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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/Sprite&amp;diff=177053</id>
		<title>Types/Sprite</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/Sprite&amp;diff=177053"/>
		<updated>2019-12-10T06:31:30Z</updated>

		<summary type="html">&lt;p&gt;Muink: /* blend_mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
Specifies one picture that can be used in the game.&lt;br /&gt;
&lt;br /&gt;
When there is more than one sprite or [[Types/Animation|animation]] frame with the same source file and dimensions/position in the game, they all share the same memory.&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
&lt;br /&gt;
=== filename ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/FileName]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Technically optional, but path to sprite cannot be empty.&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
=== layers ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [[Types/Sprite]]&lt;br /&gt;
&lt;br /&gt;
If this property is present, all Sprite definitions have to be placed as entries in the array, and they will all be loaded from there. Each item (Sprite definition) in the array may also have the &amp;lt;code&amp;gt;layers&amp;lt;/code&amp;gt; property.&lt;br /&gt;
&lt;br /&gt;
If this property is present, all other properties are ignored and the mandatory properties do not have to be defined.&lt;br /&gt;
&lt;br /&gt;
=== hr_version ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Sprite]]&lt;br /&gt;
&lt;br /&gt;
If this property exists and high resolution sprites are turned on, its contents are used to load the sprite.&lt;br /&gt;
&lt;br /&gt;
=== slice ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Number of slices this is sliced into when using the &amp;quot;optimized atlas packing&amp;quot; option. If you are a modder, you can just ignore this property.&lt;br /&gt;
&lt;br /&gt;
Example: If this is 4, the sprite will be sliced into a 4×4 grid.&lt;br /&gt;
&lt;br /&gt;
=== slice_x ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Same as &amp;lt;code&amp;gt;slice&amp;lt;/code&amp;gt; above, but this specifies only how many slices there are on the x axis.&lt;br /&gt;
&lt;br /&gt;
=== slice_y ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Same as &amp;lt;code&amp;gt;slice&amp;lt;/code&amp;gt; above, but this specifies only how many slices there are on the y axis.&lt;br /&gt;
&lt;br /&gt;
=== priority ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;medium&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Possible values:&lt;br /&gt;
* &amp;quot;extra-high-no-scale&amp;quot;&lt;br /&gt;
* &amp;quot;extra-high&amp;quot;&lt;br /&gt;
* &amp;quot;high&amp;quot;&lt;br /&gt;
* &amp;quot;medium&amp;quot;&lt;br /&gt;
* &amp;quot;low&amp;quot;&lt;br /&gt;
* &amp;quot;very-low&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== flags ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteFlags]]&lt;br /&gt;
&lt;br /&gt;
=== size ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]] or [[Types/table]] of [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
The width and height of the sprite. If this is an array, the first member of the array is the width and the second is the height. Otherwise the size is both width and height.&lt;br /&gt;
&lt;br /&gt;
Width and height may only be in the range of 0-8192.&lt;br /&gt;
&lt;br /&gt;
=== width ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Mandatory if &amp;lt;code&amp;gt;size&amp;lt;/code&amp;gt; is not given. Width of the picture in pixels, from 0-8192.&lt;br /&gt;
&lt;br /&gt;
=== height ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Mandatory if &amp;lt;code&amp;gt;size&amp;lt;/code&amp;gt; is not given. Height of the picture in pixels, from 0-8192.&lt;br /&gt;
&lt;br /&gt;
=== x ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Horizontal position of the sprite in the source file in pixels.&lt;br /&gt;
&lt;br /&gt;
=== y ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Vertical position of the sprite in the source file in pixels.&lt;br /&gt;
&lt;br /&gt;
=== position ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Loaded only when &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; are both 0. The first member of the array is x and the second is y. &lt;br /&gt;
&lt;br /&gt;
=== shift ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/vector]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: {0, 0}&lt;br /&gt;
&lt;br /&gt;
In tiles. util.by_pixel() can be used to divide the shift by 32 which is the usual pixel height/width of 1 tile in normal resolution. Note that 32 pixel tile height/width is not enforced anywhere - any other tile height or width is also possible.&lt;br /&gt;
&lt;br /&gt;
=== scale ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
Values different than 1 specify the scale of the sprite on default zoom.&lt;br /&gt;
Scale 2 means that the picture will be 2 times bigger on screen (and more pixelated).&lt;br /&gt;
&lt;br /&gt;
=== draw_as_shadow ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: false&lt;br /&gt;
&lt;br /&gt;
=== mipmap_count ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/uint8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Only loaded if this is an icon (has flag &amp;quot;icon&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== apply_runtime_tint ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: false&lt;br /&gt;
&lt;br /&gt;
=== tint ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Color]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: {r=1, g=1, b=1, a=1} (white)&lt;br /&gt;
&lt;br /&gt;
=== blend_mode ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;normal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Possible values:&lt;br /&gt;
* &amp;quot;normal&amp;quot;           &#039;&#039;-- Result = Active_RGB * Active_Alpha + Background_RGB * ( 1 - Active_Alpha )&#039;&#039;&lt;br /&gt;
* &amp;quot;additive&amp;quot;         &#039;&#039;-- Result = Active_RGB + Background_RGB&#039;&#039;&lt;br /&gt;
* &amp;quot;additive-soft&amp;quot;    &#039;&#039;-- Result = Active_RGB * ( 1 - Background_RGB ) + Background_RGB&#039;&#039;&lt;br /&gt;
* &amp;quot;multiplicative&amp;quot;   &#039;&#039;-- Result = Active_RGB * Background_RGB&#039;&#039;&lt;br /&gt;
* &amp;quot;overwrite&amp;quot;        &#039;&#039;-- Result = Active_RGBA or Background_RGBA&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== load_in_minimal_mode ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: false&lt;br /&gt;
&lt;br /&gt;
Minimal mode is entered when mod loading fails. You are in it when you see the gray box after (part of) the loading screen that tells you a mod error ([https://cdn.discordapp.com/attachments/340530709712076801/532315796626472972/unknown.png Example]). If you are a modder, you can just ignore this property.&lt;br /&gt;
&lt;br /&gt;
=== premul_alpha ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: true&lt;br /&gt;
&lt;br /&gt;
Whether alpha should be premultiplied.&lt;br /&gt;
&lt;br /&gt;
=== generate_sdf ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: false&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
    &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;picture =&lt;br /&gt;
    {&lt;br /&gt;
      filename = &amp;quot;__base__/graphics/entity/basic-accumulator/basic-accumulator.png&amp;quot;,&lt;br /&gt;
      priority = &amp;quot;extra-high&amp;quot;,&lt;br /&gt;
      width = 124,&lt;br /&gt;
      height = 103,&lt;br /&gt;
      shift = {0.7, -0.2}&lt;br /&gt;
    }&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype property type usage|{{FULLPAGENAME}}?Sprite]}}&lt;/div&gt;</summary>
		<author><name>Muink</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/Sprite&amp;diff=177052</id>
		<title>Types/Sprite</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/Sprite&amp;diff=177052"/>
		<updated>2019-12-10T06:29:38Z</updated>

		<summary type="html">&lt;p&gt;Muink: /* blend_mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
Specifies one picture that can be used in the game.&lt;br /&gt;
&lt;br /&gt;
When there is more than one sprite or [[Types/Animation|animation]] frame with the same source file and dimensions/position in the game, they all share the same memory.&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
&lt;br /&gt;
=== filename ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/FileName]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Technically optional, but path to sprite cannot be empty.&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
=== layers ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [[Types/Sprite]]&lt;br /&gt;
&lt;br /&gt;
If this property is present, all Sprite definitions have to be placed as entries in the array, and they will all be loaded from there. Each item (Sprite definition) in the array may also have the &amp;lt;code&amp;gt;layers&amp;lt;/code&amp;gt; property.&lt;br /&gt;
&lt;br /&gt;
If this property is present, all other properties are ignored and the mandatory properties do not have to be defined.&lt;br /&gt;
&lt;br /&gt;
=== hr_version ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Sprite]]&lt;br /&gt;
&lt;br /&gt;
If this property exists and high resolution sprites are turned on, its contents are used to load the sprite.&lt;br /&gt;
&lt;br /&gt;
=== slice ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Number of slices this is sliced into when using the &amp;quot;optimized atlas packing&amp;quot; option. If you are a modder, you can just ignore this property.&lt;br /&gt;
&lt;br /&gt;
Example: If this is 4, the sprite will be sliced into a 4×4 grid.&lt;br /&gt;
&lt;br /&gt;
=== slice_x ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Same as &amp;lt;code&amp;gt;slice&amp;lt;/code&amp;gt; above, but this specifies only how many slices there are on the x axis.&lt;br /&gt;
&lt;br /&gt;
=== slice_y ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Same as &amp;lt;code&amp;gt;slice&amp;lt;/code&amp;gt; above, but this specifies only how many slices there are on the y axis.&lt;br /&gt;
&lt;br /&gt;
=== priority ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;medium&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Possible values:&lt;br /&gt;
* &amp;quot;extra-high-no-scale&amp;quot;&lt;br /&gt;
* &amp;quot;extra-high&amp;quot;&lt;br /&gt;
* &amp;quot;high&amp;quot;&lt;br /&gt;
* &amp;quot;medium&amp;quot;&lt;br /&gt;
* &amp;quot;low&amp;quot;&lt;br /&gt;
* &amp;quot;very-low&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== flags ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteFlags]]&lt;br /&gt;
&lt;br /&gt;
=== size ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]] or [[Types/table]] of [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
The width and height of the sprite. If this is an array, the first member of the array is the width and the second is the height. Otherwise the size is both width and height.&lt;br /&gt;
&lt;br /&gt;
Width and height may only be in the range of 0-8192.&lt;br /&gt;
&lt;br /&gt;
=== width ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Mandatory if &amp;lt;code&amp;gt;size&amp;lt;/code&amp;gt; is not given. Width of the picture in pixels, from 0-8192.&lt;br /&gt;
&lt;br /&gt;
=== height ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Mandatory if &amp;lt;code&amp;gt;size&amp;lt;/code&amp;gt; is not given. Height of the picture in pixels, from 0-8192.&lt;br /&gt;
&lt;br /&gt;
=== x ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Horizontal position of the sprite in the source file in pixels.&lt;br /&gt;
&lt;br /&gt;
=== y ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Vertical position of the sprite in the source file in pixels.&lt;br /&gt;
&lt;br /&gt;
=== position ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Loaded only when &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; are both 0. The first member of the array is x and the second is y. &lt;br /&gt;
&lt;br /&gt;
=== shift ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/vector]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: {0, 0}&lt;br /&gt;
&lt;br /&gt;
In tiles. util.by_pixel() can be used to divide the shift by 32 which is the usual pixel height/width of 1 tile in normal resolution. Note that 32 pixel tile height/width is not enforced anywhere - any other tile height or width is also possible.&lt;br /&gt;
&lt;br /&gt;
=== scale ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
Values different than 1 specify the scale of the sprite on default zoom.&lt;br /&gt;
Scale 2 means that the picture will be 2 times bigger on screen (and more pixelated).&lt;br /&gt;
&lt;br /&gt;
=== draw_as_shadow ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: false&lt;br /&gt;
&lt;br /&gt;
=== mipmap_count ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/uint8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Only loaded if this is an icon (has flag &amp;quot;icon&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== apply_runtime_tint ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: false&lt;br /&gt;
&lt;br /&gt;
=== tint ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Color]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: {r=1, g=1, b=1, a=1} (white)&lt;br /&gt;
&lt;br /&gt;
=== blend_mode ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;normal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Possible values:&lt;br /&gt;
* &amp;quot;normal&amp;quot;           &#039;&#039;Result = Active_RGB * Active_Alpha + Background_RGB * ( 1 - Active_Alpha )&#039;&#039;&lt;br /&gt;
* &amp;quot;additive&amp;quot;         &#039;&#039;Result = Active_RGB + Background_RGB&#039;&#039;&lt;br /&gt;
* &amp;quot;additive-soft&amp;quot;    &#039;&#039;Result = Active_RGB * ( 1 - Background_RGB ) + Background_RGB&#039;&#039;&lt;br /&gt;
* &amp;quot;multiplicative&amp;quot;   &#039;&#039;Result = Active_RGB * Background_RGB&#039;&#039;&lt;br /&gt;
* &amp;quot;overwrite&amp;quot;        &#039;&#039;Result = Active_RGBA or Background_RGBA&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== load_in_minimal_mode ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: false&lt;br /&gt;
&lt;br /&gt;
Minimal mode is entered when mod loading fails. You are in it when you see the gray box after (part of) the loading screen that tells you a mod error ([https://cdn.discordapp.com/attachments/340530709712076801/532315796626472972/unknown.png Example]). If you are a modder, you can just ignore this property.&lt;br /&gt;
&lt;br /&gt;
=== premul_alpha ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: true&lt;br /&gt;
&lt;br /&gt;
Whether alpha should be premultiplied.&lt;br /&gt;
&lt;br /&gt;
=== generate_sdf ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: false&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
    &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;picture =&lt;br /&gt;
    {&lt;br /&gt;
      filename = &amp;quot;__base__/graphics/entity/basic-accumulator/basic-accumulator.png&amp;quot;,&lt;br /&gt;
      priority = &amp;quot;extra-high&amp;quot;,&lt;br /&gt;
      width = 124,&lt;br /&gt;
      height = 103,&lt;br /&gt;
      shift = {0.7, -0.2}&lt;br /&gt;
    }&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype property type usage|{{FULLPAGENAME}}?Sprite]}}&lt;/div&gt;</summary>
		<author><name>Muink</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/Sprite&amp;diff=177051</id>
		<title>Types/Sprite</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/Sprite&amp;diff=177051"/>
		<updated>2019-12-10T06:26:35Z</updated>

		<summary type="html">&lt;p&gt;Muink: /* blend_mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
Specifies one picture that can be used in the game.&lt;br /&gt;
&lt;br /&gt;
When there is more than one sprite or [[Types/Animation|animation]] frame with the same source file and dimensions/position in the game, they all share the same memory.&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
&lt;br /&gt;
=== filename ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/FileName]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Technically optional, but path to sprite cannot be empty.&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
=== layers ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [[Types/Sprite]]&lt;br /&gt;
&lt;br /&gt;
If this property is present, all Sprite definitions have to be placed as entries in the array, and they will all be loaded from there. Each item (Sprite definition) in the array may also have the &amp;lt;code&amp;gt;layers&amp;lt;/code&amp;gt; property.&lt;br /&gt;
&lt;br /&gt;
If this property is present, all other properties are ignored and the mandatory properties do not have to be defined.&lt;br /&gt;
&lt;br /&gt;
=== hr_version ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Sprite]]&lt;br /&gt;
&lt;br /&gt;
If this property exists and high resolution sprites are turned on, its contents are used to load the sprite.&lt;br /&gt;
&lt;br /&gt;
=== slice ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Number of slices this is sliced into when using the &amp;quot;optimized atlas packing&amp;quot; option. If you are a modder, you can just ignore this property.&lt;br /&gt;
&lt;br /&gt;
Example: If this is 4, the sprite will be sliced into a 4×4 grid.&lt;br /&gt;
&lt;br /&gt;
=== slice_x ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Same as &amp;lt;code&amp;gt;slice&amp;lt;/code&amp;gt; above, but this specifies only how many slices there are on the x axis.&lt;br /&gt;
&lt;br /&gt;
=== slice_y ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Same as &amp;lt;code&amp;gt;slice&amp;lt;/code&amp;gt; above, but this specifies only how many slices there are on the y axis.&lt;br /&gt;
&lt;br /&gt;
=== priority ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;medium&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Possible values:&lt;br /&gt;
* &amp;quot;extra-high-no-scale&amp;quot;&lt;br /&gt;
* &amp;quot;extra-high&amp;quot;&lt;br /&gt;
* &amp;quot;high&amp;quot;&lt;br /&gt;
* &amp;quot;medium&amp;quot;&lt;br /&gt;
* &amp;quot;low&amp;quot;&lt;br /&gt;
* &amp;quot;very-low&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== flags ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteFlags]]&lt;br /&gt;
&lt;br /&gt;
=== size ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]] or [[Types/table]] of [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
The width and height of the sprite. If this is an array, the first member of the array is the width and the second is the height. Otherwise the size is both width and height.&lt;br /&gt;
&lt;br /&gt;
Width and height may only be in the range of 0-8192.&lt;br /&gt;
&lt;br /&gt;
=== width ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Mandatory if &amp;lt;code&amp;gt;size&amp;lt;/code&amp;gt; is not given. Width of the picture in pixels, from 0-8192.&lt;br /&gt;
&lt;br /&gt;
=== height ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Mandatory if &amp;lt;code&amp;gt;size&amp;lt;/code&amp;gt; is not given. Height of the picture in pixels, from 0-8192.&lt;br /&gt;
&lt;br /&gt;
=== x ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Horizontal position of the sprite in the source file in pixels.&lt;br /&gt;
&lt;br /&gt;
=== y ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Vertical position of the sprite in the source file in pixels.&lt;br /&gt;
&lt;br /&gt;
=== position ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [[Types/SpriteSizeType]]&lt;br /&gt;
&lt;br /&gt;
Loaded only when &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; are both 0. The first member of the array is x and the second is y. &lt;br /&gt;
&lt;br /&gt;
=== shift ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/vector]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: {0, 0}&lt;br /&gt;
&lt;br /&gt;
In tiles. util.by_pixel() can be used to divide the shift by 32 which is the usual pixel height/width of 1 tile in normal resolution. Note that 32 pixel tile height/width is not enforced anywhere - any other tile height or width is also possible.&lt;br /&gt;
&lt;br /&gt;
=== scale ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
Values different than 1 specify the scale of the sprite on default zoom.&lt;br /&gt;
Scale 2 means that the picture will be 2 times bigger on screen (and more pixelated).&lt;br /&gt;
&lt;br /&gt;
=== draw_as_shadow ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: false&lt;br /&gt;
&lt;br /&gt;
=== mipmap_count ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/uint8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Only loaded if this is an icon (has flag &amp;quot;icon&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== apply_runtime_tint ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: false&lt;br /&gt;
&lt;br /&gt;
=== tint ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Color]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: {r=1, g=1, b=1, a=1} (white)&lt;br /&gt;
&lt;br /&gt;
=== blend_mode ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;normal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Possible values:&lt;br /&gt;
* &amp;quot;normal&amp;quot;           Result = Active_RGB * Active_Alpha + Background_RGB * ( 1 - Active_Alpha )&lt;br /&gt;
* &amp;quot;additive&amp;quot;         Result = Active_RGB + Background_RGB&lt;br /&gt;
* &amp;quot;additive-soft&amp;quot;    Result = Active_RGB * ( 1 - Background_RGB ) + Background_RGB&lt;br /&gt;
* &amp;quot;multiplicative&amp;quot;   Result = Active_RGB * Background_RGB&lt;br /&gt;
* &amp;quot;overwrite&amp;quot;        Result = Active_RGBA or Background_RGBA&lt;br /&gt;
&lt;br /&gt;
=== load_in_minimal_mode ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: false&lt;br /&gt;
&lt;br /&gt;
Minimal mode is entered when mod loading fails. You are in it when you see the gray box after (part of) the loading screen that tells you a mod error ([https://cdn.discordapp.com/attachments/340530709712076801/532315796626472972/unknown.png Example]). If you are a modder, you can just ignore this property.&lt;br /&gt;
&lt;br /&gt;
=== premul_alpha ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: true&lt;br /&gt;
&lt;br /&gt;
Whether alpha should be premultiplied.&lt;br /&gt;
&lt;br /&gt;
=== generate_sdf ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: false&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
    &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;picture =&lt;br /&gt;
    {&lt;br /&gt;
      filename = &amp;quot;__base__/graphics/entity/basic-accumulator/basic-accumulator.png&amp;quot;,&lt;br /&gt;
      priority = &amp;quot;extra-high&amp;quot;,&lt;br /&gt;
      width = 124,&lt;br /&gt;
      height = 103,&lt;br /&gt;
      shift = {0.7, -0.2}&lt;br /&gt;
    }&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype property type usage|{{FULLPAGENAME}}?Sprite]}}&lt;/div&gt;</summary>
		<author><name>Muink</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Modding/zh&amp;diff=165181</id>
		<title>Modding/zh</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Modding/zh&amp;diff=165181"/>
		<updated>2018-11-08T11:31:39Z</updated>

		<summary type="html">&lt;p&gt;Muink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
本页面将会带领您了解如何下载和安装mod，并且为方便您创建一个mod时所需而提供了一个和mod开发相关的概述。有关更详细的mod开发说明，您可以查看[[Tutorial:Modding_tutorial| mod开发教程]].如果您正在查找mod开发所需的相关API，请前往[http://lua-api.factorio.com/latest/ 官方 Factorio Lua API 文档]（注意，该文档为英文）查看。如果您希望知道在哪里安装zip格式的mod，请查看[[Application_directory|应用程序目录]]。&lt;br /&gt;
&lt;br /&gt;
== Mod 下载 &amp;amp; 安装 ==&lt;br /&gt;
&lt;br /&gt;
您可以在以下链接下载MOD:&lt;br /&gt;
&lt;br /&gt;
* [https://mods.factorio.com/ Mod门户站 (网页版)]&lt;br /&gt;
* Mod门户站 (游戏内)&lt;br /&gt;
* [https://forums.factorio.com/viewforum.php?f=14&amp;amp;sid=68de6ef9ee46dcd7566653335917752b 论坛Mod板块]&lt;br /&gt;
&lt;br /&gt;
=== Mod门户站 (网页版) ===&lt;br /&gt;
&lt;br /&gt;
Factorio的开发者创建论坛版块 [https://mods.factorio.com/ mod门户站 (网页版)] 使玩家可以分享各自制作的mod。 注意，从论坛下载的mod是zip格式，为了安装mod你需要将zip文件复制到 [[Application_directory#User_Data_directory|user data directory]] 并且不需要解压缩它。 你可以在游戏主菜单查看mod列表中是否存在该mod来检查你是否正确安装该mod。&lt;br /&gt;
&lt;br /&gt;
=== Mod门户站 (游戏内) ===&lt;br /&gt;
&lt;br /&gt;
在网页 [https://mods.factorio.com/ mod门户站 (网页版)] 上的mod你可以在游戏内主菜单的mod下载页面查看。 游戏内置的mod下载与网页下载的不同主要在于它可以自动的下载与安装，并且可以随时启用和停用mod（网页版下载的也可以随时启用和停用！）。&lt;br /&gt;
&lt;br /&gt;
=== 论坛Mod板块 ===&lt;br /&gt;
&lt;br /&gt;
某些mod制作者将他们的mod上传到官方论坛子板块[https://forums.factorio.com/viewforum.php?f=14&amp;amp;sid=68de6ef9ee46dcd7566653335917752b 论坛Mod板块]来展示而没有提交至mod门户站，或者&lt;br /&gt;
想在更新发布之前获取交流反馈。这类mod被作为附件上传。有时，你从论坛下载的mod同样使用了zip格式，你仅仅需要将它复制到[[Application_directory#User_Data_directory|user data directory]]就表示安装完成了，不需要解压缩。你可以在游戏主菜单查看mod列表中是否存在该mod来检查你是否正确安装该mod。&lt;br /&gt;
&lt;br /&gt;
=== Mod依赖 ===&lt;br /&gt;
&lt;br /&gt;
大多数的mod使用了factorio的base mod（包含全部官方内容的mod）。然而有些mod也可能会必须依赖于其他mod或者在其他可选依赖的mod安装之后可以提供额外功能。&lt;br /&gt;
&lt;br /&gt;
==== 必须依赖 ====&lt;br /&gt;
&lt;br /&gt;
当你安装一个mod时，它必须依赖于某个另外的mod才能工作，这种mod就被叫做必须依赖。&lt;br /&gt;
&lt;br /&gt;
==== 可选依赖 ====&lt;br /&gt;
&lt;br /&gt;
当一个mod建议你安装另一个mod并且在不安装被建议的mod也能工作时，这种mod即为可选依赖。&lt;br /&gt;
&lt;br /&gt;
==== 注意 ====&lt;br /&gt;
&lt;br /&gt;
当前的游戏内置mod下载平台不会下载任何依赖mod，因此那些依赖的mod需要玩家手动下载。然而这个功能在将来会被实现（该功能以及被提上日程）。&lt;br /&gt;
&lt;br /&gt;
== 开始开发一款mod ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
大纲在这里 [[Mods| Mod列表]] 和 [http://www.factorioforums.com/forum/index.php Factorio forum].&lt;br /&gt;
&lt;br /&gt;
从这里开始学习会让你感到很轻松 [http://www.factorioforums.com/forum/viewforum.php?f=25 modding-Help-Board].这个社区总是有很多基佬回答具体问题。往往只要等待几分钟就有回复。 或者你可以试试 [[Modding FAQ]] 页面.&lt;br /&gt;
&lt;br /&gt;
=== 授权信息 ===&lt;br /&gt;
&lt;br /&gt;
随着v0.11版本的到来所有mod需要有一个作者声明。 如果一个MOD没有作者声明，将被视为同意开源MOD代码，与所有玩家共享：[http://creativecommons.org/licenses/by-nc/4.0 Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)].&lt;br /&gt;
&lt;br /&gt;
附录&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=6202&amp;amp;p=48971#p48968 this forum article].&lt;br /&gt;
:作者也在文中指出, 仅仅能使用 base-mod (特指Factorio中的这一部分) 来创建新的MOD, 但是不能用来 &amp;quot;在异星工厂游戏之外开发新的软件&amp;quot;.&lt;br /&gt;
* http://www.factorio.com/terms-of-service&lt;br /&gt;
&lt;br /&gt;
=== 从游戏存档（地图）中创建一个方案(scenario) ===&lt;br /&gt;
&lt;br /&gt;
一个常常被提及的问题是如何从一个地图创建一个方案(scenario)(也可以通过地图编辑器创建一个方案)：&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;
=== 用地图编辑器创建一个方案(scenarios) ===&lt;br /&gt;
&lt;br /&gt;
自然，第一步也是用地图编辑器创建地图. 保存的地图将视为“方案(scenario)”，存储在专属的文件系统之中。 可以通过这个文件去体会它的作用。或者你可以浏览这个页面：&lt;br /&gt;
&lt;br /&gt;
=== 概述 ===&lt;br /&gt;
&lt;br /&gt;
* [http://lua-api.factorio.com/latest/ official factorio lua API documentation]&lt;/div&gt;</summary>
		<author><name>Muink</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Modding/zh&amp;diff=165180</id>
		<title>Modding/zh</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Modding/zh&amp;diff=165180"/>
		<updated>2018-11-08T11:21:45Z</updated>

		<summary type="html">&lt;p&gt;Muink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
本页面将会带领您了解如何下载和安装mod，并且为方便您创建一个mod时所需而提供了一个和mod开发相关的概述。有关更详细的mod开发说明，您可以查看[[Tutorial:Modding_tutorial| mod开发教程]].如果您正在查找mod开发所需的相关API，请前往[http://lua-api.factorio.com/latest/ 官方 Factorio Lua API 文档]（注意，该文档为英文）查看。如果您希望知道在哪里安装zip格式的mod，请查看[[Application_directory|应用程序目录]]。&lt;br /&gt;
&lt;br /&gt;
== Mod 下载 &amp;amp; 安装 ==&lt;br /&gt;
&lt;br /&gt;
您可以在以下链接下载MOD:&lt;br /&gt;
&lt;br /&gt;
* [https://mods.factorio.com/ Mod门户站 (网页版)]&lt;br /&gt;
* Mod门户站 (游戏内)&lt;br /&gt;
* [https://forums.factorio.com/viewforum.php?f=14&amp;amp;sid=68de6ef9ee46dcd7566653335917752b 论坛Mod板块]&lt;br /&gt;
&lt;br /&gt;
=== Mod门户站 (网页版) ===&lt;br /&gt;
&lt;br /&gt;
Factorio的开发者创建论坛版块 [https://mods.factorio.com/ mod门户站 (网页版)] 使玩家可以分享各自制作的mod。 注意，从论坛下载的mod是zip格式，为了安装mod你需要将zip文件复制到 [[Application_directory#User_Data_directory|user data directory]] 并且不需要解压缩它。 你可以在游戏主菜单查看mod列表中是否存在该mod来检查你是否正确安装该mod。&lt;br /&gt;
&lt;br /&gt;
=== Mod门户站 (游戏内) ===&lt;br /&gt;
&lt;br /&gt;
在网页 [https://mods.factorio.com/ mod门户站 (网页版)] 上的mod你可以在游戏内主菜单的mod下载页面查看。 游戏内置的mod下载与网页下载的不同主要在于它可以自动的下载与安装，并且可以随时启用和停用mod（网页版下载的也可以随时启用和停用！）。&lt;br /&gt;
&lt;br /&gt;
=== 论坛Mod板块 ===&lt;br /&gt;
&lt;br /&gt;
某些mod制作者将他们的mod上传到官方论坛子板块[https://forums.factorio.com/viewforum.php?f=14&amp;amp;sid=68de6ef9ee46dcd7566653335917752b 论坛Mod板块]来展示而没有提交至mod门户站，或者&lt;br /&gt;
想在更新发布之前获取交流反馈。这类mod被作为附件上传。有时，你从论坛下载的mod同样使用了zip格式，你仅仅需要将它复制到[[Application_directory#User_Data_directory|user data directory]]就表示安装完成了，不需要解压缩。你可以在游戏主菜单查看mod列表中是否存在该mod来检查你是否正确安装该mod。&lt;br /&gt;
&lt;br /&gt;
=== Mod依赖 ===&lt;br /&gt;
&lt;br /&gt;
大多数的mod使用了factorio的base mod（包含全部官方内容的mod）。然而有些mod也可能会必须依赖于其他mod或者在其他可选依赖的mod安装之后可以提供额外功能。&lt;br /&gt;
&lt;br /&gt;
==== 必须依赖 ====&lt;br /&gt;
&lt;br /&gt;
当你安装一个mod时，它必须依赖于某个另外的mod才能工作，这种mod就被叫做必须依赖。&lt;br /&gt;
&lt;br /&gt;
==== 可选依赖 ====&lt;br /&gt;
&lt;br /&gt;
当一个mod建议你安装另一个mod并且在不安装被建议的mod也能工作时，这种mod即为可选依赖。&lt;br /&gt;
&lt;br /&gt;
==== 注意 ====&lt;br /&gt;
&lt;br /&gt;
当前的游戏内置mod下载平台不会下载任何依赖mod，因此那些依赖的mod需要玩家手动下载。然而这个功能在将来会被实现（该功能以及被提上日程）。&lt;br /&gt;
&lt;br /&gt;
== 开始工作 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
大纲在这里 [[Mods| Mod列表]] 和 [http://www.factorioforums.com/forum/index.php Factorio forum].&lt;br /&gt;
&lt;br /&gt;
从这里开始学习会让你感到很轻松 [http://www.factorioforums.com/forum/viewforum.php?f=25 modding-Help-Board].这个社区总是有很多基佬回答具体问题。往往只要等待几分钟就有回复。 或者你可以试试 [[Modding FAQ]] 页面.&lt;br /&gt;
&lt;br /&gt;
== 授权信息 ==&lt;br /&gt;
&lt;br /&gt;
随着v0.11版本的到来所有mod需要有一个作者声明。 如果一个MOD没有作者声明，将被视为同意开源MOD代码，与所有玩家共享：[http://creativecommons.org/licenses/by-nc/4.0 Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)].&lt;br /&gt;
&lt;br /&gt;
附录&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=6202&amp;amp;p=48971#p48968 this forum article].&lt;br /&gt;
:作者也在文中指出, 仅仅能使用 base-mod (特指Factorio中的这一部分) 来创建新的MOD, 但是不能用来 &amp;quot;在异星工厂游戏之外开发新的软件&amp;quot;.&lt;br /&gt;
* http://www.factorio.com/terms-of-service&lt;br /&gt;
&lt;br /&gt;
== 从游戏存档（地图）中创建一个方案(scenario) ==&lt;br /&gt;
&lt;br /&gt;
一个常常被提及的问题是如何从一个地图创建一个方案(scenario)(也可以通过地图编辑器创建一个方案)：&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;
== 用地图编辑器创建一个方案(scenarios) ==&lt;br /&gt;
&lt;br /&gt;
自然，第一步也是用地图编辑器创建地图. 保存的地图将视为“方案(scenario)”，存储在专属的文件系统之中。 可以通过这个文件去体会它的作用。或者你可以浏览这个页面：&lt;br /&gt;
&lt;br /&gt;
== 概述 ==&lt;br /&gt;
&lt;br /&gt;
* [http://lua-api.factorio.com/latest/ official factorio lua API documentation]&lt;/div&gt;</summary>
		<author><name>Muink</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Modding/zh&amp;diff=165179</id>
		<title>Modding/zh</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Modding/zh&amp;diff=165179"/>
		<updated>2018-11-08T11:15:17Z</updated>

		<summary type="html">&lt;p&gt;Muink: /* Mod 下载 &amp;amp; 安装 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
本页面将会带领您了解如何下载和安装mod，并且为方便您创建一个mod时所需而提供了一个和mod开发相关的概述。有关更详细的mod开发说明，您可以查看[[Tutorial:Modding_tutorial| mod开发教程]].如果您正在查找mod开发所需的相关API，请前往[http://lua-api.factorio.com/latest/ 官方 Factorio Lua API 文档]（注意，该文档为英文）查看。如果您希望知道在哪里安装zip格式的mod，请查看[[Application_directory|应用程序目录]]。&lt;br /&gt;
&lt;br /&gt;
== Mod 下载 &amp;amp; 安装 ==&lt;br /&gt;
&lt;br /&gt;
您可以在以下链接下载MOD:&lt;br /&gt;
&lt;br /&gt;
* [https://mods.factorio.com/ Mod门户站 (网页版)]&lt;br /&gt;
* Mod门户站 (游戏内)&lt;br /&gt;
* [https://forums.factorio.com/viewforum.php?f=14&amp;amp;sid=68de6ef9ee46dcd7566653335917752b 论坛mod板块]&lt;br /&gt;
&lt;br /&gt;
=== Mod portal (website) ===&lt;br /&gt;
&lt;br /&gt;
Factorio的开发者创建论坛版块 [https://mods.factorio.com/ mod portal (website)] 使玩家可以分享各自制作的mod。 注意，从论坛下载的mod是zip格式，为了安装mod你需要将zip文件复制到 [[Application_directory#User_Data_directory|user data directory]] 并且不需要解压缩它。 你可以在游戏主菜单查看mod列表中是否存在该mod来检查你是否正确安装该mod。&lt;br /&gt;
&lt;br /&gt;
=== Mod portal (in-game) ===&lt;br /&gt;
&lt;br /&gt;
在网页 [https://mods.factorio.com/ mod portal (website)] 上的mod你可以在游戏内主菜单的mod下载页面查看。 游戏内置的mod下载与网页下载的不同主要在于它可以自动的下载与安装，并且可以随时启用和停用mod（网页版下载的也可以随时启用和停用！）。&lt;br /&gt;
&lt;br /&gt;
=== Mod subforum ===&lt;br /&gt;
&lt;br /&gt;
某些mod制作者将他们的mod上传到官方论坛子板块[https://forums.factorio.com/viewforum.php?f=14&amp;amp;sid=68de6ef9ee46dcd7566653335917752b mod subforum]来展示而没有提交至mod portal，或者&lt;br /&gt;
想在更新发布之前获取交流反馈。这类mod被作为附件上传。有时，你从论坛下载的mod同样使用了zip格式，你仅仅需要将它复制到[[Application_directory#User_Data_directory|user data directory]]就表示安装完成了，不需要解压缩。你可以在游戏主菜单查看mod列表中是否存在该mod来检查你是否正确安装该mod。&lt;br /&gt;
&lt;br /&gt;
=== Mod依赖 ===&lt;br /&gt;
&lt;br /&gt;
大多数的mod使用了factorio的base mod（包含全部官方内容的mod）。然而有些mod也可能会必须依赖于其他mod或者在其他可选依赖的mod安装之后可以提供额外功能。&lt;br /&gt;
&lt;br /&gt;
==== 必须依赖 ====&lt;br /&gt;
&lt;br /&gt;
当你安装一个mod时，它必须依赖于某个另外的mod才能工作，这种mod就被叫做必须依赖。&lt;br /&gt;
&lt;br /&gt;
==== 可选依赖 ====&lt;br /&gt;
&lt;br /&gt;
当一个mod建议你安装另一个mod并且在不安装被建议的mod也能工作时，这种mod即为可选依赖。&lt;br /&gt;
&lt;br /&gt;
==== 注意 ====&lt;br /&gt;
&lt;br /&gt;
当前的游戏内置mod下载平台不会下载任何依赖mod，因此那些依赖的mod需要玩家手动下载。然而这个功能在将来会被实现（该功能以及被提上日程）。&lt;br /&gt;
&lt;br /&gt;
== 开始工作 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
大纲在这里 [[Mods| Mod列表]] 和 [http://www.factorioforums.com/forum/index.php Factorio forum].&lt;br /&gt;
&lt;br /&gt;
从这里开始学习会让你感到很轻松 [http://www.factorioforums.com/forum/viewforum.php?f=25 modding-Help-Board].这个社区总是有很多基佬回答具体问题。往往只要等待几分钟就有回复。 或者你可以试试 [[Modding FAQ]] 页面.&lt;br /&gt;
&lt;br /&gt;
== 授权信息 ==&lt;br /&gt;
&lt;br /&gt;
随着v0.11版本的到来所有mod需要有一个作者声明。 如果一个MOD没有作者声明，将被视为同意开源MOD代码，与所有玩家共享：[http://creativecommons.org/licenses/by-nc/4.0 Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)].&lt;br /&gt;
&lt;br /&gt;
附录&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=6202&amp;amp;p=48971#p48968 this forum article].&lt;br /&gt;
:作者也在文中指出, 仅仅能使用 base-mod (特指Factorio中的这一部分) 来创建新的MOD, 但是不能用来 &amp;quot;在异星工厂游戏之外开发新的软件&amp;quot;.&lt;br /&gt;
* http://www.factorio.com/terms-of-service&lt;br /&gt;
&lt;br /&gt;
== 从游戏存档（地图）中创建一个方案(scenario) ==&lt;br /&gt;
&lt;br /&gt;
一个常常被提及的问题是如何从一个地图创建一个方案(scenario)(也可以通过地图编辑器创建一个方案)：&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;
== 用地图编辑器创建一个方案(scenarios) ==&lt;br /&gt;
&lt;br /&gt;
自然，第一步也是用地图编辑器创建地图. 保存的地图将视为“方案(scenario)”，存储在专属的文件系统之中。 可以通过这个文件去体会它的作用。或者你可以浏览这个页面：&lt;br /&gt;
&lt;br /&gt;
== 概述 ==&lt;br /&gt;
&lt;br /&gt;
* [http://lua-api.factorio.com/latest/ official factorio lua API documentation]&lt;/div&gt;</summary>
		<author><name>Muink</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Modding/zh&amp;diff=165178</id>
		<title>Modding/zh</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Modding/zh&amp;diff=165178"/>
		<updated>2018-11-08T11:12:49Z</updated>

		<summary type="html">&lt;p&gt;Muink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
本页面将会带领您了解如何下载和安装mod，并且为方便您创建一个mod时所需而提供了一个和mod开发相关的概述。有关更详细的mod开发说明，您可以查看[[Tutorial:Modding_tutorial| mod开发教程]].如果您正在查找mod开发所需的相关API，请前往[http://lua-api.factorio.com/latest/ 官方 Factorio Lua API 文档]（注意，该文档为英文）查看。如果您希望知道在哪里安装zip格式的mod，请查看[[Application_directory|应用程序目录]]。&lt;br /&gt;
&lt;br /&gt;
== Mod 下载 &amp;amp; 安装 ==&lt;br /&gt;
&lt;br /&gt;
您可以在以下链接下载MOD:&lt;br /&gt;
&lt;br /&gt;
* [https://mods.factorio.com/ Mod portal (网页)]&lt;br /&gt;
* Mod portal (游戏内)&lt;br /&gt;
* [https://forums.factorio.com/viewforum.php?f=14&amp;amp;sid=68de6ef9ee46dcd7566653335917752b 论坛mod板块]&lt;br /&gt;
&lt;br /&gt;
=== Mod portal (website) ===&lt;br /&gt;
&lt;br /&gt;
Factorio的开发者创建论坛版块 [https://mods.factorio.com/ mod portal (website)] 使玩家可以分享各自制作的mod。 注意，从论坛下载的mod是zip格式，为了安装mod你需要将zip文件复制到 [[Application_directory#User_Data_directory|user data directory]] 并且不需要解压缩它。 你可以在游戏主菜单查看mod列表中是否存在该mod来检查你是否正确安装该mod。&lt;br /&gt;
&lt;br /&gt;
=== Mod portal (in-game) ===&lt;br /&gt;
&lt;br /&gt;
在网页 [https://mods.factorio.com/ mod portal (website)] 上的mod你可以在游戏内主菜单的mod下载页面查看。 游戏内置的mod下载与网页下载的不同主要在于它可以自动的下载与安装，并且可以随时启用和停用mod（网页版下载的也可以随时启用和停用！）。&lt;br /&gt;
&lt;br /&gt;
=== Mod subforum ===&lt;br /&gt;
&lt;br /&gt;
某些mod制作者将他们的mod上传到官方论坛子板块[https://forums.factorio.com/viewforum.php?f=14&amp;amp;sid=68de6ef9ee46dcd7566653335917752b mod subforum]来展示而没有提交至mod portal，或者&lt;br /&gt;
想在更新发布之前获取交流反馈。这类mod被作为附件上传。有时，你从论坛下载的mod同样使用了zip格式，你仅仅需要将它复制到[[Application_directory#User_Data_directory|user data directory]]就表示安装完成了，不需要解压缩。你可以在游戏主菜单查看mod列表中是否存在该mod来检查你是否正确安装该mod。&lt;br /&gt;
&lt;br /&gt;
=== Mod依赖 ===&lt;br /&gt;
&lt;br /&gt;
大多数的mod使用了factorio的base mod（包含全部官方内容的mod）。然而有些mod也可能会必须依赖于其他mod或者在其他可选依赖的mod安装之后可以提供额外功能。&lt;br /&gt;
&lt;br /&gt;
==== 必须依赖 ====&lt;br /&gt;
&lt;br /&gt;
当你安装一个mod时，它必须依赖于某个另外的mod才能工作，这种mod就被叫做必须依赖。&lt;br /&gt;
&lt;br /&gt;
==== 可选依赖 ====&lt;br /&gt;
&lt;br /&gt;
当一个mod建议你安装另一个mod并且在不安装被建议的mod也能工作时，这种mod即为可选依赖。&lt;br /&gt;
&lt;br /&gt;
==== 注意 ====&lt;br /&gt;
&lt;br /&gt;
当前的游戏内置mod下载平台不会下载任何依赖mod，因此那些依赖的mod需要玩家手动下载。然而这个功能在将来会被实现（该功能以及被提上日程）。&lt;br /&gt;
&lt;br /&gt;
== 开始工作 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
大纲在这里 [[Mods| Mod列表]] 和 [http://www.factorioforums.com/forum/index.php Factorio forum].&lt;br /&gt;
&lt;br /&gt;
从这里开始学习会让你感到很轻松 [http://www.factorioforums.com/forum/viewforum.php?f=25 modding-Help-Board].这个社区总是有很多基佬回答具体问题。往往只要等待几分钟就有回复。 或者你可以试试 [[Modding FAQ]] 页面.&lt;br /&gt;
&lt;br /&gt;
== 授权信息 ==&lt;br /&gt;
&lt;br /&gt;
随着v0.11版本的到来所有mod需要有一个作者声明。 如果一个MOD没有作者声明，将被视为同意开源MOD代码，与所有玩家共享：[http://creativecommons.org/licenses/by-nc/4.0 Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)].&lt;br /&gt;
&lt;br /&gt;
附录&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=6202&amp;amp;p=48971#p48968 this forum article].&lt;br /&gt;
:作者也在文中指出, 仅仅能使用 base-mod (特指Factorio中的这一部分) 来创建新的MOD, 但是不能用来 &amp;quot;在异星工厂游戏之外开发新的软件&amp;quot;.&lt;br /&gt;
* http://www.factorio.com/terms-of-service&lt;br /&gt;
&lt;br /&gt;
== 从游戏存档（地图）中创建一个方案(scenario) ==&lt;br /&gt;
&lt;br /&gt;
一个常常被提及的问题是如何从一个地图创建一个方案(scenario)(也可以通过地图编辑器创建一个方案)：&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;
== 用地图编辑器创建一个方案(scenarios) ==&lt;br /&gt;
&lt;br /&gt;
自然，第一步也是用地图编辑器创建地图. 保存的地图将视为“方案(scenario)”，存储在专属的文件系统之中。 可以通过这个文件去体会它的作用。或者你可以浏览这个页面：&lt;br /&gt;
&lt;br /&gt;
== 概述 ==&lt;br /&gt;
&lt;br /&gt;
* [http://lua-api.factorio.com/latest/ official factorio lua API documentation]&lt;/div&gt;</summary>
		<author><name>Muink</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Modding/zh&amp;diff=165177</id>
		<title>Modding/zh</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Modding/zh&amp;diff=165177"/>
		<updated>2018-11-08T11:08:58Z</updated>

		<summary type="html">&lt;p&gt;Muink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
本页面将会带领您了解如何下载和安装mod，并且为方便您创建一个mod时所需而提供了一个和mod制作相关的概述。有关更详细的mod制作说明，您可以查看[[Tutorial:Modding_tutorial| mod制作教程]].如果您正在查找mod制作相关API，请前往该链接[http://lua-api.factorio.com/latest/ 官方 Factorio Lua API 文档]（注意，该文档为英文）。如果您希望如何安装zip格式的mod，请查看[[Application_directory|应用程序目录]]。&lt;br /&gt;
&lt;br /&gt;
== Mod 下载 &amp;amp; 安装 ==&lt;br /&gt;
&lt;br /&gt;
您可以在以下链接下载MOD:&lt;br /&gt;
&lt;br /&gt;
* [https://mods.factorio.com/ Mod portal (网页)]&lt;br /&gt;
* Mod portal (游戏内)&lt;br /&gt;
* [https://forums.factorio.com/viewforum.php?f=14&amp;amp;sid=68de6ef9ee46dcd7566653335917752b 论坛mod板块]&lt;br /&gt;
&lt;br /&gt;
=== Mod portal (website) ===&lt;br /&gt;
&lt;br /&gt;
Factorio的开发者创建论坛版块 [https://mods.factorio.com/ mod portal (website)] 使玩家可以分享各自制作的mod。 注意，从论坛下载的mod是zip格式，为了安装mod你需要将zip文件复制到 [[Application_directory#User_Data_directory|user data directory]] 并且不需要解压缩它。 你可以在游戏主菜单查看mod列表中是否存在该mod来检查你是否正确安装该mod。&lt;br /&gt;
&lt;br /&gt;
=== Mod portal (in-game) ===&lt;br /&gt;
&lt;br /&gt;
在网页 [https://mods.factorio.com/ mod portal (website)] 上的mod你可以在游戏内主菜单的mod下载页面查看。 游戏内置的mod下载与网页下载的不同主要在于它可以自动的下载与安装，并且可以随时启用和停用mod（网页版下载的也可以随时启用和停用！）。&lt;br /&gt;
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=== Mod subforum ===&lt;br /&gt;
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某些mod制作者将他们的mod上传到官方论坛子板块[https://forums.factorio.com/viewforum.php?f=14&amp;amp;sid=68de6ef9ee46dcd7566653335917752b mod subforum]来展示而没有提交至mod portal，或者&lt;br /&gt;
想在更新发布之前获取交流反馈。这类mod被作为附件上传。有时，你从论坛下载的mod同样使用了zip格式，你仅仅需要将它复制到[[Application_directory#User_Data_directory|user data directory]]就表示安装完成了，不需要解压缩。你可以在游戏主菜单查看mod列表中是否存在该mod来检查你是否正确安装该mod。&lt;br /&gt;
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=== Mod依赖 ===&lt;br /&gt;
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大多数的mod使用了factorio的base mod（包含全部官方内容的mod）。然而有些mod也可能会必须依赖于其他mod或者在其他可选依赖的mod安装之后可以提供额外功能。&lt;br /&gt;
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==== 必须依赖 ====&lt;br /&gt;
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当你安装一个mod时，它必须依赖于某个另外的mod才能工作，这种mod就被叫做必须依赖。&lt;br /&gt;
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==== 可选依赖 ====&lt;br /&gt;
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当一个mod建议你安装另一个mod并且在不安装被建议的mod也能工作时，这种mod即为可选依赖。&lt;br /&gt;
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==== 注意 ====&lt;br /&gt;
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当前的游戏内置mod下载平台不会下载任何依赖mod，因此那些依赖的mod需要玩家手动下载。然而这个功能在将来会被实现（该功能以及被提上日程）。&lt;br /&gt;
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== 开始工作 ==&lt;br /&gt;
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大纲在这里 [[Mods| Mod列表]] 和 [http://www.factorioforums.com/forum/index.php Factorio forum].&lt;br /&gt;
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从这里开始学习会让你感到很轻松 [http://www.factorioforums.com/forum/viewforum.php?f=25 modding-Help-Board].这个社区总是有很多基佬回答具体问题。往往只要等待几分钟就有回复。 或者你可以试试 [[Modding FAQ]] 页面.&lt;br /&gt;
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== 授权信息 ==&lt;br /&gt;
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随着v0.11版本的到来所有mod需要有一个作者声明。 如果一个MOD没有作者声明，将被视为同意开源MOD代码，与所有玩家共享：[http://creativecommons.org/licenses/by-nc/4.0 Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)].&lt;br /&gt;
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附录&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=6202&amp;amp;p=48971#p48968 this forum article].&lt;br /&gt;
:作者也在文中指出, 仅仅能使用 base-mod (特指Factorio中的这一部分) 来创建新的MOD, 但是不能用来 &amp;quot;在异星工厂游戏之外开发新的软件&amp;quot;.&lt;br /&gt;
* http://www.factorio.com/terms-of-service&lt;br /&gt;
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== 从游戏存档（地图）中创建一个方案(scenario) ==&lt;br /&gt;
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一个常常被提及的问题是如何从一个地图创建一个方案(scenario)(也可以通过地图编辑器创建一个方案)：&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;
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== 用地图编辑器创建一个方案(scenarios) ==&lt;br /&gt;
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自然，第一步也是用地图编辑器创建地图. 保存的地图将视为“方案(scenario)”，存储在专属的文件系统之中。 可以通过这个文件去体会它的作用。或者你可以浏览这个页面：&lt;br /&gt;
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== 概述 ==&lt;br /&gt;
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* [http://lua-api.factorio.com/latest/ official factorio lua API documentation]&lt;/div&gt;</summary>
		<author><name>Muink</name></author>
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