buffer chests sit in the recycling area with requester filters set below max chest capacity for each item. Anything over that threshold gets treated as excess — instead of clogging the line, it gets routed to a separate "burning area" where it gets destroyed. The whole trigger logic runs off a decider + arithmetic combinator combo watching signal counts and comparing them against thresholds (you can see the combinator setup in the screenshots — decider checks input count against a threshold, arithmetic combinator multiplies it out to scale the output signal).
