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.
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.
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.
Possibly there is a lack of item-throughput figures for belts and stuff though.
A bus doesn't solve the issue the person you replied to was talking about.
Then also, you can finish the game even when not planning ahead.
If you know what’s coming you make different choices in how you build that heads off a fair bit of refactoring.
youre not really sure how to set up some of the logistics/how much of what you will need where ahead of time