Finished my second playthrough of Factorio last night (first one was nearly 2 years ago, so it was pretty neat to see all the changes going into 1.0). I'm also feeling pretty pumped about the achievements I got from this run:
Ever since the game first hit Steam, I've wanted to get Lazy Bastard, but only just now managed it. Since I'm terrible at Factorio, it wound up being a 24 hour long campaign despite being on peaceful mode with no cliffs.
It's still an amazing game, but I really wish it had a better way of communicating to you what materials are going to be important later in the game. Since it's been so long since I last played, I had forgotten just how many green circuits you need in the lategame, and wound up horribly bottlenecked. Trying to expand your factory to account for stuff like that can feel like a real hassle, and it's a bear to reach endgame and feel like the best choice is to sit around, since it would take just as long to expand production as it would to watch vtubers on another monitor until your rocket is done. In a way, it feels like the game would be better if it just didn't acknowledge the rocket as a win-state, so the thrill of expanding your factory could be the primary motivator. The reward of launching the rocket supersedes the more intrinsic motivation once you get close to achieving it.
I think if I play through again, I'll go for a bigger base to get some of the production achievements, and hopefully that (plus no LB achievement to get) will encourage me to just keep optimizing well past the initial launch.