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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Emdot</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-04-10T15:08:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Modding&amp;diff=129929</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Modding&amp;diff=129929"/>
		<updated>2016-09-20T01:57:31Z</updated>

		<summary type="html">&lt;p&gt;Emdot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{Languages}}&lt;br /&gt;
[[File:Fff-18-entity-graph.jpg|400px|thumb|&#039;Diagram of entities&#039; (objects on the map) class inheritance structure generated by doxygen. Taken From Friday Facts #18 http://www.factorio.com/blog/post/fff-18]]&lt;br /&gt;
&lt;br /&gt;
Modding in Factorio allows for more content created by the community.&lt;br /&gt;
&lt;br /&gt;
* [[Modding/Overview|Modding overview]]&lt;br /&gt;
* [[Prototype definitions]]&lt;br /&gt;
* [[Data.raw]]&lt;br /&gt;
* [[Lua/Events|Lua events]]&lt;br /&gt;
* [[Lua objects]]&lt;br /&gt;
* [[Script interfaces]]&lt;br /&gt;
* [[Lua/Data Lifecycle]]&lt;br /&gt;
* [[Migration scripts]]&lt;br /&gt;
* [[Modding FAQ]]&lt;br /&gt;
* [[Modding Tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
This page is a starting point, but you&#039;ll often want more depth.&lt;br /&gt;
* [[Modding FAQ]] page&lt;br /&gt;
* The [http://www.factorioforums.com/forum/viewforum.php?f=25 Modding Help board] has a great community and focuses on answering modding questions&lt;br /&gt;
* The [http://lua-api.factorio.com/ Official Lua API documentation] is a great reference for understanding the Factorio functions and types in the game.&lt;br /&gt;
* You can also find inspiration from any of the mod databases listed on the [[Mods|Mods page]].&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
All mods require a license since v0.11. If a mod has no license it is assumed to have a Creative Commons [http://creativecommons.org/licenses/by-nc/4.0 Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)] license.&lt;br /&gt;
&lt;br /&gt;
See also&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=6202&amp;amp;p=48971#p48968 Forum post on allowed use of base-mod content]&lt;br /&gt;
* [http://www.factorio.com/terms-of-service Factorio terms of service]&lt;br /&gt;
&lt;br /&gt;
==Creating a scenario from a saved game (map)==&lt;br /&gt;
An often asked question is how to make a scenario (something which can be edited in the map editor) from a map:&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=2844 Factorio can convert them] ([http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3801&amp;amp;p=28289#p28289 see also this post]):&lt;br /&gt;
 ./bin/prod/factorio --map2scenario mapfoo&lt;br /&gt;
&lt;br /&gt;
[[Console#Command_Line_Parameters|More about the client parameters]]&lt;br /&gt;
&lt;br /&gt;
==Creating scenarios with the map editor==&lt;br /&gt;
Another first step is also making maps with the ingame editor. That stores the map as a &#039;&#039;&#039;scenario&#039;&#039;&#039;, which is just a directory on disk with some files in it. You can look into those files to get a better understanding as to what they are for, or you can read the following pages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* Tutorial: [http://www.factorioforums.com/forum/viewtopic.php?f=15&amp;amp;t=8613 Create graphics for your mod...], how to generate sprite maps&lt;/div&gt;</summary>
		<author><name>Emdot</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Modding&amp;diff=129928</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Modding&amp;diff=129928"/>
		<updated>2016-09-20T01:57:04Z</updated>

		<summary type="html">&lt;p&gt;Emdot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Fff-18-entity-graph.jpg|400px|thumb|&#039;Diagram of entities&#039; (objects on the map) class inheritance structure generated by doxygen. Taken From Friday Facts #18 http://www.factorio.com/blog/post/fff-18]]&lt;br /&gt;
&lt;br /&gt;
Modding in Factorio allows for more content created by the community.&lt;br /&gt;
&lt;br /&gt;
* [[Modding/Overview|Modding overview]]&lt;br /&gt;
* [[Prototype definitions]]&lt;br /&gt;
* [[Data.raw]]&lt;br /&gt;
* [[Lua/Events|Lua events]]&lt;br /&gt;
* [[Lua objects]]&lt;br /&gt;
* [[Script interfaces]]&lt;br /&gt;
* [[Lua/Data Lifecycle]]&lt;br /&gt;
* [[Migration scripts]]&lt;br /&gt;
* [[Modding FAQ]]&lt;br /&gt;
* [[Modding Tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
This page is a starting point, but you&#039;ll often want more depth.&lt;br /&gt;
* [[Modding FAQ]] page&lt;br /&gt;
* The [http://www.factorioforums.com/forum/viewforum.php?f=25 Modding Help board] has a great community and focuses on answering modding questions&lt;br /&gt;
* The [http://lua-api.factorio.com/ Official Lua API documentation] is a great reference for understanding the Factorio functions and types in the game.&lt;br /&gt;
* You can also find inspiration from any of the mod databases listed on the [[Mods|Mods page]].&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
All mods require a license since v0.11. If a mod has no license it is assumed to have a Creative Commons [http://creativecommons.org/licenses/by-nc/4.0 Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)] license.&lt;br /&gt;
&lt;br /&gt;
See also&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=6202&amp;amp;p=48971#p48968 Forum post on allowed use of base-mod content]&lt;br /&gt;
* [http://www.factorio.com/terms-of-service Factorio terms of service]&lt;br /&gt;
&lt;br /&gt;
==Creating a scenario from a saved game (map)==&lt;br /&gt;
An often asked question is how to make a scenario (something which can be edited in the map editor) from a map:&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=2844 Factorio can convert them] ([http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3801&amp;amp;p=28289#p28289 see also this post]):&lt;br /&gt;
 ./bin/prod/factorio --map2scenario mapfoo&lt;br /&gt;
&lt;br /&gt;
[[Console#Command_Line_Parameters|More about the client parameters]]&lt;br /&gt;
&lt;br /&gt;
==Creating scenarios with the map editor==&lt;br /&gt;
Another first step is also making maps with the ingame editor. That stores the map as a &#039;&#039;&#039;scenario&#039;&#039;&#039;, which is just a directory on disk with some files in it. You can look into those files to get a better understanding as to what they are for, or you can read the following pages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* Tutorial: [http://www.factorioforums.com/forum/viewtopic.php?f=15&amp;amp;t=8613 Create graphics for your mod...], how to generate sprite maps&lt;/div&gt;</summary>
		<author><name>Emdot</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Modding_overview&amp;diff=129927</id>
		<title>Modding overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Modding_overview&amp;diff=129927"/>
		<updated>2016-09-20T01:55:01Z</updated>

		<summary type="html">&lt;p&gt;Emdot: Emdot moved page Modding overview to Modding/Overview: Better organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Modding/Overview]]&lt;/div&gt;</summary>
		<author><name>Emdot</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Modding&amp;diff=129925</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Modding&amp;diff=129925"/>
		<updated>2016-09-20T01:54:27Z</updated>

		<summary type="html">&lt;p&gt;Emdot: first part of multi-part update for modding information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks|Main Page}}&lt;br /&gt;
[[File:Fff-18-entity-graph.jpg|400px|thumb|&#039;Diagram of entities&#039; (objects on the map) class inheritance structure generated by doxygen. Taken From Friday Facts #18 http://www.factorio.com/blog/post/fff-18]]&lt;br /&gt;
&lt;br /&gt;
Modding in Factorio allows for more content created by the community.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
* [[Modding overview]]&lt;br /&gt;
* [[Prototype definitions]]&lt;br /&gt;
* [[Data.raw]]&lt;br /&gt;
* [[Lua/Events|Lua events]]&lt;br /&gt;
* [[Lua objects]]&lt;br /&gt;
* [[Script interfaces]]&lt;br /&gt;
* [[Lua/Data Lifecycle]]&lt;br /&gt;
* [[Migration scripts]]&lt;br /&gt;
* [[Modding FAQ]]&lt;br /&gt;
* [[Modding Tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
This page is a starting point, but you&#039;ll often want more depth.&lt;br /&gt;
* [[Modding FAQ]] page&lt;br /&gt;
* The [http://www.factorioforums.com/forum/viewforum.php?f=25 Modding Help board] has a great community and focuses on answering modding questions&lt;br /&gt;
* The [http://lua-api.factorio.com/ Official Lua API documentation] is a great reference for understanding the Factorio functions and types in the game.&lt;br /&gt;
* You can also find inspiration from any of the mod databases listed on the [[Mods|Mods page]].&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
All mods require a license since v0.11. If a mod has no license it is assumed to have a Creative Commons [http://creativecommons.org/licenses/by-nc/4.0 Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)] license.&lt;br /&gt;
&lt;br /&gt;
See also&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=6202&amp;amp;p=48971#p48968 Forum post on allowed use of base-mod content]&lt;br /&gt;
* [http://www.factorio.com/terms-of-service Factorio terms of service]&lt;br /&gt;
&lt;br /&gt;
==Creating a scenario from a saved game (map)==&lt;br /&gt;
An often asked question is how to make a scenario (something which can be edited in the map editor) from a map:&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=2844 Factorio can convert them] ([http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3801&amp;amp;p=28289#p28289 see also this post]):&lt;br /&gt;
 ./bin/prod/factorio --map2scenario mapfoo&lt;br /&gt;
&lt;br /&gt;
[[Console#Command_Line_Parameters|More about the client parameters]]&lt;br /&gt;
&lt;br /&gt;
==Creating scenarios with the map editor==&lt;br /&gt;
Another first step is also making maps with the ingame editor. That stores the map as a &#039;&#039;&#039;scenario&#039;&#039;&#039;, which is just a directory on disk with some files in it. You can look into those files to get a better understanding as to what they are for, or you can read the following pages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* Tutorial: [http://www.factorioforums.com/forum/viewtopic.php?f=15&amp;amp;t=8613 Create graphics for your mod...], how to generate sprite maps&lt;/div&gt;</summary>
		<author><name>Emdot</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mods&amp;diff=129923</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mods&amp;diff=129923"/>
		<updated>2016-09-20T01:45:12Z</updated>

		<summary type="html">&lt;p&gt;Emdot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
&lt;br /&gt;
A mod (short for modification) is an alteration of the game. Modifications can range from small tweaks to total conversions.&lt;br /&gt;
&lt;br /&gt;
==Finding mods==&lt;br /&gt;
Starting in Factorio version 0.13, mods are available from within the game via the Mods option on the main menu. Here you&#039;ll find all mods published to the official Factorio mod database. If you want more information on a mod, visit its page at [https://mods.factorio.com/ mods.factorio.com].&lt;br /&gt;
&lt;br /&gt;
Other mod listings exist as well, most importantly [http://factoriomods.net/ factoriomods.net] and [https://forums.factorio.com/viewforum.php?f=194 the forums]. Although mods you find there must be manually installed, that&#039;s pretty easy&amp;amp;mdash;see &amp;quot;Manual installation&amp;quot; below for how. &lt;br /&gt;
&lt;br /&gt;
==Manual installation==&lt;br /&gt;
Installing a downloaded mod is very easy:&lt;br /&gt;
# Find mod you like. It must support the version of Factorio that you have installed.&lt;br /&gt;
# Download the mod. This will normally come as a ZIP file. Do not unzip it.&lt;br /&gt;
# Copy the ZIP into the appropriate directory. For Windows that&#039;s &amp;lt;code&amp;gt;%appdata%\Roaming\Factorio\mods&amp;lt;/code&amp;gt;, and for Linux it&#039;s &amp;lt;code&amp;gt;~/.factorio/mods&amp;lt;/code&amp;gt;. If the directory doesn&#039;t exist, create it.&lt;br /&gt;
# Launch Factorio. New mods are enabled by default, so you can start using the mod immediately.&lt;br /&gt;
&lt;br /&gt;
Xterminator has made a [https://youtu.be/SEOedyrFQ_g video tutorial for that] (Windows only).&lt;br /&gt;
&lt;br /&gt;
==Gotchas about using mods==&lt;br /&gt;
* Some mods only work properly with maps created &#039;&#039;after&#039;&#039; the mod is installed. Typically the mod description will warn you about that.&lt;br /&gt;
* If you install a mod that prevents Factorio from launching, you can simply delete the mod from the mods folder. See &amp;quot;Manual installation&amp;quot; for the location.&lt;br /&gt;
** Note: You may want to check whether there&#039;s already a newer version of the mod that fixes the problem. Even high-quality mods can break as Factorio changes.&lt;br /&gt;
* Some mods require other mods as dependencies. As of Factorio version 0.14.7, Factorio does &#039;&#039;not&#039;&#039; automatically pull in dependencies. The mod description will normally tell you if there are any.&lt;br /&gt;
&lt;br /&gt;
==Creating mods==&lt;br /&gt;
See [[Modding]]&lt;br /&gt;
&lt;br /&gt;
== Subpages ==&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Emdot</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mods&amp;diff=129922</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mods&amp;diff=129922"/>
		<updated>2016-09-20T01:44:48Z</updated>

		<summary type="html">&lt;p&gt;Emdot: update; substantial editing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
A mod (short for modification) is an alteration of the game. Modifications can range from small tweaks to total conversions.&lt;br /&gt;
&lt;br /&gt;
==Finding mods==&lt;br /&gt;
Starting in Factorio version 0.13, mods are available from within the game via the Mods option on the main menu. Here you&#039;ll find all mods published to the official Factorio mod database. If you want more information on a mod, visit its page at [https://mods.factorio.com/ mods.factorio.com].&lt;br /&gt;
&lt;br /&gt;
Other mod listings exist as well, most importantly [http://factoriomods.net/ factoriomods.net] and [https://forums.factorio.com/viewforum.php?f=194 the forums]. Although mods you find there must be manually installed, that&#039;s pretty easy&amp;amp;mdash;see &amp;quot;Manual installation&amp;quot; below for how. &lt;br /&gt;
&lt;br /&gt;
==Manual installation==&lt;br /&gt;
Installing a downloaded mod is very easy:&lt;br /&gt;
# Find mod you like. It must support the version of Factorio that you have installed.&lt;br /&gt;
# Download the mod. This will normally come as a ZIP file. Do not unzip it.&lt;br /&gt;
# Copy the ZIP into the appropriate directory. For Windows that&#039;s &amp;lt;code&amp;gt;%appdata%\Roaming\Factorio\mods&amp;lt;/code&amp;gt;, and for Linux it&#039;s &amp;lt;code&amp;gt;~/.factorio/mods&amp;lt;/code&amp;gt;. If the directory doesn&#039;t exist, create it.&lt;br /&gt;
# Launch Factorio. New mods are enabled by default, so you can start using the mod immediately.&lt;br /&gt;
&lt;br /&gt;
Xterminator has made a [https://youtu.be/SEOedyrFQ_g video tutorial for that] (Windows only).&lt;br /&gt;
&lt;br /&gt;
==Gotchas about using mods==&lt;br /&gt;
* Some mods only work properly with maps created &#039;&#039;after&#039;&#039; the mod is installed. Typically the mod description will warn you about that.&lt;br /&gt;
* If you install a mod that prevents Factorio from launching, you can simply delete the mod from the mods folder. See &amp;quot;Manual installation&amp;quot; for the location.&lt;br /&gt;
** Note: You may want to check whether there&#039;s already a newer version of the mod that fixes the problem. Even high-quality mods can break as Factorio changes.&lt;br /&gt;
* Some mods require other mods as dependencies. As of Factorio version 0.14.7, Factorio does &#039;&#039;not&#039;&#039; automatically pull in dependencies. The mod description will normally tell you if there are any.&lt;br /&gt;
&lt;br /&gt;
==Creating mods==&lt;br /&gt;
See [[Modding]]&lt;br /&gt;
&lt;br /&gt;
== Subpages ==&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Emdot</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:Emdot&amp;diff=129919</id>
		<title>User talk:Emdot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:Emdot&amp;diff=129919"/>
		<updated>2016-09-20T01:21:18Z</updated>

		<summary type="html">&lt;p&gt;Emdot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to &#039;&#039;factorio&#039;&#039;!&#039;&#039;&#039;&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Mishka|Mishka]] ([[User talk:Mishka|talk]]) 11:16, 19 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks! [[User:Emdot|Emdot]] ([[User talk:Emdot|talk]]) 01:21, 20 September 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Emdot</name></author>
	</entry>
</feed>