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manual:subwaysim:getting_started:modding_framework_explained [2025/12/11 13:55] dcsmanual:subwaysim:getting_started:modding_framework_explained [2026/08/20 15:08] (current) sho
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 For modding, the most important elements are: For modding, the most important elements are:
  
-  * The **Plugins** folder   +  * The file **SubwaySim2.uproject** 
-  * The files **BuildMod.bat** and **SubwaySim2.uproject**+  * The **Plugins** folder 
 +  The **Mount** folder
  
 These components form the foundation of every modding workflow. These components form the foundation of every modding workflow.
  
-{{:manual:subwaysim:framework_explained:sdk1.png?nolink&500|}} +{{:manual:subwaysim:getting_started:sdk1_neu.png?nolink&500|}}
  
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 We strongly recommend always starting the editor via this file to avoid loading issues or missing configurations. We strongly recommend always starting the editor via this file to avoid loading issues or missing configurations.
- 
----- 
- 
-===== BuildMod.bat ===== 
- 
-The **BuildMod.bat** file is one of the core components of the SDK.   
-This batch script is responsible for building your mod and packaging it into a final **.pak** file. 
- 
-Whenever you reach the stage where your mod is ready for packaging, this file will become essential. 
- 
-More information can be found here:   
-[[handbuch:subwaysim:map_construction:prepare_map|Prepare a Map for SubwaySim]] 
  
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 This plugin is a core part of the SubwaySim 2 framework and provides all necessary tools, functions, and helper assets needed for modding. This plugin is a core part of the SubwaySim 2 framework and provides all necessary tools, functions, and helper assets needed for modding.
 +
 +----
 +
 +===== The Mount Folder =====
 +
 +The **Mount** directory serves as a temporary asset storage.
 +
 +When accessing assets inside the pak file(s) of the game, you may unintentionally create assets "inside the pak file".
 +These assets are temporarily stored in the Mount folder and must be moved to your mod plugin folder to be accessible.
 +When building the mod, the script will print a warning if there are dangling assets inside this temporary folder.
  
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 To continue with the modding workflow, you will need to create your own plugin where all your assets and logic will be stored. To continue with the modding workflow, you will need to create your own plugin where all your assets and logic will be stored.
  
-Instructions on how to create a new plugin can be found here: [[handbuch:subwaysim:getting_started:create_plugin|Creating a Plugin]]+Instructions on how to create a new plugin can be found here: [[manual:subwaysim:getting_started:create_plugin|Creating a Plugin]]
  
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 With this understanding of the Modding Framework, you are now ready to dive deeper into the modding tools and begin building your own content for SubwaySim 2. With this understanding of the Modding Framework, you are now ready to dive deeper into the modding tools and begin building your own content for SubwaySim 2.
 +
 +{{page>manual:footer}}
  
manual/subwaysim/getting_started/modding_framework_explained.1765457755.txt.gz · Last modified: by dcs

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