Step 1
A belt has no throughput cap: it advances as many pixels as the space ahead
allows. Only the layer directly on the surface is driven; anything stacked above
just rides along on top of it. If the leading pixel is stuck, the entire pile
holds still rather than flowing over the blockage.
Checkpoint: a pile on the belt advances exactly as far as the clear space ahead of it.
Step 2
A Launcher pushes solid pixels upward. Reaching the far end, they coast a short
way past it, drop back onto the machine, and bob on its top while they wait for a
way out. Angle the top Launcher of a tower and the pixels fire out to whichever
side it faces, turning a straight column into a vertical lift.
Checkpoint: pixels rise up the column and fire out the angled top in the direction it faces.
Step 3
The Filter behaves like a Conveyor Belt with one extra rule: it only lets the
elements you specify continue past it. When a single line carries several solids, a Filter is what stops them from piling up at the wrong machine.
Checkpoint: chosen elements pass the Filter while everything else stops at it.
Step 4
What each one blocks
A Conveyor Belt seals out liquids, gases, and the player, so it can double as a
wall. A Launcher blocks none of them, so liquids and gases flow straight through
it. That difference decides which one you use when a line has to cross a reservoir.
Checkpoint: a line that must cross a reservoir uses a Launcher, not a belt that would seal it.