Updating Mods from 1.1 to 2.0

Some mods, made by Bob. Basically streaks every Factroio-area.

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ClintLSmith
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Updating Mods from 1.1 to 2.0

Post by ClintLSmith »

Hello everyone,

I have little programming experience and some essential mods have not been updated for 2.0. How difficult would it be for me to update these mods myself for use?

Thanks in advance and Happy Halloween!

Edit by block blast a day ago
Last edited by ClintLSmith on Wed Jun 18, 2025 6:30 am, edited 1 time in total.
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pioruns
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Re: Updating Mods from 1.1 to 2.0

Post by pioruns »

ClintLSmith wrote: Fri Jun 13, 2025 9:23 am Hello everyone,

I have little programming experience and some essential mods have not been updated for 2.0. How difficult would it be for me to update these mods myself for use?
If you have little programming experience, then most likely it will be impossible for you to upgrade the mods you're using on your own. Modding usually require expert knowledge about game engine, and upgrading someone elses obsolete mods require you to know even more - all intricacies about 1.1 and 2.0 game version, expert knowledge about particular mod your're upgrading, and everything in between.
ClintLSmith wrote: Fri Jun 13, 2025 9:23 am Thanks in advance and Happy Halloween!
Happy Friday!
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Re: Updating Mods from 1.1 to 2.0

Post by mmmPI »

Which mods ? Some indeed require expertise, but others can be simple to update, just changing the version number if the license allow or something
Pi-C
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Re: Updating Mods from 1.1 to 2.0

Post by Pi-C »

pioruns wrote: Fri Jun 13, 2025 11:03 am
ClintLSmith wrote: Fri Jun 13, 2025 9:23 am I have little programming experience and some essential mods have not been updated for 2.0. How difficult would it be for me to update these mods myself for use?
… Modding usually require expert knowledge about game engine, and upgrading someone elses obsolete mods require you to know even more - all intricacies about 1.1 and 2.0 game version, expert knowledge about particular mod your're upgrading, and everything in between.
Talking from my own experience, it may be quite hard to get going because there is so much too know, and you may need some time before you get comfortable with using the documentation. For me, it was quite overwhelming because there was so much information was spread between so many sections. Nevertheless, if you've played the game and have a general idea of how things are supposed to work, you may have a chance to update mods if you really put some work into it.

@ClintLSmith: You definitely should become familiar with the API. Fortunately, there is good documentation – and it's even archived by game version! I recommend to keep tabs with documentation for the latest version (currently 2.0.55) and the latest version of Factorio 1.1 (1.1.110) open in your browser. This way, you can easily see what has changed.

Also, you should start with updating smallish mods first. Mods that just create new or modify existing prototypes are a good starting point because you'll immediately notice when things don't work (because the game will crash on loading). Once you've succeeded with such data-stage-only mods, you may consider advancing to control scripting. This is (arguably) harder because your code has to work not only on your local computer, but also in multiplayer – making sure that your mod won't cause desyncs can be challenging.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
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