Fast transport belt

Overview
Fast transport belt is the middle-tier transport belt in Factorio, visually red and twice as fast as the basic 

Fast transport belt properties: it provides a maximum throughput of 30 items per game-second, a belt speed of 3.75 tiles per game-second, and a maximum density of 8 items per tile on a fully filled straight section. These figures are consistent with the game’s belt tier progression: Transport belt (yellow) is the slowest, Fast transport belt (red) is the second tier at 2× speed relative to Transport belt, 
Belts can be integrated into the circuit network by connecting red or 
Practical notes and common uses:
- Fast transport belt is commonly used in main bus designs to carry mid-tier resources and intermediate products where Transport belt is too slow but Express belt is unnecessary or too costly.
- Belt balancers are used with Fast transport belt to evenly distribute throughput across multiple lanes and outputs; standard balancing techniques apply (splitters, underground belts, mirrored layouts).
- A fully packed straight Fast transport belt holds up to eight items per tile; this density is identical across belt tiers and affects spacing and throughput calculations.
- Circuit-network-enabled belts allow conditional flow control (enable/disable) and item detection for automation tasks such as selective routing or triggering inserters and other devices.
- Poor planning of belt layouts can lead to “spaghetti” — tangled, confusing belts that reduce efficiency and make expansion or troubleshooting difficult.
Advantages and limitations:
- Fast transport belt offers a clear throughput improvement over the basic Transport belt at moderate research and material cost, making it a common early-to-mid-game upgrade.
- It balances cost and performance for many build patterns but is superseded by Express transport belt and higher tiers when maximum throughput is required.
- As with any belt-based logistics, dense or ad hoc layouts can become difficult to expand; careful planning for balancers, branching, and future upgrades reduces the need to rebuild large sections later.