Mods: Difference between revisions
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Revision as of 16:44, 11 December 2013
List of user made mods
Process not defined. Please look into the discussion Talk:Mods:Main_page.
Mod | Latest release | Compatible with Factorio | Author | Dependencies | Link to Forum/Download page | Additional notes/Info |
---|---|---|---|---|---|---|
DyTech | 0.5.1 | 0.7.x | Dysoch | base | [1] | Usage together with Inserter mod is not recommended! Inserter Mod doesnt add anything when detecting DyTech, Dytech has better and other inserters added! |
F-mod | 1.6.6 | 0.7.x | ficolas | base | [2] | -- |
Inserters | 1.0.1 | 0.7.x | Heinrich, but maintained by Dysoch | base >= 0.7.1, ?DyTech | [3] | Usage together with DyTech is not recommended! Inserter Mod doesnt add anything when detecting DyTech, Dytech has better and other inserters added! |
ExampleMod | 0.1 | 0.0.1 | User:Ssilk and others | base | [4] | you may use this template to create a new mod |
Dependencies?
Dependencies are used to tell the game what order mods should be loaded. A mod that has dependency gets loaded after the mod it depends. The mod will not be active if it has dependency to a mod that is missing, disabled (by user) or invalid (by dependency of depended mod)
- base is the default game data that comes with Factorio.
Modding_overview#Mod_meta_information
How to use mods
Using the mods is very easy.
- Download the mod you would like and unzip it.
- Copy the mod into the game's mods directory. Mods directory locations depends on your operating system.
- Windows: C:\Program Files\Factorio\mods
- OSx: ~/Library/Application Support/factorio/mods
- Linux: ~/.factorio/mods
- Run the game
- Open the Mods menu and make sure the mod is enabled (requires restart on changes)
- Enjoy your installed mod