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Checkout my guide to get a better understanding of managing the beltstream:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3334747691
I never have clogs and have no need of the new overflow splitter.
I think the common player perception of clogs being something wrong in the game is itself wrong.
A building requiring two inputs will activate as soon as it has the two inputs. Our job is to ensure it receives the two inputs at the 100% speed, and the outputs head away at full speed. Then the beltstream never clogs. It's trivial to do when buildings are very close and there's little to no belts to manage. When there's some distance belts can become unbalanced and one side won't provide input at 100% so the beltstream slows. The fix, is to balance the belts so shapes are always activating the buildings at full speed. Then clogs become a distant memory.
As for it being tough to figure some out, it's like anything else: it takes some practice. Using a script is good too.
This problem is also present in the cutter, but not as bad since it only has one input
simple task like switching out one corner etc. need 4 swappers in series to get the right shape..