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[[File:Fff-18-entity-graph.jpg|400px|thumb|'Diagram of entities' (objects on the map) class inheritance structure generated by doxygen. Taken From Friday Facts #18 http://www.factorio.com/blog/post/fff-18]]
This page tells you how to download and install mods, and gives a quick overview of what you should keep in mind when creating a mod. For more detailed instructions on creating mods, you may view the [[Tutorial:Modding_tutorial| modding tutorial page]]. If you are looking for the modding API, check out the [http://lua-api.factorio.com/latest/ official Factorio Lua API documentation] website. If you wish to know where to install a mod which is in a zipped format, please read the instructions on the [[Application_directory|application directory]] page.


==Resources==
== Downloading & installing mods ==
This page is a starting point, but you'll often want more depth.
* [[Modding FAQ]] page
* The [http://www.factorioforums.com/forum/viewforum.php?f=25 Modding Help board] has a great community and focuses on answering modding questions
* The [http://lua-api.factorio.com/ Official Lua API documentation] is a great reference for understanding the Factorio functions and types in the game.
* You can also find inspiration from any of the mod databases listed on the [[Mods|Mods page]].


==Licensing==
You can download the mods from the following places:
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.


See also
* Mod portal (in-game)
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&t=6202&p=48971#p48968 Forum post on allowed use of base-mod content]
* [https://mods.factorio.com/ Mod portal (website)]
* [http://www.factorio.com/terms-of-service Factorio terms of service]
* [https://forums.factorio.com/viewforum.php?f=14&sid=68de6ef9ee46dcd7566653335917752b Mod subforum]


==Creating a scenario from a saved game (map)==
=== Mod portal (in-game) ===
An often asked question is how to make a scenario (something which can be edited in the map editor) from a map:
[http://www.factorioforums.com/forum/viewtopic.php?f=18&t=2844 Factorio can convert them] ([http://www.factorioforums.com/forum/viewtopic.php?f=5&t=3801&p=28289#p28289 see also this post]):
./bin/prod/factorio --map2scenario mapfoo


[[Console#Command_Line_Parameters|More about the client parameters]]
The "Mods" section of the main menu is the best way to get mods. It combines downloading & installing, checking installed mods for updates, and enabling/disabling installed mods.


==Creating scenarios with the map editor==
=== Mod portal (website) ===
Another first step is also making maps with the ingame editor. That stores the map as a '''scenario''', 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:


The [https://mods.factorio.com/ mod portal (website)] is the center of mod hosting, where authors upload mods, and you can find previous versions, and discussions. Mods come as ZIP files, installed by copying (not unzipping) into the "mods" directory in the [[Application_directory#User_Data_directory|user data directory]]. Verify a successful installation by viewing the "Mods" list through the main menu, in-game.
=== Mod subforum ===
Mod authors maintain threads in the official [https://forums.factorio.com/viewforum.php?f=14&sid=68de6ef9ee46dcd7566653335917752b mod subforum] to support their work. There may be experimental mods or updates here that aren't available on the main portal. They will be downloaded as ZIP files, either as forum "attachments", or with a link to a hosting site. These are installed the same way as mods downloaded from the portal.
=== Dependencies ===
Many mods use Factorio's base mod as their only dependency which you do not have to install separately. However, some mods may require you to install other mods for them to work and can also make suggestions for you to install other mods for them to extend their functionality.
==== Required dependency ====
When a mod you installed requires you to install another mod for it to work, the other mod, in this case, is a required dependency. The in-game mod portal automatically downloads required dependencies when downloading any mod.
==== Optional dependency ====
When a mod makes a suggestion to install another mod, but if it does not need that other mod for it to work, the other mod, in this case, is an optional dependency. You can install the optional dependencies which extend the functionality of a mod to enhance your gaming experience with the mod.
==== Incompatibility ====
The dependencies can also be used to declare a mod to be incompatible with other mods, which prevents them from being loaded together.
=== Automatic mod sync for saves and multiplayer games ===
When trying to join a multiplayer game that uses mods, the game will offer to synchronize the mods with the server. Confirming the mod sync will automatically download and enable all mods used by the server. The mod startup settings can be synced as well. When syncing mods to a multiplayer server, the game will download the exact same mod versions as the server is using.
When loading a save file without the mods for that save, or with changed mod settings, the game will offer to synchronize the mods with the save file. Confirming the mod sync will automatically download and enable all mods used by the save file. The mod startup settings can be synced as well. When syncing with a save file, the game will use the latest mod versions by default.
It's possible to manually sync mods to a save file by navigating to it in the "Load game" menu and clicking the "Sync mods with save" button in the top right. By default, this enables the latest version of the mods. When using {{Keybinding|ctrl|lmb}} to click the "Sync mods with save" button, the game will use the exact same mod versions as the save file.
== Creating mods ==
: ''See also: [[Tutorial:Modding tutorial|Modding tutorial]]''
=== API documentation ===
* [https://lua-api.factorio.com/latest Modding API docs] - Overview page of the modding API documentation website
** [https://lua-api.factorio.com/latest/index-prototype.html Prototype documentation] — What prototypes can be added to the game, and what are their properties
** [https://lua-api.factorio.com/latest/index-runtime.html Documentation of the runtime API] — Hook into events and change the world around the player
* [[Tutorial:Mod structure|Mod structure]] — The basic structure of all mods
* [https://github.com/wube/factorio-data Factorio data GitHub repository] — Tracks changes of the Lua prototype definitions in Factorio between releases
* [[Data.raw]] — Lists the names and types of all built-in prototypes
=== Lua scripting ===
You need to use the Lua programming language (version 5.2.1) to create any mods in Factorio. The game's mod system injects your code into the startup and to the data construction stage of the game. You can use any text editor to write the code for your mod. Well-known text editors that offer syntax highlighting for Lua are Notepad++ and Visual Studio Code.
Useful resources for Lua:
* [http://lua-users.org/wiki/TutorialDirectory Lua tutorial]
* [https://www.lua.org/manual/5.2/ Lua reference manual]
* [https://repl.it/languages/lua Lua REPL] : A Lua read-eval-print-loop, essentially a sandbox.
=== Third-Party Tools ===
There is a wide variety of tools contributed by community members to help in mod development, such as plugins for IDEs to provide auto-completion, debuggers, as well as scripts to automate common tasks regarding translations or packaging.
* [https://forums.factorio.com/viewforum.php?f=135 Factorio sub-forum for mod development tools]


== See also ==
== See also ==
* Tutorial: [http://www.factorioforums.com/forum/viewtopic.php?f=15&t=8613 Create graphics for your mod...], how to generate sprite maps
* [[:Category:Technical]] — Documentation of technical formats and API's not related to modding
* [[Modding/Overview|Modding overview]]
 
* [[Script interfaces]]
{{C|Modding}}
* [[Migration scripts]]
* [[Modding FAQ]]
* [[Modding Tutorial]]
* [http://lua-api.factorio.com/latest/ Official Factorio lua API documentation]

Latest revision as of 16:45, 1 December 2024

This page tells you how to download and install mods, and gives a quick overview of what you should keep in mind when creating a mod. For more detailed instructions on creating mods, you may view the modding tutorial page. If you are looking for the modding API, check out the official Factorio Lua API documentation website. If you wish to know where to install a mod which is in a zipped format, please read the instructions on the application directory page.

Downloading & installing mods

You can download the mods from the following places:

Mod portal (in-game)

The "Mods" section of the main menu is the best way to get mods. It combines downloading & installing, checking installed mods for updates, and enabling/disabling installed mods.

Mod portal (website)

The mod portal (website) is the center of mod hosting, where authors upload mods, and you can find previous versions, and discussions. Mods come as ZIP files, installed by copying (not unzipping) into the "mods" directory in the user data directory. Verify a successful installation by viewing the "Mods" list through the main menu, in-game.

Mod subforum

Mod authors maintain threads in the official mod subforum to support their work. There may be experimental mods or updates here that aren't available on the main portal. They will be downloaded as ZIP files, either as forum "attachments", or with a link to a hosting site. These are installed the same way as mods downloaded from the portal.

Dependencies

Many mods use Factorio's base mod as their only dependency which you do not have to install separately. However, some mods may require you to install other mods for them to work and can also make suggestions for you to install other mods for them to extend their functionality.

Required dependency

When a mod you installed requires you to install another mod for it to work, the other mod, in this case, is a required dependency. The in-game mod portal automatically downloads required dependencies when downloading any mod.

Optional dependency

When a mod makes a suggestion to install another mod, but if it does not need that other mod for it to work, the other mod, in this case, is an optional dependency. You can install the optional dependencies which extend the functionality of a mod to enhance your gaming experience with the mod.

Incompatibility

The dependencies can also be used to declare a mod to be incompatible with other mods, which prevents them from being loaded together.

Automatic mod sync for saves and multiplayer games

When trying to join a multiplayer game that uses mods, the game will offer to synchronize the mods with the server. Confirming the mod sync will automatically download and enable all mods used by the server. The mod startup settings can be synced as well. When syncing mods to a multiplayer server, the game will download the exact same mod versions as the server is using.

When loading a save file without the mods for that save, or with changed mod settings, the game will offer to synchronize the mods with the save file. Confirming the mod sync will automatically download and enable all mods used by the save file. The mod startup settings can be synced as well. When syncing with a save file, the game will use the latest mod versions by default.

It's possible to manually sync mods to a save file by navigating to it in the "Load game" menu and clicking the "Sync mods with save" button in the top right. By default, this enables the latest version of the mods. When using CTRL + Left mouse button to click the "Sync mods with save" button, the game will use the exact same mod versions as the save file.

Creating mods

See also: Modding tutorial

API documentation

Lua scripting

You need to use the Lua programming language (version 5.2.1) to create any mods in Factorio. The game's mod system injects your code into the startup and to the data construction stage of the game. You can use any text editor to write the code for your mod. Well-known text editors that offer syntax highlighting for Lua are Notepad++ and Visual Studio Code.

Useful resources for Lua:

Third-Party Tools

There is a wide variety of tools contributed by community members to help in mod development, such as plugins for IDEs to provide auto-completion, debuggers, as well as scripts to automate common tasks regarding translations or packaging.

See also

  • Category:Technical — Documentation of technical formats and API's not related to modding