fucked with gain factory a bit again.
So turns out the "long distance funnels" in this game are actually undergrounds. You have to build one to learn that. But also imagine if your underground belts had a maximum range of 200 fucking tiles and instantaneous travel time. So yeah, the undergrounds effectively replace trains.
The circuit programming is... weak. Logic gates can be set to open when an item is detected at a set coordinate. This means that you can put logic gates on the input conveyors for a machine that only open when it detects a completed product leaving the machine via belt. The time the gate remains open is therefore the same as the time it takes one product to clear a gate. Ratio your input belts to the ratio of the recipe and jobs done. Unfortunately it does not work very well for recipes that create 2 of something.
The closest thing to a combinator it has is a display panel. You can set it to monitor a set of coordinates and display and make available the information of what is there and how much, and a context sensitive setting for if a furnace needs more fuel. Logic gates can be hooked up to these in order to open for "IF" conditions. Unfortunately you cannot read how much of a specific item is in a machine, just how many total, so crafting automation is difficult to impossible to make absolutely foolproof.
A third method of automation is just to not use logic gates and instead both ratio the input belts AND place an item called a clockwork wrench into the machine in order to fill slots that are not required. So if a milkshake needs 2 chocolate, 1 milk and 1 sugar you put in two wrenches as placeholders to fill out the remaining 6 item capacity so the ratio doesn't get disturbed. This... mostly works.
Basically you can automate this stuff but you will need to check back on your machines every ten minutes or so because the game lags a lot and if the tick updates even slightly wrong for input priority the machine will need manual fixing.