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Difference between revisions of "Modding"

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Modding in Factorio allows for more content created by the community.
 
Modding in Factorio allows for more content created by the community.
  
==Getting started==
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==Overview==
A good overview is the [[Mods| list of mods]] or the [http://www.factorioforums.com/forum/index.php Factorio forum].
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* [[Modding overview]]
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* [[Prototype definitions]]
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* [[Data.raw]]
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* [[Lua/Events|Lua events]]
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* [[Lua objects]]
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* [[Script interfaces]]
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* [[Lua/Data Lifecycle]]
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* [[Migration scripts]]
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* [[Modding FAQ]]
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* [[Modding Tutorial]]
  
A good starting point is also the [http://www.factorioforums.com/forum/viewforum.php?f=25 modding-Help-Board]. The community is always answering to concrete questions. Sometimes within minutes. Or you could try the [[Modding FAQ]] page.
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==Resources==
 
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This page is a starting point, but you'll often want more depth.
The [http://lua-api.factorio.com/ Official Lua API documentation] is a great reference for understanding the Factorio functions and types in the game.
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* [[Modding FAQ]] page
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* The [http://www.factorioforums.com/forum/viewforum.php?f=25 Modding Help board] has a great community and focuses on answering modding questions
 +
* The [http://lua-api.factorio.com/ 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|Mods page]].
  
 
==Licensing==
 
==Licensing==
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See also
 
See also
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&t=6202&p=48971#p48968 this forum article].
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* [http://www.factorioforums.com/forum/viewtopic.php?f=6&t=6202&p=48971#p48968 Forum post on allowed use of base-mod content]
: 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".
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* [http://www.factorio.com/terms-of-service Factorio terms of service]
* http://www.factorio.com/terms-of-service
 
  
 
==Creating a scenario from a saved game (map)==
 
==Creating a scenario from a saved game (map)==
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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:
 
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 events]]
 
* [[Lua objects]]
 
* [[Script interfaces]]
 
* [[Lua/Data Lifecycle]]
 
* [[Migration scripts]]
 
* [[Modding FAQ]]
 
* [[Modding Tutorial]]
 
  
 
== See also ==
 
== See also ==
 
* Tutorial: [http://www.factorioforums.com/forum/viewtopic.php?f=15&t=8613 Create graphics for your mod...], how to generate sprite maps
 
* Tutorial: [http://www.factorioforums.com/forum/viewtopic.php?f=15&t=8613 Create graphics for your mod...], how to generate sprite maps

Revision as of 01:54, 20 September 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.

Overview

Resources

This page is a starting point, but you'll often want more depth.

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