In other languages: Deutsch Русский Українська 简体中文

Modding: Difference between revisions

From Official Factorio Wiki
Jump to navigation Jump to search
m (Fix red link)
Line 35: Line 35:
* [[Modding FAQ]]
* [[Modding FAQ]]
* [[Modding Tutorial]]
* [[Modding Tutorial]]
* [[Custom keyboard bindings]]
* [[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

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

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