Modding: Difference between revisions
		
		
		
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* [[Modding FAQ]]  | * [[Modding FAQ]]  | ||
* [[Modding Tutorial]]  | * [[Modding Tutorial]]  | ||
* [[  | * [[Keyboard bindings]]  | ||
* [http://lua-api.factorio.com/latest/ Official Factorio lua API documentation]  | * [http://lua-api.factorio.com/latest/ Official Factorio lua API documentation]  | ||
Revision as of 21:19, 27 February 2017
Resources
This page is a starting point, but you'll often want more depth.
- Modding FAQ page
 - The Modding Help board has a great community and focuses on answering modding questions
 - The 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 page.
 
Licensing
All mods require a license since v0.11. If a mod has no license it is assumed to have a Creative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) license.
See also
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 those files to get a better understanding as to what they are for, or you can read the following pages:
See also
- Tutorial: Create graphics for your mod..., how to generate sprite maps
 - Modding overview
 - Script interfaces
 - Migration scripts
 - Modding FAQ
 - Modding Tutorial
 - Keyboard bindings
 - Official Factorio lua API documentation