I think it turned out fairly elegant and functional (as was possible under the circumstances). Basically, the silo passes the requests from the space platform. When the constant combinator is turned on, a memory combinator stores a copy of the requests. The modulo of the each item request divided by rocket capacity is used to set the requests of a requester chest.
Once the requests of the chest are filled, the constant combinator can be turned off and the contents are fed to the rocket silo.
Since a mixed-content rocket can only ever be launched with direct player input, a timer will start an alert if no rocket building intake is detected for some time (signalling that a rocket... might... be ready for launch)
Those are the main features. There are also some minor features like adding custom items to the deliveries and flashy alerts and lighting.
It worked pretty damn well in terms of not leaving remainders of building material in the platform storage. Firstly, all the platform tiles would be sent. Then the the logic would be used to easily prepare and send the mixed "top-off" payloads of all the platform entities. Lastly, the silo could be switched back to fulfill automatic requests for full rocket, single type payloads.
I guess it will soon be time to retire this solution, but to be honest, I don't think I will really miss it in favor of the improvements to come
I think the biggest downside was that the logistic chests require space science to even research. So putting down the system for the first time in a factory was always a bit... roundabout.
