Quick answer
Steam defines FAST! as 400 products per minute. That is 6.67 successful feeds per second. Clear old loose items, use several late-game product streams, and measure what reaches the Maw—not what leaves a machine.
Community results: production baselines
| Observed setup | Reported rate | What it means for FAST! |
|---|---|---|
| Base Duck Automater | 12 Ducks/min | Useful filler, far below the target alone |
| Upgraded Duck Automater | 30 Ducks/min | Fourteen perfect machine-equivalents would produce 420/min before transport loss |
| Late mixed factory | Ducks plus Registers, Piñatas, Candy, and Anomalies | Community guides favor several streams over a Duck-only line |
The 12/min and 30/min figures are community observations from one recorded setup. Fourteen × 30 is a capacity check, not a guaranteed build: jams, missed feeds, machine limits, and the game’s sampling rule can all reduce the counted rate.
Clean test procedure
Reset the scene
Use Clear Items in v1.0.5 and remove old pileups. Residual products make it difficult to identify whether the current line produced the result.
Observe one bottleneck
Choose a lane with a visible spawn point, transport path, and final feed. If objects leave the machine but never reach the Maw, production is not the useful rate.
Build a buffer
Store enough product to absorb small physics stalls, then release it through a wide, short route. Keep the release method reproducible.
Run longer than one burst
Do not stop at a spectacular half-second dump. Keep the path fed and watch for collisions, edge catches, and objects falling outside the feed zone.
Change one variable
Adjust either production, transport, or final delivery—never all three at once. This exposes the real limit.
Use the numbers as a capacity check
The exact sampling window and treatment of simultaneous feeds are not published. Use the community rates to decide whether the factory is even capable of 400/min, then use the achievement pop as the result.
Community result
A mixed late-game factory is the consistent recommendation. Duck production fills gaps; higher-output products provide the volume. If the theoretical machine total exceeds 400/min but FAST! stays locked, the loss is usually in transport, final delivery, or the game’s counting window.
Common failure points
- Counting machine output: products stalled in transport may not be successful feed events.
- Narrow corners: collision cascades turn a high theoretical rate into an irregular delivery rate.
- Too many loose items: old products can create lag and hide the cause of a failure.
- Scaling every machine: feeding a blocked lane harder increases the pileup, not throughput.
Community source
The production baselines come from the Duck automation test; the mixed-stream method is also used in current achievement and automation guides.