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Force bonuses panel: sync and display infinite-tech effects #137

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@ApocDev

Follow-up from #112.

The bridge now syncs exact mining productivity and per-recipe LuaRecipe.productivity_bonus values because they directly affect planner math. There are other force-level infinite/repeatable tech effects worth surfacing, but they should be separated into planner-affecting vs status-only values.

Live API probe on the current save showed examples:

  • mining_drill_productivity_bonus = 0.9 (planner-affecting, already synced)
  • recipe productivity bonuses: 7 nonzero LuaRecipe.productivity_bonus entries (planner-affecting, already synced)
  • laboratory_speed_modifier = 2.5
  • worker_robots_speed_modifier = 3.05
  • worker_robots_storage_bonus = 3
  • character_inventory_slots_bonus = 10
  • character_trash_slot_count = 60

Scope proposal:

  • Add a Settings or Factory status panel for current force bonuses.
  • Group bonuses by category: production/planning, research, logistics/robots, character, combat.
  • Sync direct LuaForce fields where available.
  • For combat modifiers, verify the Factorio 2.0 Lua API shape first; simple LuaForce field names like ammo_damage_modifier / turret_attack_modifier / gun_speed_modifier were not direct properties in the live probe.
  • Only wire bonuses into solver/planner math when they affect modeled quantities; otherwise display as status.

This should not block #112: mining and recipe productivity are already handled there because they affect rates directly.

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    area: bridgeLocal service / API bridge between Factorio and the apparea: webWeb UI (React/TanStack/vite-plus)enhancementNew feature or request

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