How do I add mods to Factorio manually?

This is the first mod I was dropping in just to test the gameplay with it out and with my limited experience with mods for this game all I have to go on is the description from the author which says it was tested with 0.12.2
When I look at the mod in the game to toggle it on or off under dependencies i get >= 0.12.2

This is the mod in question:

[MOD 0.12.x] Geothermal Spring Water Mod!
https://forums.factorio.com/viewtopic.php?f=94&t=14417

And again the full error text is:
__spring-water__/control.lua:27: attempt to index global 'game' (a nil value)

Originally i did extract the file folder into the mods section, but changed that out to the zip folder after reading above.

I am just trying to find alternative power sources than coal and solar is all here and if there is a better or an alternative that works and I missed something along the road here any help is appreciated.

Factorio Mod Portal website:

https://mods.factorio.com/

At this time, Factorio does not support the Steam Games workshop system.

Factorio's developers have instead created their own website called the Mod Portal to allow the players to share mods. You can access the Mod Portal from inside the game or directly from your browser outside the game.

Accessing Portal from inside Factorio:

Mods from the Mod Portal website can be accessed from the "Mods" option in the game's Main menu. Click the "install" button, and a list of the mods available on the Mod Portal will appear. Players can browse mods, and then download and install them automatically. You can also disable and enable mods from this menu.

Information on the mods provided within the install window is very brief. If you access the mods from your browser from your browser outside the game, you will have much more detailed information about the mods.

Downloading Mods directly and Manual Installation:

Mods can be downloaded directly from the Mod Portal in the form of .zip files.. To install the mod, you need to copy the zipped file into the mods directory located under the user data directory without unzipping it.

File location for Mods: On our Nodecraft Factorio servers, mods will be placed in the folder mods in the main directory (root directory)

Here are the file paths for the default installations of Factorio on the following operating systems:

  • For Windows: C:\Users\user name\AppData\Roaming\Factorio\mods\

  • For Linux: ~/.factorio/mods

  • For Mac OS X: ~/Library/Application Support/factorio/mods

If the mod is installed correctly, start Factorio, and it should show on the "mods" page accessed from the game's main menu. Mods can also be enabled or disabled from this menu.

This page tells you how to download and install mods, and gives a quick overview of what you should keep in mind when creating a mod. For more detailed instructions on creating mods, you may view the modding tutorial page. If you are looking for the modding API, check out the official Factorio Lua API documentation website. If you wish to know where to install a mod which is in a zipped format, please read the instructions on the application directory page.

Downloading & installing mods

You can download the mods from the following places:

  • Mod portal (in-game)
  • Mod portal (website)
  • Mod subforum

Mod portal (in-game)

The "Mods" section of the main menu is the best way to get mods. It combines downloading & installing, checking installed mods for updates, and enabling/disabling installed mods.

Mod portal (website)

The mod portal (website) is the center of mod hosting, where authors upload mods, and you can find previous versions, and discussions. Mods come as ZIP files, installed by copying (not unzipping) into the "mods" directory in the user data directory. Verify a successful installation by viewing the "Mods" list through the main menu, in-game.

Mod subforum

Mod authors maintain threads in the official mod subforum to support their work. There may be experimental mods or updates here that aren't available on the main portal. They will be downloaded as ZIP files, either as forum "attachments", or with a link to a hosting site. These are installed the same way as mods downloaded from the portal.

Dependencies

Many mods use Factorio's base mod as their only dependency which you do not have to install separately. However, some mods may require you to install other mods for them to work and can also make suggestions for you to install other mods for them to extend their functionality.

Required dependency

When a mod you installed requires you to install another mod for it to work, the other mod, in this case, is a required dependency. The in-game mod portal automatically downloads required dependencies when downloading any mod.

Optional dependency

When a mod makes a suggestion to install another mod, but if it does not need that other mod for it to work, the other mod, in this case, is an optional dependency. You can install the optional dependencies which extend the functionality of a mod to enhance your gaming experience with the mod.

Incompatibility

The dependencies can also be used to declare a mod to be incompatible with other mods, which prevents them from being loaded together.

Creating mods

See also: Modding tutorial

API documentation

  • Prototype documentation — What prototypes can be added to the game, and what are their properties
  • Documentation of the runtime API — Hook into events and change the world around the player.
  • Mod structure — The basic structure of all mods
  • Factorio data github repository — Tracks changes of the Lua prototype definitions in Factorio between releases.
  • Data.raw — Lists the names and types of all built-in prototypes

Lua scripting

You need to use the Lua programming language (version 5.2.1) to create any mods in Factorio. The game's mod system injects your code into the startup and to the data construction stage of the game. You can use any text editor to write the code for your mod. Well-known text editors that offer syntax highlighting for Lua are Notepad++ and Sublime Text.

Useful resources for Lua:

  • Lua tutorial
  • Lua reference manual
  • Lua REPL : A Lua read-eval-print-loop, essentially a sandbox.

Licensing

Every mod requires a license since Factorio v0.11. If a mod has no license, it is assumed to have a Creative Commons license — Attribution-Noncommercial 4.0 International (CC BY-NC 4.0). However, it is possible to purposely make the mod unlicensed, to allow the code within it to be available to the public domain. The most popular distribution licenses for Factorio mods are the MIT license and the GPLv3 license.

Other useful legal links include:

  • Forum post on allowed use of base-mod content
  • Factorio terms of service
  • Choose a license

See also

  • Category:Technical — Documentation of technical formats and API's not related to modding

Where do I put mods in Factorio?

Mods come as ZIP files, installed by copying (not unzipping) into the "mods" directory in the user data directory. Verify a successful installation by viewing the "Mods" list through the main menu, in-game.

Can you add mods to an existing Factorio world?

Re: Adding a mod to a existing save file. If you want to add the mod yourself to you own 10 hour save game, you need to download the mod, "enable it" , this will reload the game, depending on your options it is automatic or not, then you can check in "mod" you will have [v]basemod and [v]bottleneck.

Why can't I download mods Factorio?

You need the x version to able to auto update your mods. Right click on Factorio drop down to properties on Steam properties under Betas change to 1.1. x not 36. You need the x version to able to auto update your mods.