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	<updated>2026-04-05T16:46:32Z</updated>
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		<id>https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=119895</id>
		<title>Tutorial:Modding FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Modding_FAQ&amp;diff=119895"/>
		<updated>2015-06-26T21:29:49Z</updated>

		<summary type="html">&lt;p&gt;JorgenRe: /* Modding FAQ */ Edited how to fix when recipies and technologies are changed to make it compatible with multiplayer games.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Modding FAQ&#039;&#039;&#039; ==&lt;br /&gt;
{{sublinks|Main Page}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the modding FAQ. (work in progress)&lt;br /&gt;
Here we have a list of questions that are common to get while writing a mod.&lt;br /&gt;
And the fix for the problem (if someone managed to find a fix)&lt;br /&gt;
feel free to edit this page and add more Q and A&#039;s.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 99%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:34%;background: #F9F9F9; border: 1px solid #AAAAAA; vertical-align: top; -moz-border-radius: 5px; -webkit-border-radius: 5px; padding: 7px;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E4F0F7; padding: 5px; margin: 3px; font-weight: bold; text-align: center; color: #033251; font-size: 120%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Questions / Fix&#039;&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* Q : Why do I get the error &amp;quot;C:\Factorio\mod doesn&#039;t match the expected mod_version# (case sensitive!)&amp;quot; error?&lt;br /&gt;
* Fix : &lt;br /&gt;
 For some reason, the folder name of your mod must include the version&lt;br /&gt;
 number.  So if your mod is tittled &amp;quot;myMod&amp;quot; version 0.0.1, in order&lt;br /&gt;
 for Factorio to read it, the folder must be titled &amp;quot;myMod_0.0.1&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 99%;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:34%;background: #F9F9F9; border: 1px solid #AAAAAA; vertical-align: top; -moz-border-radius: 5px; -webkit-border-radius: 5px; padding: 7px;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E4F0F7; padding: 5px; margin: 3px; font-weight: bold; text-align: center; color: #033251; font-size: 120%;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Questions / Fix&#039;&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* Q : my item / entity wont load the sprite I made.&lt;br /&gt;
* Fix : &lt;br /&gt;
 Make sure your path is right : __mod-name__/map-name/2nd-map-name/sprite.png&lt;br /&gt;
 Pay attention to case, the following file is not the same as previous:__Mod-name__/Map-name/2nd-map-name/sprite.PNG&lt;br /&gt;
&lt;br /&gt;
* Q : The name of my item is displayed as &amp;quot;Unknown key: item-name.yourname&amp;quot;&lt;br /&gt;
* Fix : &lt;br /&gt;
 Make sure you have valid locale mappings. Create a &amp;quot;locale&amp;quot; directory with an &amp;quot;en&amp;quot; subdirectory and create a &amp;quot;item-name.cfg&amp;quot; file.&lt;br /&gt;
 It should contains something like:&lt;br /&gt;
  [item-name]&lt;br /&gt;
  itemx=Item X&lt;br /&gt;
  itemy=Item Y&lt;br /&gt;
  &lt;br /&gt;
  Do the same for your entities, but put them in an &amp;quot;entity-name&amp;quot; section/file.&lt;br /&gt;
*Q : What does (&#039;=&#039; character not found in line) mean?&lt;br /&gt;
* Fix :&lt;br /&gt;
 If you get the error message &#039;=&#039; character not found in line , chances are you &lt;br /&gt;
 created a new document as something other than a .txt file, adding in format text&lt;br /&gt;
 to  the document that is causing this error.  Copy the contents of your .cfg file&lt;br /&gt;
 and make a new .txt file, rename it to .cfg, and paste your configuration into it.&lt;br /&gt;
&lt;br /&gt;
* Q : Error while loading prototype &amp;quot;entity-name&amp;quot;: No such node (pictures).&lt;br /&gt;
* Fix : &lt;br /&gt;
 Make sure your entity contains the right amount of lines for that type of entity, &lt;br /&gt;
 for example a chest needs 1 picture for the entity to work but a wall needs 20. &lt;br /&gt;
 Look in the factorio base/prototypes/entity/entity.lua.&lt;br /&gt;
 And you can see that different entities need different amounts of pictures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Q : I&#039;ve modified the recipe and/or technology prototypes and when I load my save game the changes aren&#039;t there even though it works in a new game.&lt;br /&gt;
* Fix : You need to run &amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;for i, player in ipairs(game.players) do player.force.resetrecipes() end&amp;lt;/pre&amp;gt; and/or &amp;lt;pre style=&amp;quot;display:inline-block&amp;quot;&amp;gt;for i, player in ipairs(game.players) do player.force.resettechnologies() end&amp;lt;/pre&amp;gt; &lt;br /&gt;
To make Factorio reload the prototypes, this can be done using the console (~) or via the game.oninit event in control.lua (which will run when the mod is first added to a game), or through [[Migration_scripts|migration]] files (if you&#039;ve made a mod release and need to &#039;migrate&#039; user&#039;s saves to a new version automatically). The first is the easiest while testing, the second when you&#039;re releasing a mod for the first time, and the third for when you&#039;ve already made a mod release. The prototypes are saved in the save file so as to (eventually) allow making changes to them during runtime (control.lua), which is why they need to be &#039;reset&#039; for saves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JorgenRe</name></author>
	</entry>
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