Version 2.0.45

Information about releases and roadmap.
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FactorioBot
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Version 2.0.45

Post by FactorioBot »

Minor Features
  • Equipment grid GUIs have improved click-and-drag support. In addition to installing equipment, you can now click and drag to pick up, transfer, and fast-replace equipment.
Changes
  • Improve relative vehicle driving with gamepad in multiplayer, especially when shooting.
  • Included priority and train limit of train stop into blueprint parametrisation.
  • Changed pipette to always select normal quality items when pipetting a tile. (126506)
  • Changed the blueprint parametrisation logic related to quality. Before, whenever anything other than normal quality was used with parameters, the quality was always taken from the blueprint, and only the core id was parametrised. Now, this only happens when more than 1 quality with the same id is present instead.
  • All parameters can potentially generate the stack size, crafting time, rocket capacity and ingredient count as long as they are mapped to id which is a recipe.
  • When the blueprint is being parametrised and "Show all items in selection list" interface option is selected, all (even locked) recipes are presented. (122496)
  • [space-age] Changed rocket part recipe position in the signal selection to be next to the rocket silo instead of intermediates.
  • Reduced volume and pitch of recycler loop and railgun turret shot sounds. (128024)
Graphics
  • Added Metal graphics backend for Apple devices.
  • Added new particle effects for mining or destroying Gleba plants and fungi.
Bugfixes
  • Fixed that Factoriopedia would not fully respect the relative ordering between different object types. (127979)
  • Fixed Spoilage from section is included in merged recipe/item entries of factoriopedia. (125996)
  • Fixed that the achievements checks of map startup difficulty settings didn't check for pollution, expansion settings, starting area and trees.
  • Fixed that module upgrades could not be cancelled with an upgrade planner. (122766)
  • Fixed that installing modules with an upgrade planner or manually via fast-transfer wouldn't work if modules or module requests already existed in the entity. (117838)
  • Fixed that module upgrades, installations, and removals via upgrade planner didn't work if the entity already had existing delivery or removal requests in another inventory.
  • Fixed that upgrading or manually fast-replacing any entity would clear any pending item delivery or removal requests. (122943)
  • Fixed that module upgrades used the original entity's "allowed effects" restrictions instead of the upgrade target's. (119941)
  • Fixed that module upgrade requests could get cut short depending on the module inventory size of the original entity. (119941)
  • Fixed copying from space platforms did not count and preview platform tiles. (124874)
  • Fixed that pipette on resource entities would put the burner drill circuit signal in the cursor. (127988)
  • Fixed that LuaSchedule::add_record() ignored created_by_interrupt. (128066)
  • Fixed a crash when hovering blueprints pasted into chat. (128059)
  • Fixed a crash when on_player_setup_blueprint errors. (127064)
  • Fixed that the mod manager update table styling would break when mods were updating. (117713)
  • Fixed inconsistent display of rich text icons in tooltips. (125254)
  • Fixed rail variants can now be accessed with alt click in factoriopedia. (127867)
  • Fixed that pressing alt while selecting blueprint contents confirmed the selection. (119511)
  • Fixed that recipe item order changes would cause items to be removed in some cases. (128105)
  • Fixed that building walls would remove unrelated ghosts in some cases. (121124)
  • Fixed that CustomGuiSlider did not respect the discrete slider value when changing the minimum and maximum values. (125815)
  • Fixed that the burner generator prototype type did not report its max consumption correctly. (127140)
  • Fixed labs with drain multiplier taking too long to drain final fraction of science packs. (128097)
  • Fixed that the invalidation of the achievement "Keeping your hands clean" wasn't properly saved on a headless server. (118168)
  • Fixed issue with merging fluid/recipe where there are more result products. (128120)
  • Fixed fluid box compound was not respecting max pipeline extent value of the original fluid boxes. (128123)
  • Fixed that selecting rocket part during blueprint parametrisation created incompatibile station name. (121079)
  • Fixed that it was possible to start another blueprint build while parametrisation was in progress. (120531)
  • Fixed generator equipment item tooltip ignoring fuel consumption efficiency. (127280)
  • Fixed constant combinators were clamping total values from logistic sections when they should wrap around. (128129)
Modding
  • Added MiningDrillPrototype::uses_force_mining_productivity_bonus.
  • Added PumpPrototype::flow_scaling.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental.
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Re: Version 2.0.45

Post by AntiElitz »

Thank you for fixing the constant combinator overflow <3
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Re: Version 2.0.45

Post by protocol_1903 »

FactorioBot wrote: Mon Apr 14, 2025 4:43 pm Bugfixes
  • Fixed Spoilage from section is included in merged recipe/item entries of factoriopedia. (125996)
  • Fixed issue with merging fluid/recipe where there are more result products. (128120)
  • Fixed fluid box compound was not respecting max pipeline extent value of the original fluid boxes. (128123)
  • Fixed constant combinators were clamping total values from logistic sections when they should wrap around. (128129)
Modding
  • Added MiningDrillPrototype::uses_force_mining_productivity_bonus.
  • Added PumpPrototype::flow_scaling.
Awesome bugfixes. Thank you guys for reverting the constant combinator changes, and making the game better with every update!
If you need to reach me, message me on discord.

I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
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Re: Version 2.0.45

Post by konage »

this update made a big increase in particle update time.

Also its missing a very nice UPS improvement, inserters will now sleep when their target is full and the target is a lab/turret
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Re: Version 2.0.45

Post by itsmecurtis »

Excited to check out the Metal backend!
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Re: Version 2.0.45

Post by naahuc »

Good evening everyone,

could you elaborate a bit on the following fix?
FactorioBot wrote: Mon Apr 14, 2025 4:43 pm Bugfixes
  • Fixed that the achievements checks of map startup difficulty settings didn't check for pollution, expansion settings, starting area and trees.
As implemented now it disables the 10 or so affected achievements with the Rail world preset without signaling this to the player before starting a map.
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Re: Version 2.0.45

Post by AntiElitz »

Hey,
I wanted to give some proper context on why the recent achievement checks are a real problem for the speedrun community, especially for the 100% (All Achievements) category.
Fixed that the achievements checks of map startup difficulty settings didn't check for pollution, expansion settings, starting area and trees.
With this change, achievements now get disabled if you change any of those settings. While I get that this makes things more strict and consistent overall, it causes a big issue for us in speedrunning.
The 100% speedrun category, where players get all achievements in one save file, has been around for about 8 years. The current leaderboard (base game 1.1) has 36 runners and many more submitted runs. It’s a stable and active category.
It’s the most watched speedrun category on Twitch. It’s the category the biggest streamers play, and the one most viewers enjoy. That makes it very important for visibility — a lot of people discover Factorio or speedrunning in general through this category.

In this run, we’ve always used slightly modified map settings to make it doable:
- Pollution spreading was turned off, to avoid waking up biters, but still trigger their achievements.
- Enemy expansion was disabled.
- Starting area was increased, to allow more fun factory expansion early on.

These settings were chosen because otherwise the run becomes unstable or way too punishing. The category is already 4+ hours long, and the goal is to complete everything in one go, without any failed achievements. If you mess up once, the run is over. So those changes to make it consistent and runnable were important.
These settings have always been known and accepted in the community. They were not used to “cheat achievements” casually — I don’t think people outside the speedrunning scene knew about this and changed them for that reason. In fact casual players who pick obvious presets like “rail world” now get achievements disabled due to this change for no good reason.

With this new achievement check, all those settings now break the run. So:
- All existing runs may now be subject to invalidation. This is because we usually disallow the usage of bugs fixed in future versions.
- The run gets much longer. Base game 100% will probably go from 4–5 hours to 7+ hours. For Space Age, from 6h to 9h or more. That is too long for most people to attempt, specifically as all the Space age Categories already are very long and people that cannot commit for so long currently fall back to this 100% category for that reason
- The run changes completely. Biters can no longer be avoided, expansion happens mid-run, layout space is limited. That turns the run into something very close to the Default Settings category, which already exists and make 100% less unique.

Currently, some runners have switched back to the last stable version where achievements still work with the old settings. But that’s not a long-term solution — we’re not really supposed to stay on outdated versions, and it also means missing out on bugfixes and improvements.

This change has no real effect for casual players, but for speedrunning, it breaks one of the most established and widely watched categories. The 100% run has had years of development and active competition, and while we’ve always adapted to gameplay changes (like new map generation), this one removes the basis of the category entirely.
We would probably have to split the leaderboard now, and it's unlikely that anyone will continue running the new version. We'd really prefer to avoid that if possible.

So I’d like to ask:
Please reconsider these specific achievement checks. Reverting it would let us continue running this category without splitting the community or falling back to outdated versions.

Thanks,
AntiElitz (Speedrun.com/Factorio mod)
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Re: Version 2.0.45

Post by TheoKurpierz »

"+1 to this.
Factorio speedrunning is actually the only Factorio content I’ve ever watched, and it’s what really got me into the game in a deeper way. I’ve always been super hyped when a new runner joins the 100% race — like Rain9441 back in 0.16, Warger in 2021, Ximo getting a world record a few years ago, Derek bringing tons of people in from his Twitch streams, and of course Anti and Nefrums constantly pushing the boundaries.

The speedrunning community has also made it way more accessible for casual players like me to attempt getting all achievements in one go. It’s super fun and rewarding — way more satisfying than making a separate save just to clean up the biter-focused achievements.

Really hope this can be reconsidered — the 100% run is such an amazing experience as a viewer, and it’s going to become a lot more inaccessible if it stretches to 15+ hours and becomes way more punishing for the runners, like Anti already explained thoroughly.

It would be a huge loss for both the community and the game’s visibility.
Thanks,
Theo
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Re: Version 2.0.45

Post by thedoh »

I'd like to expand on the speedrunning points from AntiElitz. I currently hold the world record for the vanilla 2.0 100% category (mainly because many people are exploring Space Age) and third place in the version 1.1 100% category. Anti is right, except my interest in Factorio ran the other way. I bought the game around Christmas 2016 and then my interest sort of waned until I discovered the speedrunning community around the game from Nefrums and AntiElitz (among others). From here, my interest was rekindled and I've been speedrunning the 100% category since 2022. Frequent are the Twitch chatters and YouTube commenters asking about the category, and asking for advice on the game for a casual setting; it is indeed very popular.

I have long held the opinion that Wube should not take speedrunners into consideration when developing the game, but I'm afraid I need to change that personal stance here since I fear it will render obsolete my favourite speedrunning category. We absolutely require the map settings we use today. Do not think that we don't engage with biters or trees. We do plenty, and with 2.0, we need to be creative in how we engage with biters period due to the artillery requirements.

With these changes left in place, the 100% speedrun category will be a thing of the past. Right now, the space age 100% record stands at 23 hours - with a single completed run - and I can't even imagine how long it would take with these changes. I already can't dedicate the time to speedrun space age and that is why I focus on vanilla (non space age), where my world record stands at 4 hours and 30 minutes.

Anti is right, with these changes in place, there will not be much of anything to distinguish 100% from default settings, and as someone who does not like playing with biters (or cliffs), it will be the end of my Factorio speedrunning. I'm pleading to revert these changes for 2.0.46 and beyond.
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Re: Version 2.0.45

Post by Warger »

Fixed that the achievements checks of map startup difficulty settings didn't check for pollution, expansion settings, starting area and trees.
As speedrunner of the 100% category myself this is a huge change that would destroy the category as we know it.

I feel disheartened after reading these changes as i am actually designing for the 100% Space Age speedrun, a category that wouldn't exist anymore like this. And after having invested several hundred hours (with a lot more to go) into something that i would have to throw away i am not sure about how to feel about all this. In the past, before the DLC, i invested thousands of hours in my designs and my runs for the all achievement category, and i would love to do it again, actually i am currently doing just that, however with this change i think my motivation to do it is probably gone and i feel like a lot of people in the speedrunning community have similar thoughts to mine.

Also it has been 10+ years (maybe since the achievements were introduced?) that the restrictions were only about the amount of enemies and not about the pollution or the starting area size. Is there an explanation as to why it was decided to make such a drastic change that would impact so heavily a large dedicated community, but so little the average player?

I would strongly suggest that you reconsider this change, as it is extremely impactful, probably more than intended.

Finally i agree with everything that was written in the post from AntiElitz. In the comments i made in this post i tried to give some extra context and a more personal take on the issue.
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Re: Version 2.0.45

Post by Xoriun »

Adding to the achievements discussion: please keep in mind that the run durations mentioned by AntiElitz are those of quite experienced runners, familiar with the category and layout of the run. For newer players (either to Factorio speed running in general or to this category) those effects would be magnified even further, drastically raising the bar of entry.
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Re: Version 2.0.45

Post by splee »

I would also like to add to the "pollution vs achievements is a bug" that the wiki says about map settings on the Achievements page:
Within the freeplay game, enabling peaceful mode, enabling no enemies mode or setting enemy base frequency or size for Nauvis to anything lower than default, disables the following achievements: (a list) ... Any other changes to map generation or using the debug modes does not disable achievements
Affected achievements (eg It Stinks And They Don't Like It & Keeping Your Hands Clean) are specific about "no enemies, peaceful mode or lower than default enemy base frequency or size settings" but don't mention pollution or trees settings.

So it's tough to read "pollution should always have disabled achievements" as a bugfix.
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Re: Version 2.0.45

Post by cyx2020f »

For modded games in the expectable future, the new achievement restrictions will be really annoying, since some large overhauls like Space Exploration slows the progress, that the default evolution setting and pollution setting is actually harder than expected. Not to mention players can't get any speedrun related achievements in the railworld preset. Wube, please at least provide an modding API to specify the recommended default setting for each map, or an API to calculate whether the player can be granted achievements on map creation, or please simply remove the restriction because it's really hard to decide whether the player should be granted achievements. Should a player playing on 17% 17% 17% resource, 400% asteriods density and 10x faster spoiling speed get achievements even if they play in peaceful mode? In Dyson Sphere Program there is a difficuly percentage that is calculated based on the resource richeness and enemy settings, like initial level, expansion speed, aggression, evolution factor and etc. How about using a similar mechanic, calculate difficulty level and compare to a given value to decide whether to enable certain achievements?
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Re: Version 2.0.45

Post by guy-732 »

FactorioBot wrote: Mon Apr 14, 2025 4:43 pm Bugfixes
  • Fixed that the achievements checks of map startup difficulty settings didn't check for pollution, expansion settings, starting area and trees.
Am I the only one that find it weird that they did NOT put enemy evolution settings in this list?
Especially when starting area size and TREES of all things are considered.

And also that the rail world preset is no longer eligible for those achievements without any warnings
naahuc wrote: Mon Apr 14, 2025 9:02 pm Good evening everyone,

could you elaborate a bit on the following fix?
FactorioBot wrote: Mon Apr 14, 2025 4:43 pm Bugfixes
  • Fixed that the achievements checks of map startup difficulty settings didn't check for pollution, expansion settings, starting area and trees.
As implemented now it disables the 10 or so affected achievements with the Rail world preset without signaling this to the player before starting a map.
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Re: Version 2.0.45

Post by RealK »

AntiElitz wrote: Mon Apr 14, 2025 9:14 pm Hey,
I wanted to give some proper context on why the recent achievement checks are a real problem for the speedrun community, especially for the 100% (All Achievements) category.
Fixed that the achievements checks of map startup difficulty settings didn't check for pollution, expansion settings, starting area and trees.
With this change, achievements now get disabled if you change any of those settings. While I get that this makes things more strict and consistent overall, it causes a big issue for us in speedrunning.
The 100% speedrun category, where players get all achievements in one save file, has been around for about 8 years. The current leaderboard (base game 1.1) has 36 runners and many more submitted runs. It’s a stable and active category.
It’s the most watched speedrun category on Twitch. It’s the category the biggest streamers play, and the one most viewers enjoy. That makes it very important for visibility — a lot of people discover Factorio or speedrunning in general through this category.

In this run, we’ve always used slightly modified map settings to make it doable:
- Pollution spreading was turned off, to avoid waking up biters, but still trigger their achievements.
- Enemy expansion was disabled.
- Starting area was increased, to allow more fun factory expansion early on.

These settings were chosen because otherwise the run becomes unstable or way too punishing. The category is already 4+ hours long, and the goal is to complete everything in one go, without any failed achievements. If you mess up once, the run is over. So those changes to make it consistent and runnable were important.
These settings have always been known and accepted in the community. They were not used to “cheat achievements” casually — I don’t think people outside the speedrunning scene knew about this and changed them for that reason. In fact casual players who pick obvious presets like “rail world” now get achievements disabled due to this change for no good reason.

With this new achievement check, all those settings now break the run. So:
- All existing runs may now be subject to invalidation. This is because we usually disallow the usage of bugs fixed in future versions.
- The run gets much longer. Base game 100% will probably go from 4–5 hours to 7+ hours. For Space Age, from 6h to 9h or more. That is too long for most people to attempt, specifically as all the Space age Categories already are very long and people that cannot commit for so long currently fall back to this 100% category for that reason
- The run changes completely. Biters can no longer be avoided, expansion happens mid-run, layout space is limited. That turns the run into something very close to the Default Settings category, which already exists and make 100% less unique.

Currently, some runners have switched back to the last stable version where achievements still work with the old settings. But that’s not a long-term solution — we’re not really supposed to stay on outdated versions, and it also means missing out on bugfixes and improvements.

This change has no real effect for casual players, but for speedrunning, it breaks one of the most established and widely watched categories. The 100% run has had years of development and active competition, and while we’ve always adapted to gameplay changes (like new map generation), this one removes the basis of the category entirely.
We would probably have to split the leaderboard now, and it's unlikely that anyone will continue running the new version. We'd really prefer to avoid that if possible.

So I’d like to ask:
Please reconsider these specific achievement checks. Reverting it would let us continue running this category without splitting the community or falling back to outdated versions.

Thanks,
AntiElitz (Speedrun.com/Factorio mod)
100% agree with this. I think is very unfair bring this change in a minor patch. Would be ok for 2.1. But not for a minor patch.
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Re: Version 2.0.45

Post by Nefrums »

I disagree with the other speedrunners. I think that it is good that this exploit was fixed, even if it makes particular speedruns longer when they cannot use the exploit.

The speedrun categories can adapt. If some of the achievements that was made pointless by this exploit are to hard to include in 100% runs then we can change the rules of this category to exclude those achievements now that they work as intended.
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Re: Version 2.0.45

Post by Biometrix »

RealK wrote: Tue Apr 15, 2025 1:40 pm 100% agree with this. I think is very unfair bring this change in a minor patch. Would be ok for 2.1. But not for a minor patch.
A patch is a patch. The version number doesn't matter except for record keeping purposes, and "major" .X patches "only" generally have more changes.

The version number is irrelevant. If it's made in 2.1, the speedrunners would still complain.
Nefrums wrote: Tue Apr 15, 2025 2:05 pm I disagree with the other speedrunners. I think that it is good that this exploit was fixed, even if it makes particular speedruns longer when they cannot use the exploit.

The speedrun categories can adapt. If some of the achievements that was made pointless by this exploit are to hard to include in 100% runs then we can change the rules of this category to exclude those achievements now that they work as intended.
This. 100000%. What a gigachad. Don't change the game, change the rules of your unofficial speedruns.
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Re: Version 2.0.45

Post by Nataly171 »

As a casual player who enjoys watching speedruns, here's my two cents on the achievement disabling changes:

First of all I think it's totally unnecessary to punish players for choosing how they wish to play the game. I understand the thought process behind wanting to keep achievements as, well, "achievements", but I personally disagree with it. The Factorio community, from what I've seen, has been very welcoming to people playing how they want, and I've never once seen somebody say "oh you beat the game but it doesn't count because you had biters disabled," and so it makes little sense to me for the game itself to say that. I dare say it feels elitist.

Secondly, the settings that disable achievements seem pretty arbitrary. Nearly every world generation setting can be tweaked to give players an advantage over default settings. Larger, more frequent, and/or richer resource patches makes the game easier. Slower spoilage makes the same easier. Disabling cliffs can make the game easier. So while again I do see the reasoning behind the choice of settings that do disable certain achievements, I again disagree.

Thirdly, the point where disabling achievements can make sense - if you disable enemies entirely, certain achievements are literally impossible to obtain. If you enable Peaceful Mode, you can't get It Stinks and They Don't Like It. But these aren't arbitrary restrictions, these are simply the fundamental consequences of changing the gameplay in certain ways. The difference is between "You don't get the achievement because it isn't possible to do the thing" versus "You don't get the achievement even though you did do the thing because I, the game, said so."

I'm not a game designer, so I'm not recommending a certain course of action because I genuinely don't know what would be best. I'm just writing this post to provide some additional perspective that can be taken into consideration.
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Re: Version 2.0.45

Post by RealK »

Biometrix wrote: Tue Apr 15, 2025 2:31 pm
The version number is irrelevant. If it's made in 2.1, the speedrunners would complain

I'm not speedrunner and I don't like this change. Old Steam achievements mean nothing now. Game achievements should be given in equal conditions for everyone.

I just feel that now my achievements mean nothing since I updated those settings to get them. At least reset everyone achievements on Steam if such thing is possible.

Also it seems the game has been like that for years (maybe since it's release on steam), why did they changed this? I think no one asked for this.
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Re: Version 2.0.45

Post by Biometrix »

RealK wrote: Tue Apr 15, 2025 3:03 pm
Biometrix wrote: Tue Apr 15, 2025 2:31 pm
The version number is irrelevant. If it's made in 2.1, the speedrunners would complain

I'm not speedrunner and I don't like this change. Old Steam achievements mean nothing now. Game achievements should be given in equal conditions for everyone.

I just feel that now my achievements mean nothing since I updated those settings to get them. At least reset everyone achievements on Steam if such thing is possible.

Also it seems the game has been like that for years (maybe since it's release on steam), why did they changed this? I think no one asked for this.
They don't "mean nothing." If you got an achievement fair and square when the unlock condition was easier, then you have the achievement. As far as I know, Steam achievements cannot easily be reset (or at all?) by the developers. If you want to wipe them, there are ways. The game allows you to reset your ingame achievements at will, if you so choose.

The fact that the game has been like that for years does not mean diddly squat. Games change. Games have good, but controversial changes, and games have awful, but uncontroversial changes.

The game was in 1.1 for years. Guess what? It got updated to 2.0. After years. It came with some good and controversial changes (fluid rework) and to this day, there are still people whining about it.

People will forget about it, and get over it, and change their unofficial speedrun rules, and move on with their lives.
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