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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ixu</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ixu"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Ixu"/>
	<updated>2026-04-24T11:36:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rich_text&amp;diff=183705</id>
		<title>Rich text</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rich_text&amp;diff=183705"/>
		<updated>2020-11-30T13:28:36Z</updated>

		<summary type="html">&lt;p&gt;Ixu: Option to use a sprite path directly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Rich text formatting in allows the use of tags within most of the game&#039;s textboxes to change the visual formatting of text or to embed interactable images/entities. Predefined text tags are employed for this purpose.&lt;br /&gt;
&lt;br /&gt;
== Tags ==&lt;br /&gt;
&lt;br /&gt;
Tags are useful for sharing blueprints, marking map locations in chat or adding icons to map markers and train stations.&lt;br /&gt;
Ctrl+alt clicking the map or ground will automatically insert a gps tag and post it into [[console|chat]].&lt;br /&gt;
&lt;br /&gt;
Shift clicking most things with the console open will insert a tag for that thing into chat. The chat and many other textboxes in the game have a button on the right edge that opens an icon selector. This can be used to easily insert rich text tags of recipes, items, fluids, virtual signals and entities into the textbox.&lt;br /&gt;
&lt;br /&gt;
When used in chat, the tag image will be followed by a text description, except for the img tag.&lt;br /&gt;
Used elsewhere only the image is shown.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;| Syntax&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Input&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Result&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [img=&amp;lt;i&amp;gt;sprite-prototype-name&amp;lt;/i&amp;gt;]&lt;br /&gt;
[img=&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt;/&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
[img=&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt;.&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [img=item/iron-plate]&lt;br /&gt;
| [[File:Iron_plate.png|28px]]&lt;br /&gt;
| Embeds only a small inline game graphic. The period format must be used in game save names. This tag uses [https://lua-api.factorio.com/latest/Concepts.html#SpritePath sprite paths]:&lt;br /&gt;
&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt; is any of: item, entity, technology, recipe, item-group, fluid, tile, virtual-signal, achievement, equipment or utility.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;: see below&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [item=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [item=iron-plate]&lt;br /&gt;
| [[File:Iron_plate.png|28px]] [Item: Iron plate]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the item&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [entity=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [entity=small-biter]&lt;br /&gt;
| [[File:Small_biter.png|28px]] [Entity: Small biter]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the entity&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [technology=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [technology=logistics]&lt;br /&gt;
| [[File:Logistics_(research).png|28px]] [Technology: Logistics]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the technology&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [recipe=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [recipe=basic-oil-processing]&lt;br /&gt;
| [[File:Basic_oil_processing.png|28px]] [Recipe: Basic oil processing]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the recipe, usually the entity name&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [item-group=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [item-group=combat]&lt;br /&gt;
| [[File:Item-group_military.png|28px]] [Item Group: Combat]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is any of: logistics, production, intermediate-products, combat, fluids or signals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [fluid=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [fluid=water]&lt;br /&gt;
| [[File:Water.png|28px]] [Fluid: Water]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal name of the fluid&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [tile=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [tile=grass-3]&lt;br /&gt;
| [[File:Grass_3.png|28px]] [Tile: Grass 3]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal name of the tile, usually the lowercase name with hyphens replacing spaces as written from the map editor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [virtual-signal=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [virtual-signal=signal-A]&lt;br /&gt;
| [[File:Signal-A.png|28px]] [Virtual Signal: Signal A]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the word signal followed by either an uppercase letter, number, color, each, everything or anything&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [achievement=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [achievement=minions]&lt;br /&gt;
| [[File:Minions-achievement.png|28px]] [Achievement: Minions]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the achievement, usually the lowercase name with hyphens replacing spaces&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [gps=&amp;lt;i&amp;gt;x,y&amp;lt;/i&amp;gt;]&lt;br /&gt;
[gps=&amp;lt;i&amp;gt;x,y,surface&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [gps=0,0]&lt;br /&gt;
| [[File:Map.png|28px]] [Location: 0,0]&lt;br /&gt;
| Embeds a map location and marks the location on the map of other players.&lt;br /&gt;
&amp;lt;i&amp;gt;x&amp;lt;/i&amp;gt; is the x point coordinate&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;y&amp;lt;/i&amp;gt; is the y point coordinate&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;surface&amp;lt;/i&amp;gt; is the current surface. Is only added if the player Ctrl+alt clicks on a surface that is not the default surface. When the player is on another surface than &amp;lt;i&amp;gt;surface&amp;lt;/i&amp;gt;, clicking the tag does nothing. Mods must handle this case with [https://lua-api.factorio.com/latest/events.html#on_player_clicked_gps_tag on_player_clicked_gps_tag]&lt;br /&gt;
|-&lt;br /&gt;
| [special-item=&amp;lt;i&amp;gt;blueprint_string&amp;lt;/i&amp;gt;]&lt;br /&gt;
| &lt;br /&gt;
| [[File:Blueprint.png|28px]] [Blueprint]&lt;br /&gt;
| Embeds a blueprint. Players can get a blueprint item by clicking the icon.&lt;br /&gt;
&amp;lt;i&amp;gt;blueprint_string&amp;lt;/i&amp;gt; is the blueprint string of a blueprint, deconstruction planner or upgrade planners&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [armor=&amp;lt;i&amp;gt;player&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [armor=Player] &lt;br /&gt;
| [[File:Power_armor_MK2.png|28px]] [Armor: Player]&lt;br /&gt;
| Embeds the armor of a player. Allows other players to see the equipment installed.&lt;br /&gt;
&amp;lt;i&amp;gt;player&amp;lt;/i&amp;gt; is the name of the player&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [train=&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [train=93] &lt;br /&gt;
| [[File:Locomotive.png|28px]] [Train: 2]&lt;br /&gt;
| Embeds a reference to a train. Clicking the icon will open the train GUI for that train.&lt;br /&gt;
&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt; is the internal unit number of the train&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [train-stop=&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [train-stop=100]&lt;br /&gt;
| [[File:Train_stop.png|28px]] [Train Stop: Trangar]&lt;br /&gt;
| Embeds a reference to a train stop. Clicking the icon will open the GUI for that train stop.&lt;br /&gt;
&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt; is the internal unit number of the train stop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [tooltip=&amp;lt;i&amp;gt;text,tooltip locale key&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [tooltip=Hover to see &amp;quot;Iron plate&amp;quot;,item-name.iron-plate]&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Iron plate&amp;quot;&amp;gt; [[File:Custom-tag-icon.png|28px]] Hover to see &amp;quot;Iron plate&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Shows the given &amp;lt;i&amp;gt;text&amp;lt;/i&amp;gt; with a &amp;lt;i&amp;gt;tooltip&amp;lt;/i&amp;gt; that is specified with a [[Tutorial:Localisation#Localising_simple_strings|locale key]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text modifiers ==&lt;br /&gt;
[[File:Fonts.png|right|thumbnail|100px|Different fonts displayed in-game. (Click to enlarge.)]]&lt;br /&gt;
&lt;br /&gt;
The color and font of text can be changed&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;| Syntax&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Input&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Result&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
| [color=&amp;lt;i&amp;gt;rgb&amp;lt;/i&amp;gt;]...[/color]&lt;br /&gt;
[color=&amp;lt;i&amp;gt;#rrggbb&amp;lt;/i&amp;gt;]...[/color]&lt;br /&gt;
[color=&amp;lt;i&amp;gt;#aarrggbb&amp;lt;/i&amp;gt;]...[/color]&lt;br /&gt;
[color=&amp;lt;i&amp;gt;rgb&amp;lt;/i&amp;gt;]...[.color]&lt;br /&gt;
[color=&amp;lt;i&amp;gt;#rrggbb&amp;lt;/i&amp;gt;]...[.color]&lt;br /&gt;
[color=&amp;lt;i&amp;gt;#aarrggbb&amp;lt;/i&amp;gt;]...[.color]&lt;br /&gt;
| [color=red]Red[/color] text&lt;br /&gt;
[color=1,0,0]Red[/color] text&lt;br /&gt;
[color=255,0,0]Red[/color] text&lt;br /&gt;
[color=#ff0000]Red[/color] text&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt; text&lt;br /&gt;
| &amp;lt;i&amp;gt;rgb&amp;lt;/i&amp;gt; is a comma separated RGB color ranging from 0 to 1 or 0 to 255, or a color name&lt;br /&gt;
Available colors: default, red, green, blue, orange, yellow, pink, purple, white, black, gray, brown, cyan, acid.&lt;br /&gt;
|-&lt;br /&gt;
| [font=&amp;lt;i&amp;gt;font-name&amp;lt;/i&amp;gt;]...[/font]&lt;br /&gt;
[font=&amp;lt;i&amp;gt;font-name&amp;lt;/i&amp;gt;]...[.font]&lt;br /&gt;
| [font=default-bold]Bold text[/font]&lt;br /&gt;
| &amp;lt;b&amp;gt;Bold text&amp;lt;/b&amp;gt;&lt;br /&gt;
| &amp;lt;i&amp;gt;font-name&amp;lt;/i&amp;gt; is the name of the [[Data.raw#font|Factorio font]] to render&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
* [[Data.raw]] for the list of internal names of recipes, technologies, fluids, etc.&lt;/div&gt;</summary>
		<author><name>Ixu</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Mod_structure&amp;diff=180015</id>
		<title>Tutorial:Mod structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Mod_structure&amp;diff=180015"/>
		<updated>2020-05-30T11:00:53Z</updated>

		<summary type="html">&lt;p&gt;Ixu: According to Rseding91 post in https://forums.factorio.com/viewtopic.php?f=25&amp;amp;t=85380&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mods are expected to have a certain structure in order to be loaded by the game. This page aims to explain that file structure and what each file is used for.&lt;br /&gt;
&lt;br /&gt;
== Mod folder and file structure ==&lt;br /&gt;
&lt;br /&gt;
The mod must either be in a folder, or in a folder inside a zip file. The mod folder/zip must be named in the pattern of &amp;lt;code&amp;gt;{mod-name}_{version-number}&amp;lt;/code&amp;gt;, for example &amp;lt;code&amp;gt;test-mod-thing_0.0.1&amp;lt;/code&amp;gt;. When using a zip file for the mod, the folder inside the zip file does not have any naming restrictions; only the zip file itself must be named with the &amp;lt;code&amp;gt;{mod-name}_{version-number}&amp;lt;/code&amp;gt; pattern. The mod name and its version number are defined in the [[#info.json|info.json]] file.&lt;br /&gt;
&lt;br /&gt;
=== Files ===&lt;br /&gt;
Inside the mod folder, the game automatically reads the following files during load:&lt;br /&gt;
* info.json — The only mandatory file. The [[#info.json|info.json]] identifies the mod, defines its version and other general properties.&lt;br /&gt;
* changelog.txt — Version history of the mod, to be shown in the mod browser. The changelog file must follow the strict [[Tutorial:Mod changelog format|formatting requirements]].&lt;br /&gt;
* thumbnail.png — Thumbnail to be shown on the mod portal and in the mod browser in-game. Ideally a 144x144px image file.&lt;br /&gt;
* settings.lua — This and the next two files are used to set up mod [[Tutorial:Mod settings|configuration options]].&lt;br /&gt;
* settings-updates.lua&lt;br /&gt;
* settings-final-fixes.lua&lt;br /&gt;
* data.lua — This and the next two files are used to define [[Prototype definitions|prototypes]].&lt;br /&gt;
* data-updates.lua — The load order of the three data*.lua files is explained on [https://lua-api.factorio.com/latest/Data-Lifecycle.html Data-Lifecycle].&lt;br /&gt;
* data-final-fixes.lua&lt;br /&gt;
* control.lua — This file is used for runtime scripting. Runtime scripting is documented on [https://lua-api.factorio.com/latest/index.html lua-api.factorio.com].&lt;br /&gt;
&lt;br /&gt;
=== Subfolders ===&lt;br /&gt;
Furthermore, the following folders inside the mod folder are recognized by the game:&lt;br /&gt;
* locale — Can contain up to one subfolder per language, identified with the language code, for example &amp;lt;code&amp;gt;en&amp;lt;/code&amp;gt; for English. The subfolder then has to contain at least one *.cfg file which defines the [[Tutorial:Localisation|translations]] for that language.&lt;br /&gt;
* scenarios — Custom [[scenario system|scenarios]] can be placed in subfolders of this folder.&lt;br /&gt;
* campaigns — Custom campaigns can be placed in subfolders of this folder.&lt;br /&gt;
* tutorials — Custom [[Prototype/Tutorial|tutorials]] can be placed in subfolders of this folder.&lt;br /&gt;
* migrations — [https://lua-api.factorio.com/latest/Migrations.html Migration files] are placed in this folder. They are a way to handle prototype changes and mod data structure changes between mod versions or game versions.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Here is an example directory structure for a mod titled &amp;lt;code&amp;gt;my-armor-mod&amp;lt;/code&amp;gt; with a version number of &amp;lt;code&amp;gt;0.3.6&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
my-armor-mod_0.3.6.zip&lt;br /&gt;
|- aFolderName/&lt;br /&gt;
  |- control.lua&lt;br /&gt;
  |- data.lua&lt;br /&gt;
  |- info.json&lt;br /&gt;
  |- thumbnail.png&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== info.json ==&lt;br /&gt;
&lt;br /&gt;
The info.json file identifies the mod and defines its version. If the game encounters a problem when parsing the file, the error message can be found in the [[log file]]. A minimal info.json file can look like this:&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;name&amp;quot;: &amp;quot;test-mod-thing&amp;quot;,&lt;br /&gt;
      &amp;quot;version&amp;quot;: &amp;quot;0.0.1&amp;quot;,&lt;br /&gt;
      &amp;quot;title&amp;quot;: &amp;quot;My best test mod&amp;quot;,&lt;br /&gt;
      &amp;quot;author&amp;quot;: &amp;quot;A very great tester&amp;quot;,&lt;br /&gt;
      &amp;quot;factorio_version&amp;quot;: &amp;quot;0.18&amp;quot;&lt;br /&gt;
      &amp;quot;dependencies&amp;quot;: [&amp;quot;? optional-mod&amp;quot;]&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
The info.json file supports the following fields:&lt;br /&gt;
&lt;br /&gt;
=== name ===&lt;br /&gt;
: &#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string|string]]&lt;br /&gt;
&lt;br /&gt;
: Mandatory field. The internal name of mod. The game accepts anything as a mod name, however the mod portal restricts mod names to only consist of alphanumeric characters, dashes and underscores. Note that the mod folder or mod zip file name has to contain the mod name, where the restrictions of the file system apply.&lt;br /&gt;
&lt;br /&gt;
=== version ===&lt;br /&gt;
: &#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string|string]]&lt;br /&gt;
&lt;br /&gt;
: Mandatory field. Defines the version of the mod in the format &amp;lt;code&amp;gt;&amp;quot;number.number.number&amp;quot;&amp;lt;/code&amp;gt; for &amp;lt;code&amp;gt;&amp;quot;main.major.minor&amp;quot;&amp;lt;/code&amp;gt;, for example &amp;lt;code&amp;gt;&amp;quot;0.6.4&amp;quot;&amp;lt;/code&amp;gt;. Each number can range from 0 to 65535.&lt;br /&gt;
&lt;br /&gt;
=== title === &lt;br /&gt;
: &#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string|string]]&lt;br /&gt;
&lt;br /&gt;
: Mandatory field. The display name of the mod, so it is not recommended to use someUgly_pRoGrAmMeR-name here. Can be overwritten with a locale entry in the &amp;lt;code&amp;gt;mod-name&amp;lt;/code&amp;gt; category, using the internal mod name as the key.&lt;br /&gt;
&lt;br /&gt;
=== author === &lt;br /&gt;
: &#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string|string]]&lt;br /&gt;
&lt;br /&gt;
: Mandatory field. The author of the mod. This field does not have restrictions, it can also be a list of authors etc. The mod portal ignores this field, it will simply display the uploader&#039;s name as the author.&lt;br /&gt;
&lt;br /&gt;
=== contact === &lt;br /&gt;
: &#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string|string]]&lt;br /&gt;
&lt;br /&gt;
: Optional field. How the mod author can be contacted, for example an email address.&lt;br /&gt;
&lt;br /&gt;
=== homepage === &lt;br /&gt;
: &#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string|string]]&lt;br /&gt;
&lt;br /&gt;
: Optional field. Where the mod can be found on the internet. Note that the in-game mod browser shows the mod portal link additionally to this field. Please don&#039;t put &amp;quot;None&amp;quot; here, it makes the field on the mod portal website look ugly. Just leave the field empty if the mod doesn&#039;t have a website/forum thread/discord.&lt;br /&gt;
&lt;br /&gt;
=== description === &lt;br /&gt;
: &#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string|string]]&lt;br /&gt;
&lt;br /&gt;
: Optional field. A short description of what your mod does. This is all that people get to see in-game. Can be overwritten with a locale entry in the &amp;lt;code&amp;gt;mod-description&amp;lt;/code&amp;gt; category, using the internal mod name as the key.&lt;br /&gt;
&lt;br /&gt;
=== factorio_version ===&lt;br /&gt;
: &#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string|string]]&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;0.12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Optional field. The major Factorio version that this mod supports. No you can&#039;t have more than one version here. Yes, the field is optional, but we have 0.18, not the default 0.12, so you&#039;ll have to add the field anyway. Adding a minor version, e.g. &amp;quot;0.18.&#039;&#039;&#039;17&#039;&#039;&#039;&amp;quot; will make the mod portal reject the mod and the game act weirdly. That means you shouldn&#039;t do that; use only main and major version &amp;lt;code&amp;gt;&amp;quot;main.major&amp;quot;&amp;lt;/code&amp;gt;, for example &amp;lt;code&amp;gt;&amp;quot;0.18&amp;quot;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== dependencies ===&lt;br /&gt;
: &#039;&#039;&#039;Type&#039;&#039;&#039;: array of [[#Dependency]]&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Default&#039;&#039;&#039;: [&amp;quot;base&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
: Optional field. Mods that this mod depends on or is incompatible with. If this mod depends on another, the other mod will load first, see [https://lua-api.factorio.com/latest/Data-Lifecycle.html Data-Lifecycle]. An empty array allows get around the default and have no dependencies at all.&lt;br /&gt;
&lt;br /&gt;
: Example:&lt;br /&gt;
: &amp;lt;pre&amp;gt;&amp;quot;dependencies&amp;quot;: [&amp;quot;mod-a&amp;quot;, &amp;quot;? mod-c&amp;quot;, &amp;quot;! mod-g &amp;gt; 0.4.3&amp;quot;]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;h4&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Dependency&amp;quot;&amp;gt;Dependency&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
:: Each dependency is a string that consists of up to three parts: &amp;lt;code&amp;gt;&amp;quot;&amp;lt;prefix&amp;gt; internal-mod-name &amp;lt;equality-operator version&amp;gt;&amp;quot;&amp;lt;/code&amp;gt;, for example &amp;lt;code&amp;gt;&amp;quot;? some-mod-everyone-loves &amp;gt;= 6.6.6&amp;quot;&amp;lt;/code&amp;gt;. The possible prefixes are: &amp;lt;code&amp;gt;!&amp;lt;/code&amp;gt; for incompatibility, &amp;lt;code&amp;gt;?&amp;lt;/code&amp;gt; for an optional dependency, &amp;lt;code&amp;gt;(?)&amp;lt;/code&amp;gt; for a hidden optional dependency or no prefix for a hard requirement for the other mod. The equality operator (&amp;lt;code&amp;gt;&amp;lt;, &amp;lt;=, =, &amp;gt;= or &amp;gt;&amp;lt;/code&amp;gt;) combined with the version allows to define dependencies that require certain mod versions, but it is not required. Incompatibility does not support versions. If you use incompatible you are incompatible with the entire mod.&lt;/div&gt;</summary>
		<author><name>Ixu</name></author>
	</entry>
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