I disagree that they are useless, they are just not about difficulty. Some of the Factorio achievements such as "Eco unfriendly" and "Getting on track" can, as you described, provide information to developers but many of these also serve as guidance for players in terms of progression.mmmPI wrote: ↑Wed May 15, 2024 8:23 am I also think achievement are useless for players, they do not increase the game difficulty, they document something that happened. I read devs use them to gauge what players are doing and which hurdle they are facing. So i wouldn't be surprise to see some new related to space, more like milestones.
I think some others also benefit players as a slightly different sort of guidance, that is even more useful. For example, I found "Lazy bastard" solidified the early game recipes in my mind and of course encouraged solving the problems to achieve full (and early) automation; "Getting on track like a pro" got me to figure out how to progress the early game much quicker (which feeds in to "No time for chitchat" and "There is no spoon") without being an overwhelming goal; and "Solaris" and "Steam all the way" encouraged me to investigate solar and nuclear power respectively, discover their challenges and resulting trade-offs, and decide for myself how I like to play. And more, but I think those are enough to make my point.
To bring this back to the original post: achievements for Death world etc would be somewhat similar to the above (especially "Solaris" and "Steam all the way") but on balance I think the distraction from the current focus on "Default settings" is a negative that outweighs what they would add. Perhaps more importantly, my impression is that Death world etc are not actually "game modes", but merely presets for the many settings, ie there is no concept of that selection once you start a game. That would mean such achievements might be difficult or impossible (at least currently) to define.