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I don't think that should matter but you might notice it in the screenshots.
1 wire from station to decider input (the blocky part).
1 wire from decider output (the prongy part) to grabber
https://steamcommunity.com/sharedfiles/filedetails/?id=3381704918
On my smaller ships I use a fast inserter.
On my main ship I used a bulk inserter.
Funny enough, using different inserters causes different items to be thrown away.
Each > 150 AND Each = Ice
Anything that is in a quantity over 150 and has the same quantity as ice would be "true".
So if your red circuits are in the same quantity as your ice and both over 150, both would fit the condition and end up in the filter.
I understand why you are doing it that way (to save on space and combinators) but that doesn't really work sadly.
I tried to figure out a solution for something like that but didn't really manage to find one that really works in all cases and had to go back to 1 combinator per signal.
It works fine for the most part, my 3 couriers are all running a reduced version (only chunks) and don't have the issue of actually throwing it away.
It still sounds like a combinator issue if x red circuits equals x ice.
That means the equals function does not take into account what type of material it is comparing?
Edit: you can omit the each from red is greater than 1 if you want it to throw away everything that you have not set a threshold for.
With the simpler "Each > 150 AND Each = Ice" from before, if you have 200 red circuit, 200 ice, 170 uranium ammo and 25 blue inserters (pure example) as input then it would do:
red circuit > 150 (true) AND red circuit = ice (true), red circuit passed the test.
ice > 150 (true) AND ice = ice (true), ice passed the test.
uranium ammo > 150 (true) AND uranium ammo = ice (false), uranium ammo didn't passed the test.
blue inserters > 150 (false) AND blue inserters = ice (False), blue inserters didn't passed the test.
The output would then have "each" be red circuit and ice since both passed the test.
The "ice" doesn't mean "if it is ice" but "if it has the same amount as ice".
I think the reason a reduced version works (remove chuncks above 15) is because you never have those odd numbers with the resources you get. you usually have way more iron, plates, ammo etc.
So it only went wrong when I wanted high and round numbers that match stack sizes of other things.
So perhaps going odd numbers will help some. But the constant combinator will be better in the long run.
Many thanks for this.
Chalk this one up to user issue
I'll mark PunCrathod's answer.