So, I've spent some time recently to throw together this bit of a text:
https://wiki.factorio.com/User:Adil/Modding_tutorial
Currently it is somewhat equivalent of Freer's manual except it's up to date and has more typos.
I hope to add a few more chapters, namely migrations and scenario making. I guess there also could be some list of bitty modder knowledges like peculiar lua things and bugs or those weird prototype tricks like trigger_created_entity for example.
For now it could use some proofreading if anyone is willing.
And I'm actually not at all used to the wiki coding, so the guide's formatting consists of the bits I've scavenged from the previous tutorial. So, if you see a way the guide might become more illustrative - do not be silent.
Incomplete guide to factorio modding
Incomplete guide to factorio modding
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.
I also update mods, some of them even work.
Recently I did a mod tutorial.
Re: Incomplete guide to factorio modding
Hey there Adil, just dropping by to say that I did in fact see your reply on the Wiki. Funnily enough, I don't use the forum that often. While I don't have any suggestions, I'm happy that you're taking the time to update it. If you don't mind, I could look it over and fix a few typos and whatnot. Do let me know what you decide, and if you need any help with formatting.
I'm an administrator over at the Factorio wiki. If you have any questions about the wiki, or concerns, please do not hesitate to contact me. I'm on the subreddit (/r/factorio, /u/Gangsir) as well.
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Re: Incomplete guide to factorio modding
I note that migrations are not discussed in your tutorial.
By far, migration code was the hardest thing to deal with when coding Complicated Recipes, with all of my tech result modifications and whatnot.
It would be helpful for new modders who want to change existing technologies to learn how migrations work.
That, and how the pretty convoluted item group/subgroup and item order system works.
By far, migration code was the hardest thing to deal with when coding Complicated Recipes, with all of my tech result modifications and whatnot.
It would be helpful for new modders who want to change existing technologies to learn how migrations work.
That, and how the pretty convoluted item group/subgroup and item order system works.
Re: Incomplete guide to factorio modding
Well, I guess I'm done.
I did add the chapter about making scenarios, and about migrations and about making mod fast.
I myself do not intend to change anything I've already wrote. Something might be added to the middle chapter, which deals with various modding tricks but, as some great person said:
I did add the chapter about making scenarios, and about migrations and about making mod fast.
I myself do not intend to change anything I've already wrote. Something might be added to the middle chapter, which deals with various modding tricks but, as some great person said:
If you want to read and edit, treat it as if it is out of active development.Some great person wrote:I don't have timeline for that, hehehe...
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.
I also update mods, some of them even work.
Recently I did a mod tutorial.