====== Modding Framework Explained ====== To understand how modding for SubwaySim 2 works, we first need to take a closer look at how the system itself is structured. This section explains the folder layout of the Modding SDK, which parts are relevant for mod creators, and which elements should **never** be modified. Step by step, we will navigate deeper into the framework and uncover how everything fits together. ---- ===== The Modding SDK Folder Structure ===== After downloading and extracting the Modding SDK into a directory of your choice, you will notice a large number of folders and several important files. For modding, the most important elements are: * The **Plugins** folder * The files **BuildMod.bat** and **SubwaySim2.uproject** These components form the foundation of every modding workflow. {{:manual:subwaysim:framework_explained:sdk1.png?nolink&500|}} ---- ===== SubwaySim2.uproject ===== The file **SubwaySim2.uproject** is the main Unreal Engine project file. Launching this file will open the editor directly into the SubwaySim 2 SDK project without the need to navigate through menus. 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: [[manual:subwaysim:map_construction:build_mod|Build a Mod to Pak-File]] ---- ===== The Plugins Folder ===== The **Plugins** directory is another crucial part of the SDK. This is where all assets required for modding are stored — and later, it will contain your own mod as well. Navigate to: **Plugins\SubwaySim_Extern** Inside this directory, the only folder relevant to mod creators is: **SubwaySim_Extern** All other plugin subfolders must **not** be modified, as doing so may result in issues or broken mods inside the game. ---- ===== Understanding the Plugin System ===== Inside **SubwaySim_Extern**, you will find all plugins delivered with the SDK. {{:manual:subwaysim:framework_explained:sdk2.png?nolink&400|}} A very important rule for working with the plugin system: **When building a mod using BuildMod.bat, only the selected plugin folder will be packaged into the .pak file.** This means: * Any new assets you create must be placed **inside the plugin folder of your mod**. * If you store textures, meshes, blueprints, or other assets outside of your mod’s plugin folder, they will **not** be included in the final mod and will therefore be missing or cause errors in the game. The only plugin you may freely reference while creating your mod is: **SubwaySim2_Modding** This plugin is a core part of the SubwaySim 2 framework and provides all necessary tools, functions, and helper assets needed for modding. ---- ===== Creating Your Own Plugin ===== 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: [[manual:subwaysim:getting_started:create_plugin|Creating a Plugin]] ---- 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}}