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Re: New Achievement Ideas

Posted: Sat Oct 20, 2018 7:12 pm
by eradicator
What about something less playstyle focused like "Spend 100000 space science packs". Not everyone cares about arbitrary time constrains.

Re: New Achievement Ideas

Posted: Thu Oct 25, 2018 9:15 am
by nosports
Another achievment idea could be 'lawn mower' - in case you manage to mow down a certain high number of biter-Nests in a given time, say one minute...

Re: New Achievement Ideas

Posted: Thu Oct 25, 2018 7:33 pm
by QGamer
There should be variants of many achievements that require either marathon mode or harder enemies. This gives the player an incentive to try each game mode.

Re: New Achievement Ideas

Posted: Fri Oct 26, 2018 4:39 am
by Ace_W
QGamer wrote:
Thu Oct 25, 2018 7:33 pm
There should be variants of many achievements that require either marathon mode or harder enemies. This gives the player an incentive to try each game mode.
Harder than hard : Set hard mode/ marathon and actually increase the difficulty. Still have to launch that rocket though. ;)

Duct tape for everything! : Produce and consume 10/100/1000 repair packs a minute.

Rocket ballet: Launch a rocket once every minute.

Easy does it: Set biters to "none" launch rocket.

4 score and 7 more: Launch 87 rockets.

Re: New Achievement Ideas

Posted: Mon Dec 17, 2018 12:21 pm
by nosports
Two Achievement proposals for the vanilla factorio….

• Rocket without any beacon -> hard-core-mogul no short cuts
• Rocket without any moduls & beacons -> true to the bone

and a added achievment :
• only burner inserters -> black hands

New Achievements for Vanilla

Posted: Wed Apr 03, 2019 4:11 pm
by dodo1987
Hello,

Hope all are well.
Apologies if this is a repeat topic, but I could not find an existing one via search function.

I have a copy of the game on Steam and have completed all of the achievements a couple years ago.

I am exciting to try out the newer releases (vanilla), but would love to have a goal in mind, more towards mega bases. Could you please add new achievements in any categories, they could be research, build, production, military etc. Something like:

-produce x amount X robots
-lay x amount of concrete floor
-mine x amount of x resource
-produce x of rockets
-sent x amount of satellite
-research x to x level
-lay x amount of track
-kill x biters
-other

I understand that some may be of a repeat, but can create larger goal.

Many thanks and thank you for your work!

Re: New Achievement Ideas

Posted: Wed Apr 03, 2019 8:00 pm
by Koub
[Koub] Merged into older thread on the same topic.

Re: New Achievement Ideas

Posted: Thu Apr 04, 2019 1:00 am
by Tekillaa
Hi, many good ideas,

i got one very simple that i havent seen, science pack/min achievement (one for each color maybe because of military one), 1k/min then 2 than 5 than 10 maybe more.

Keep goin

Re: New Achievement Ideas

Posted: Thu Apr 04, 2019 7:31 am
by leadraven
I don't like new achievements like "produce a lot of something". It is boring, game already has enough of this.
I'd like something more creative and entertaining, like :
"run faster then 200kph".
"Craft 200,000 recipes per hour with a single machine".

Re: New Achievement Ideas

Posted: Thu Apr 04, 2019 10:01 am
by Hannu
leadraven wrote:
Thu Apr 04, 2019 7:31 am
"Craft 200,000 recipes per hour with a single machine".
Is it possible in vanilla? It requires that assembling time is 1 tick (1/60 s). Fastest recipes are 0.5 s which need 2300 % speed increase in assembler 3. 12 beacons with speed modules give 1200 % and 4 modules in assembler 200 % which is not enough. Or did I forget something?

Re: New Achievement Ideas

Posted: Thu Apr 04, 2019 10:40 am
by leadraven
Hannu wrote:
Thu Apr 04, 2019 10:01 am
leadraven wrote:
Thu Apr 04, 2019 7:31 am
"Craft 200,000 recipes per hour with a single machine".
Is it possible in vanilla? It requires that assembling time is 1 tick (1/60 s). Fastest recipes are 0.5 s which need 2300 % speed increase in assembler 3. 12 beacons with speed modules give 1200 % and 4 modules in assembler 200 % which is not enough. Or did I forget something?
[un]Barreling, 0.2s
It is not as interesting as crafting, but I was looking for nice number.

Re: New Achievement Ideas

Posted: Sat Apr 06, 2019 10:27 am
by SkiCarver
I would also like to see some new achievements.

I was going to post about a Brainbox achievement - produce x science packs in an hour, but there are some goo ideas in this thread.
Perhaps use the achievements to drive users to use all the features of the game;
Control Freak - Use x combinators to control production
Green Meanie - Upgrade x items and recycle the items into the ugraded version. (e.g. yellow belts get upgraded and then converted to red belts).

More achievements idea

Posted: Wed Aug 21, 2019 12:14 pm
by JaJe
As title says,
I'd like to see factorio having lots of interesting achievements for vanilla players by creating a special thread to forum with every player achievement suggestion and the best ideas to be implemented in game. What do you think?

By now there are so few steam achievements and few are interesting to play with such as 'Lazy Bastard'.

Few of my ideas are (Title of achievement - condition):

1. Healthy walking - Never craft any car or tank.
2. I like Spaghetti - Finish the game without using trains
3. Lazy soldier - Stop an alien attack using only mines
4. Hello Darkness, my old friend - Finish the game without crafting any lamp or nightvision

I might update this thread later.

Re: New Achievement Ideas

Posted: Wed Aug 21, 2019 2:27 pm
by Koub
[Koub] Merged into the older thread with new achievement suggestions.

Re: New Achievement Ideas

Posted: Wed Aug 21, 2019 3:42 pm
by conn11
Going critical: Generate Power by the nuclear reactor

Prompt critical: detonate an atomic bomb

Re: New Achievement Ideas

Posted: Wed Aug 21, 2019 11:56 pm
by Philuminati
JaJe wrote:
Wed Aug 21, 2019 12:14 pm
Few of my ideas are (Title of achievement - condition):

1. Healthy walking - Never craft any car or tank.
2. I like Spaghetti - Finish the game without using trains
3. Lazy soldier - Stop an alien attack using only mines
4. Hello Darkness, my old friend - Finish the game without crafting any lamp or nightvision
The numbers 1 and especially 2 & 3 are really good ideas in my opinion. I think you've got a point when saying there are to few achievements that are... let's say tricky to reach, like laty bastard.

My proposals are:

1. Finish the game without ever consuming more than 25 MW (or another number) of power.
2. Finish the game without using any electrical inserter.
3. Empty a whole stack of uranium ammunition attacking biters without interruption.

And please make the trans-factorio-express needing more than just 1000 tiles... a lot more... :)

New Achievement

Posted: Wed Oct 09, 2019 1:33 am
by Mecejide
Have 300000 items on you at the same time.

Re: New Achievement Ideas

Posted: Wed Oct 09, 2019 5:21 am
by Koub
[Koub] Merged into the older thread with new achievement suggestions.

Re: New Achievement Ideas

Posted: Wed Oct 09, 2019 1:51 pm
by planetmaker
Buckle the belt - don't lay down a single belt
blast to the past - use 10 nuclear bombs to kill biter nests
mushroom season - have one nuclear reactor go critical due to biter attacks
prime directive - don't kill a single biter nest (but biters are active and not peaceful)
minimalist - build a rocket and use only X ressources
ecologist - build a rocket and produce less than X pollution in total throughout the entire game.
Taking total control - control more than 100 entities via circuit networks
It's our planet - have biters destroy more than 100 entities on one map within X time (not including walls, turrets and power poles).
Joint forces - win the game in a multiplayer game

X is alway a number which I have no good value for yet.

Re: New Achievement Ideas

Posted: Sun Jan 12, 2020 8:06 am
by Stakhanov
While blueprint importing is very much necessary to avoid repetition after many runs , it would be nice to have an "all my design" achievement for not using any imported blueprints in a given run until rocket launch. This would push new players to try and figure things out on their own (or at least analyze what blueprints really do) while also reminding people that they can transfer blueprints between runs.