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The game could use some polish in how it priorities what is slected when more then one thing overlap. Like if you point at the item on the belt inside the conveyor hole it should default to that and only select the machine if pointing to anything not an item on the belt. The machine itself is pretty much the broad side of a barn so it should not take priority when pointing directly at a small item on a belt right in front of it.
Or every building could have some options regarding what it keeps and what it dumps onto the conveyors. It's really dumb having every building dump every item onto the conveyors no matter what.
Sometimes I do a sushi belt but in those cases I have smart splitters.
That's cute, but we shouldn't have to "avoid the issue". Bugs should be corrected, and I shouldn't have to dismantle an entire conveyor belt to clear obstructions, that's absurd. If real factories were that inefficient, we'd still be in the dark ages. A game that is supposed to be about designing efficient factories shouldn't have clunker issues like this.
you are free to play any way you like as it is a sandbox but at the end of the day you will find some ways are easier to accomplish your goals then others because of the style of the game mechanics.
I found the object I was trying to put into the Sink in my inventory after removing it (with the ghost of the removed object still appearing on the belt). It is possible that there is some difference between the inputs of factory machines and the Awesome sink though.
I believe this has been an issue since I bought the game back around U2 or U3.
Deleting the belt and replacing it as mentioned above is the best answer for this. A lot quicker than moving close to the input of the machine and trying to manipulate the view to allow one to select the last item on the belt.