Modding: Difference between revisions
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[[File:Fff-18-entity-graph.jpg|400px|thumb|'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]] | [[File:Fff-18-entity-graph.jpg|400px|thumb|'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]] |
Revision as of 01:57, 20 September 2016
Modding in Factorio allows for more content created by the community.
- Modding overview
- Prototype definitions
- Data.raw
- Lua events
- Lua objects
- Script interfaces
- Lua/Data Lifecycle
- Migration scripts
- Modding FAQ
- Modding Tutorial
Resources
This page is a starting point, but you'll often want more depth.
- Modding FAQ page
- The Modding Help board has a great community and focuses on answering modding questions
- The 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 page.
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
- Tutorial: Create graphics for your mod..., how to generate sprite maps