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Over all of that though, since blue inserters become available very early in the game Any blue print that might require an upgrade from yellow to blue I just start out as blue.
Or the set up is designed as a early game set up that is supposed to obsolete. Like my start up green circuit set up. Its 6 wire machines and 4 circuit machines and all its supposed to do is feed my start up inserter, electric miner, and assembly machine production with surplus that make it to the end of the belt for hand crafting things I don't use many of.
Once I get my mid game circuit production set up I disconnect the start up set up from resources and just let it sit until I have bots to deconstruct it with.
Mid game set ups go away in a similar fashion. Once I have my first green circuit subfactory made that uses beacons and modules and my trains are moving those circuits to the main assembly area the non-beaconed set up gets deconstructed by bot.
With Space Age I've added another late game subfactory blue print to the book that uses beacons, modules, and electromagnetic plants for green circuits. I get to reuse the train stations and junctions just have to swap out the guts since the electromag plant is 4x4 and the assembler III is 3x3.
Why not just upgrade them all to blue and call it a day? The only truly limiting factor in Factorio is your personal time; everything else is more or less infinite.
You could spend the same amount of time placing a new power station, rather than manually clicking, to compensate for the tiny drain caused by extra inserters and still end up with a bigger factory by the end of the day.
If you can’t play without the factory being perfect, I suggest designing a blueprint that represents exactly one of your "modules," but replace an inserter that needs to be removed with a useless item, such as a wooden post or any other item you’re not currently using.
Use Ctrl+Shift to place this blueprint on top of the existing modules to mark the inserters to be removed. Then, use a deconstruction planner on the upgraded area to remove the wooden post ghosts. It could upgrade at the same time and may save you some clicks.
Which means one assembler making wire does not fully feed one assembler making green circuits, so his ratios are off if he's doing pairs of a wire and a circuit assembler, adding a second yellow inserter won't make the difference.
Note that even the three cable to 2 circuit ratio will still want two output yellow inserters per cable maker (and each circuit maker can take three input yellow inserters). And will still only be running at 83% of the potential throughput of the assembling machine 1's involved.
Unlike Satisfactory, which treats blueprints as a "group", allowing you to deconstruct the blueprint as one, blueprints in Factorio have no such designation. That is about the only way you could upgrade the blueprint in a single click, (adding/changing/removing as necessary) and afaik, the functionality doesn't exist in this game.
TLDR is, don't try and use upgrade planners for things they can't do...
Depends what you're changing, but there is always a way to go about it using a combination of blueprints, upgrades and deconstruction.
When built the ratio is off. Using the pair of yellow inserters will allow the single wire ASM to run at full capacity and let the GC run as good as it can with that input. At the time of the upgrade to a blue inserter it is also an upgrade, on the wire machine only, to ASM-2. Now the wire to GC ratio is perfect, if the wire machine can get the copper fast enough and the two yellows won't meet that need.
The original build is enough to make it work. The upgrades, once available, are to make it right.
A point perhaps missed is that it's first built with assembling machine 1 and yellow inserters and then upgraded to some blue inserters and some assembling machine 2. The missed subtext there is 'early game'. In early game the iron is not unlimited to make new blue inserters when I can use yellow or to make a new power station, at 31 iron just for one more 900 kW steam engine.
That particular example aside, however, the same type of situation occurs when trying to do many kinds of upgrades. Even making staged blueprints gets complicated when you have to modify existing layouts to make the next level work. Often it results in 'instructions' in a later stage print to 'remove x, y and z then place this print' I have not worked on staged prints with the super force building option yet. That may reduce much of the work. For example, when adding a new section there can be the need to place a splitter in an existing belt segment. 1.1 requires you to remove that one piece of belt prior to placement of the print with the splitter in it. Super force building, however, should make it possible to just add the splitter while it automatically removes the offending belt piece. I'm still learning 2.0, so there's much to discover.