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Difference between revisions of "Modding"

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* [[Lua objects]]
* [[Lua objects]]
* [[Script interfaces]]
* [[Script interfaces]]
* [[Data Lifecycle]]
* [[Lua/Data Lifecycle]]
* [[Migration scripts]]
* [[Migration scripts]]
* [[Modding FAQ]]
* [[Modding FAQ]]

Revision as of 09:18, 23 March 2015

< Main Page
'Diagram of entities' (objects on the map) class inheritance structure generated by doxygen. Taken From Friday Facts #18

Modding is one of Factorios greatest features.

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.


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: Attribution-NonCommercial 4.0 International (CC BY-NC 4.0).

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 that files and try to understand, what they are for. Or you can read the following pages:


Other interesting stuff