The new 0.6 Space Exploration version has moved the logistic network research further down the tech tree, behind berylium and the first planetary expansion. This results in a troublesome early game, especially since you can't use a bot based mall anymore, which had been the default choice for many players. Many of the basic recipes are more complicated in SE, which you can see from the 14 different inputs required for the mall compared to 5 in my vanilla version. I tried to make a belt based version first, but it's just a pain to set up, so I decided to cheat.
Introducing, the car based mall (HQ Image). Every car has 80 inventory slots, which you can filter to prevent overfilling. The cars are moved on a belt through the mall. Every inserter that isn't pointing on a belt can interact with the cars and either pull or deposit items. The finished products are placed on the same belt the cars are running on and filtered out at the bottom. There they are put into passive provider chests, all in one central location where it's easy to quickly run in and restock. I plan on routing this output belt directly to my build train in the future, which I have already done in the past but abandoned because logistic network is so easy to get in vanilla. The cars loop around and are restocked on the right with raw materials.
The cars can get pushed of the belt during corners, so I have a wall piece or a lamp placed at every corner to block them. The wall piece actually has a bigger collision box than the lamp, which causes the cars to slow down during that top right corner and stack up closely on the right refilling straight.
The inserters are controlled with a simple circuit contraption. All the requests are set in the constant combinators on the bottom right. Two of them are not connected to the network at the start, because they contain expensive items that aren't needed in early game (nuclear reactor, blue belt, substation, etc.).
