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Mods that cause dsync factorio
Mods that cause dsync factorio








mods that cause dsync factorio
  1. #Mods that cause dsync factorio mod#
  2. #Mods that cause dsync factorio mods#
  3. #Mods that cause dsync factorio code#
  4. #Mods that cause dsync factorio professional#
  5. #Mods that cause dsync factorio series#

Within stages, mods are loaded by dependency, then by alphabetical order. Emacs, Vim, Sublime Text, VSCode, and Notepad++ are all viable candidates. Additionally, using an editor that allows ease of typing and Lua language support is recommended. When the tutorial gets to making the mod, this will be explained further.

#Mods that cause dsync factorio mod#

The best way to develop a mod is to develop it in a place where it can be easily tested. In addition to these sites, there is also many resources to be found created by the community, such as this tutorial. You will need to check these sites often, so the author recommends bookmarking them. Prototype definitions contains and links to information all around prototypes, listing their inheritance structure and their properties.

mods that cause dsync factorio

The scripting API site contains information on Factorio's classes and information on events that you can hook into. Get used to using these sites, as they will become frequent visits you will make while you develop mods. To aid in the use of this API, the devs have kindly provided fairly comprehensive documentation of scripting at their API site and documentation all around prototypes on this wiki.

#Mods that cause dsync factorio professional#

This may be different than other games that offer modding, but this is a more professional and proper way of supporting modding.

#Mods that cause dsync factorio code#

This API allows adding scripts to the Factorio init process, to modify it without the source code of the base game being exposed, or modifying memory. Factorio is a game that is coded in the language C++, with an API provided by Wube (the developers of Factorio) to mod Factorio in the programming language Lua (version 5.2.1). Since we are trying to become a modder, we need a more detailed explanation. You may be tempted to answer in lieu of the about page, but that is what a player would say. More terminology may be declared and defined later in this tutorial.īefore we can start modding Factorio, we must understand what Factorio is. Each item in-game is an instance of the respective item prototype. Item Items are what is moved around in inventories, by inserters and on belts, etc. More on this in the control scripting section.

mods that cause dsync factorio

There are several events that mods may connect functions to, such as on_entity_died, etc. Event An event is a recurring.event, that is triggered internally by the game. By default, there is only one surface in Factorio, referred to internally as "nauvis", or game.surfaces, but mods may create additional surfaces through the API. It is composed of terrain, such as grass, sand, and water, and all the entities on the surface. Surface A surface is a bit like a dimension. A prototype is used to create an instance of an entity/item/etc, and many functionally identical entities/items/etc will use the same prototype. It defines stats, like what an entity actually is, an item's stack size, a recipe's ingredients etc. Prototype A prototype describes an instance of an entity, item or recipe etc, a bit like a template. Player All the data that defines a player, such as username, online time or the current zoom level. Character The actual entity that the player manipulates the world through. This can be 'machines' or free-moving objects like the character. Examples of entities include the character, an assembling machine, a biter, etc. Entity An entity in Factorio is anything in the game that is not a concept, event, or tile.

#Mods that cause dsync factorio series#

Mod A script or series of scripts that allow modifications to the game through the API. This tutorial was updated to version 1.1, so any viewers in the future should take note that some minor changes may have been made, and should look at the changelogs up to the current version.īefore we start the tutorial, a few terms and definitions should be laid out, to ensure the reader understands. Eg:Ĭode tinted purple like this should not be included into the mod, it's just for educational/example purposes, and to boost understanding. Place the code in the box into that file. Whenever code is added to the mod, a Lua comment with the file name will be at the beginning of the green box. The best way to do this is to copy and paste, to ensure faithful reproduction.

  • 9.1 Use local variables that are not final outside of event hooksīefore we start the tutorial, a few things to note:Ĭode tinted green like this should be included into the mod this tutorial is going to create If the reader follows along with it.
  • 6.1 Creation of the directory structure.
  • 5 The major components to any Factorio mod.









  • Mods that cause dsync factorio