He is not talking about stats.
When you start a new game in Factorio, if you never played it, you can’t know how much of each resource you’ll have to extract and neither how much of an item you’ll need to produce.
I know it’s easy to forgot after thousands hours of playtime, but the game starts with your character having to manually mine coal one by one.
> When you start a new game in Factorio, if you never played it, you can’t know how much of each resource you’ll have to extract and neither how much of an item you’ll need to produce.
Some of this information should be recoverable somewhere in the tech tree tooltips, if nowhere else.
More importantly, vanilla Factorio plays a nasty little trick on first-time players: The final sciences and launching the rocket both require scaling up. This means that either you refactor your factory, or you grind out that first launch super slowly using an inadequate production line.
Veteran players know ways to design some modularity into a factory, and when to yank out subsystems and rebuild them bigger somewhere else.
Factorio: Space Age is actually more forgiving about scalability. You don't need to scale up as much, and you have much more powerful tools for doing it. Instead, Space Age has lots of novel game mechanics to master, and higher total system complexity across the solar system.
Not true, every item shows its raw materials right there in its menu. The rest is just arithmetic.
Also the LLM probably has seen dozens of factorio-related websites and setups.
And also, player (artificial or natural intelligence) don't need to setup everything upfront, it's actually the main gameplay feature is to run between production areas to expand/optimize them.
The game tells you how much of each resource you need for each recipe, and it tells you how to get them. It doesn't tell you how many of each recipe you may need up front but that information surfaces as the game progresses.
Technically every item displays requirements and crafting time, but most human players will just eyeball production rates until they start trying to build larger scale factories that you can't easily jerry-rig fixes onto.
Possibly there is a lack of item-throughput figures for belts and stuff though.
Thats when you build a giant bus and select what you need out of it.
A bus doesn't solve this, because it still is contained by items/second. You can't just select copper, if there's no more copper on the belt. And you might not be able to jerry-rig another belt of copper onto your bus.
A bus doesn't solve the issue the person you replied to was talking about.
I still don't get the point. The information is there right from the beginning. For humans itS just tedious to calculate it and why should one?
Then also, you can finish the game even when not planning ahead.
That information is certainly in the training data.
IME the models know some basic information about all the popular games, including some basic strategy, but they don't know/remember the details to be even a moderately familiar player. And usually if you ask a question they will google it.
The answer is all of it and yes.