I would like to suggest multiple things, that would help with UPS.
They would be endgame items, using items from multiple planets.
Those items would require all sciences to research, and promethium could be one of ingredients.
1. Loader would allow you to input and output 240 items/second, effectively acting as pair of very fast bulk inserters with belt merge.
There are multiple configurations of legendary items and machines, that are impossible to extract with legendary bulk inserters.
So those machines would use two loaders instead of 6 inserters to output stuff decreasing inserter count in megabases.
It would be 2x1, so you would want beacon rows rather than boxes.
2. 4x4 assembler, which would be fourth tier, and would have innate +50% productivity bonus to all its recipes.
As it would be bigger, you would have to remodel your base.
3. Buff quality, so legendary t3 quality bonus is 12.5% - you would have guaranteed quality output in 8 module buildings, and upcycling would be faster and require less machines to run.
This would counter act space casino ban, as crushers might not accept quality modules in 2.1, same with LDS casting ban.
Maybe there could be 4 tiers of modules of each type, and they would require promethium or something to craft too.
UPS friendly endgame - reducing entity count with new OP items.
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- Stargateur
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Re: UPS friendly endgame - reducing entity count with new OP items.
I never understand the purpose of this, if people want "better" UPS just don't produce anything. Or just use unlimited chess and cheat. Having "OP" factory destroy the point of factorio, deal with constraint. If you want to remove these constraint where is the game ?
Re: UPS friendly endgame - reducing entity count with new OP items.
“number on screen go up, monkey get reward”Stargateur wrote: Mon Apr 07, 2025 10:43 pm I never understand the purpose of this, if people want "better" UPS just don't produce anything. Or just use unlimited chess and cheat. Having "OP" factory destroy the point of factorio, deal with constraint. If you want to remove these constraint where is the game ?

I also like to work within the confines (or at least the spirit) of the Base Game and Expansion, which means having at least the idea of Scaling machine effects with increasing power, Quality, Beacons, whatever. There are many, many Mods available which add various ridiculous tiers of Ore refining puzzles, Overpowered Modules, giant Crafting machines, etc… so I think this concept is well-answered already.
Re: UPS friendly endgame - reducing entity count with new OP items.
This screams like download mods in kind of god modules like in Bob's.
Re: UPS friendly endgame - reducing entity count with new OP items.
Well inserters are too slow for some machines as you use 12 legendary beacons with legendary speed3 module, and put legendary machine with legendary productivity or speed modules.Stargateur wrote: Mon Apr 07, 2025 10:43 pm I never understand the purpose of this, if people want "better" UPS just don't produce anything. Or just use unlimited chess and cheat. Having "OP" factory destroy the point of factorio, deal with constraint. If you want to remove these constraint where is the game ?
It was meant to reduce amount of inserters.
Maybe some configurations were meant to be fast with single beacon.
As for next tier of assembler you would reduce amount of machines even more.
That is you could maintain 60 UPS while having even more SPM due to reduced inserter and entity count.