In other languages: Deutsch Русский Українська 中文

Modding: Difference between revisions

From Official Factorio Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 4: Line 4:


Modding is one of Factorios greatest features.
Modding is one of Factorios greatest features.
== Getting started ==
A good overview is the [[Mods| list of mods]] or the [http://www.factorioforums.com/forum/index.php Factorio forum].
A good overview is the [[Mods| list of mods]] or the [http://www.factorioforums.com/forum/index.php Factorio forum].


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.
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.
== Licensing ==
Since v0.11 all (new) mods needs to have a license. If a mod has now 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)].
See also [http://www.factorioforums.com/forum/viewtopic.php?f=6&t=6202&p=48971#p48968 this forum article].
== 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:
An often asked question is how to make a scenario (something which can be edited in the map-editor) from a map:
Line 13: Line 25:


[[GameClient|More about the client parameters]]
[[GameClient|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:
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:
== Overview ==


* [[Modding overview]]
* [[Modding overview]]

Revision as of 16:36, 27 October 2014

< 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 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.

Licensing

Since v0.11 all (new) mods needs to have a license. If a mod has now license it is assumed to have the a creative commons license: Attribution-NonCommercial 4.0 International (CC BY-NC 4.0).

See also this forum article.

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:

Overview