This is what the conveyor line is supposed to be
Oook. I managed to reconstruct your tech from that (a right pain trying to get parallel conveyor lines to flow as desired - hence why I always avoid using them). I really wish you'd sent a save.
Anyway. Yeah - I also see the kind of behaviour shown in your video. And it's not down to
this known bug (when a Fabricator's added before Component Factories). I replaced the Fabricator to be sure.
The superfluous resources sent, here, changed each time I re-ran the save (attached). From identical starting positions...

So it seems that it's a non-deterministic bug, as far as the user is concerned.
@kae - for reference, I crafted the same block as
@JuanPinoy - a Seeker missile pod from the Hawkeye Fabricator on the far right corner.
I'd seen hints of this previously (pre-0.7.9) when using my highest throughput crafter, with all 3 conveyor lines churning out missiles at full speed. But never to this extent.
The total length of the crafting Conveyor loop, and the number of Silos and Factories connected to it, seem like they are contributing factors in this instance. Shortening the Silo array down to just 6 Silos total (3x3) seemed to pretty much stop it from happening. I'd recommend avoiding long loops anyway (or loops at all). And avoid having more than 6 Component Factories on a loop, in general, for overall efficiency. (Use parallel production lines.)
Burdening my GPU and CPU (using an external program) appeared to have no discernable effect on the result of testing, either with the original (big) base, or the contracted version I made (which always worked pretty much OK).
Also, I'm pretty sure I saw something like this in 0.8, with my ultra-minimal CFS Perhonen Mobile build, but I couldn't replicate it in 0.8.1 (I think it was different versions). But now i'm thinking I can't be sure what works because it can be different between reloads (or per crafting item?)...
