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