hello i am propper new to editing but i wish to make a mod or atleast change my game. so when i start i have a few more items than the basic set.
1. is the a program you guys use to save/edit/create your mods with or a program like notepad++ is all thats needed
2. i want to be able to change what i start the game with so im not looking to edit the save game
3. i found a basic introdiction to modding that was less than helpfull(all it did was point me to where i need to save my mod)
4. i wish to add
a. 3 wooden chests
b. 12 burner mining drill
c. 4 stacks of coal
4. or perhaps just the raw resorses to make these things
a. 8x raw wood
b. 60x stone + 108 iron plate
c. 256 coal
so as you can see nothing to drastic just enouth to jump start the game. i came up with the idea after spending 30min playing just to find out im on an island! with no where to go...would not be so much of a problem if flight unlocked a plane.
hope some one can help. or even take my idea and make it into a small mod i am sure a few more people would like this also
basic mod-changing starter items
-
- Manual Inserter
- Posts: 4
- Joined: Fri May 02, 2014 9:04 pm
- Contact:
-
- Manual Inserter
- Posts: 4
- Joined: Fri May 02, 2014 9:04 pm
- Contact:
Re: basic mod-changing starter items
as an update i have found this post
https://forums.factorio.com/forum/vie ... =25&t=2465
but it doesent help because erm i dont have a data folder(odd i know) i just have
config
mods
saves
temp
https://forums.factorio.com/forum/vie ... =25&t=2465
but it doesent help because erm i dont have a data folder(odd i know) i just have
config
mods
saves
temp
Re: basic mod-changing starter items
- I use notepad++ for the syntax highlighting and being able to collapse long blocks of code that I don't need to look at for what I'm currently doing, but any text editor will work (heck, you could technically use dos/linux type/cat and echo >> file.lua commands but why would you want to? lol). I'm currently playing around with gvim but it's got a decent learning curve...
- To change what you start with you would use a control.lua file and use game.player.insert{name="code_name_of_item", count=amount_to_start_with} within an game.oninit(function() --insertion code here) block (you can look in Factorio\data\base\scenarios\freeplay\control.lua to see how the devs did it) and of course you can look through the data\base\locale files to find out what the code name of an item is (locale lists the translations from code_name to in game name, the locale\'en' folder is English fyi) or through the data\base\prototypes\ files, but they have more detail in them
- I made a modding tutorial quite some time ago (start back in 0.3, updated to 0.4.1 and then to 0.7.1, not updated since but the basics are mostly the same) that's on the wiki but a bit difficult to find I suppose (you have to search for 'modding tutorial' since it's not linked anywhere). It's located here
<I'm really not active any more so these may not be up to date>
~FreeER=Factorio Modding
- Factorio Wiki
- My Factorio Modding Guide
- Wiki Modding Guide
Feel free to pm me
Or drop into #factorio on irc.esper.net
~FreeER=Factorio Modding
- Factorio Wiki
- My Factorio Modding Guide
- Wiki Modding Guide
Feel free to pm me
Or drop into #factorio on irc.esper.net
Re: basic mod-changing starter items
Hm, the only way I can see that you wouldn't have 'data' is if you are looking at the AppData folder, the actual 'data' folder is located in the installation directory which is (assuming a windows os) C:\Program Files\Factorio\data.sparkymith wrote:as an update i have found this post
https://forums.factorio.com/forum/vie ... =25&t=2465
but it doesent help because erm i dont have a data folder(odd i know) i just have
config
mods
saves
temp
The AppData folder is used for config/mods/saves/temp with the installed version whereas if you use the zip download of Factorio everything is saved with the data folder (in the install directory), I use the zip version of Factorio so that when I am working on a mod I don't have to switch between the appdata folder and the install directory to see the base data files (copy and pasting is much easier than remembering everything lol).
<I'm really not active any more so these may not be up to date>
~FreeER=Factorio Modding
- Factorio Wiki
- My Factorio Modding Guide
- Wiki Modding Guide
Feel free to pm me
Or drop into #factorio on irc.esper.net
~FreeER=Factorio Modding
- Factorio Wiki
- My Factorio Modding Guide
- Wiki Modding Guide
Feel free to pm me
Or drop into #factorio on irc.esper.net
Re: basic mod-changing starter items
And if you are lazy I made a small mod for you :3
(Great I am to late XD)
I am using the normal texteditor ;3
but you choose what you use.
Greetings Kyte
Edit1: Shit didnt see the posts XD
(Great I am to late XD)
I am using the normal texteditor ;3
but you choose what you use.
Greetings Kyte
Edit1: Shit didnt see the posts XD
- Attachments
-
- sparkymod.rar
- (2.06 KiB) Downloaded 151 times
My awesome mod! Dustcraft! (At the moment Work in Progress)
This mod adds Uranium, Atomic Power, Radiation, new type of cars and more!
https://forums.factorio.com/forum/vie ... =32&t=3334
This mod adds Uranium, Atomic Power, Radiation, new type of cars and more!
https://forums.factorio.com/forum/vie ... =32&t=3334
Re: basic mod-changing starter items
Thanks, i was looking for something like that. Also, how would I do the opposite? Can I make a mod that removes starting items?Kyte wrote:And if you are lazy I made a small mod for you :3
(Great I am to late XD)
I am using the normal texteditor ;3
but you choose what you use.
Greetings Kyte
Edit1: Shit didnt see the posts XD
Re: basic mod-changing starter items
You'd use something like thisUltimoos wrote:Also, how would I do the opposite? Can I make a mod that removes starting items?
Code: Select all
character.removeitem{name="iron-plate", count=40} -- remove 40 iron plates from the character, or less if character doesn't have 40
character.removeitem{name="coal", count=character.getitemcount("coal")} -- remove all coal from the character
Re: basic mod-changing starter items
Thanks a lotFreeER wrote:You'd use something like thisUltimoos wrote:Also, how would I do the opposite? Can I make a mod that removes starting items?Code: Select all
character.removeitem{name="iron-plate", count=40} -- remove 40 iron plates from the character, or less if character doesn't have 40 character.removeitem{name="coal", count=character.getitemcount("coal")} -- remove all coal from the character