Modding: Difference between revisions
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* [[Lua objects]] | * [[Lua objects]] | ||
* [[Script interfaces]] | * [[Script interfaces]] | ||
* [[Data Lifecycle]] | |||
* [[Migration scripts]] | * [[Migration scripts]] | ||
* [[Modding FAQ]] | * [[Modding FAQ]] |
Revision as of 03:53, 23 March 2015
< Main Page
Modding is one of Factorios greatest features.
Getting started
A good overview is the list of mods or the Factorio forum.
A good starting point is also the modding-Help-Board. The community is always answering to concrete questions. Sometimes within minutes. Or you could try the Modding FAQ page.
Licensing
With v0.11 all mods needs to have a license. If a mod has no license it is assumed to have the a creative commons license: Attribution-NonCommercial 4.0 International (CC BY-NC 4.0).
See also
- In this article the devs explain also, that the base-mod (which is part of Factorio) can be used to create new mods, but not used for "outside of Factorio domain".
Creating a scenario from a saved game (map)
An often asked question is how to make a scenario (something which can be edited in the map-editor) from a map: Factorio can convert them (see also this post):
./bin/prod/factorio --map2scenario mapfoo
More about the client parameters
Creating scenarios with the map-editor
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 that files and try to understand, what they are for. Or you can read the following pages:
Overview
- Modding overview
- Prototype definitions
- Lua events
- Lua objects
- Script interfaces
- Data Lifecycle
- Migration scripts
- Modding FAQ
- Modding Tutorial
Other interesting stuff
- Tutorial: Create graphics for your mod..., how to generate sprite maps