will be running at their top speed instead of waiting for the random item to come by to fill it up.
Both of you designs are very clever!
But splitter filters are an all or nothing bit. I desired that I would take off all the items off a belt with inserters, and if they have nowhere to put the item (full belt), the extra items simply continue down the line, and are eventually recycled to nothing.
The factory must work!
But to me at least it is easier to see where the problems are when using properly sorted belts, it allows you to know what items you have too little consumption of at a glance, allowing you to make decisions on what to increase the production of and what to recycle.
I am among the people that dislike factory-wide logistics network in part because belts give you a lot of precious informations, this case is not about bots but unsorted belts are similar in terms of not giving you the informations.
To each their own though, if it works for you then it's a good solution, no matter what others have done or can say.
With chests for buffering you can get most of the information you need if you have alt mode on. But having a chest for buffering before any production can complicate builds. On the other hand, having 1 belt turning into 11 complicates the builds also.
Splitters are for mass-sorting, inserters may be good for niche or lazy item-mass-flow.
Imo, you want items with most output probability to be handled the last, since, if dealt first, they may just bottle the whole belt(s) by them simply not having enough throughput. And no, green belts from Vulcanus do not solve this, they may help to maintain throughput ratio, but actively do judgement on sorting like splitters - no.
Take in account the dependence of item rarity to item quantity. you are mostly dealing with white-green rarity, the higher - the less handling needed.
For Fulgora it's a little confusing, since you do need to build downstream recycle (for schemes at least). but scrap recycle gives you unique opportunity to get high-quality item directly from scrap.
You just need to build downgrade recycling lines based on what are the output items for those downgrades. And direct them to other, respective recyclers until you recycle them to elementary bits (mostly second-tier matters like plates, stone blocks, steel etc). The most troubling matter is obviously holmium, but well, just scrap/recycle more to get more of it, especially since yo udo not have any flora obstacles there to prevent you from exploring->exploiting as many scrap patches as you wish/can handle. )
https://steamcommunity.com/sharedfiles/filedetails/?id=3377548379
I will use belts if the process requires a stream of items, otherwise logistic network is just fine for slow things like modules or limited item productivity like equipment or platform buildings.
This is what I do. I use Fulgora as a quality builder, so my miners and scrap recyclers have quality modules in them.
Therefore everything runs down the mixed belt, all needed things for electromagnetic science are pulled off early, things I will never use (like quality solid fuel) are voided early, and everything else sorts by quality, stockpiles a small amount (usually 2 normal provider chests), of each item in a given quality, then the rest recycle to get better quality results.
From there, some of my build lines, like my laser turret line and my quality module line, draw off those provider chests to further use up my stocks.
It has run for a couple hundred hours now, with scrap arriving on two fully loaded stacked green belts, without any lockups or shutdowns.