Modding
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Modding in Factorio allows for more content created by the community.
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.
The Official Lua API documentation is a great reference for understanding the Factorio functions and types in the game.
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
- 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 those files to get a better understanding as to what they are for, or you can read the following pages:
Overview
- Modding overview
- Prototype definitions
- Data.raw
- Lua events
- Lua objects
- Script interfaces
- Lua/Data Lifecycle
- Migration scripts
- Modding FAQ
- Modding Tutorial
See also
- Tutorial: Create graphics for your mod..., how to generate sprite maps