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Difference between revisions of "Modding"

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==Licensing==
 
==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: [http://creativecommons.org/licenses/by-nc/4.0 Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)].
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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
 
See also
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==Creating a scenario from a saved game (map)==
 
==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:
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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]):
 
[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
 
  ./bin/prod/factorio --map2scenario mapfoo
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[[GameClient|More about the client parameters]]
 
[[GameClient|More about the client parameters]]
  
==Creating scenarios with the map-editor==
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==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:
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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==
 
==Overview==

Revision as of 06:15, 29 May 2016

< Main Page
File:Fff-18-entity-graph.jpg
'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

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

Other interesting stuff