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        <dc:date>2026-01-09T13:09:49+00:00</dc:date>
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        <title>build_mod</title>
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        <description>Build a Mod to Pak File

Before a mod can be used in SubwaySim 2, it must be converted into a format that the game can read. This process is required because of how Unreal Engine handles assets and game content.

----------

Why does a Mod need to be built?</description>
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        <dc:date>2025-12-15T11:08:25+00:00</dc:date>
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        <description>Creating a Level

In this chapter, you will learn how to prepare a new map with a Landscape so that tracks, objects, and environment assets can be placed correctly. This is the first step in building your own world for SubwaySim 2.

----------

Preparing the Plugin Folder</description>
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        <description>Map.lua

The Map.lua file defines all runtime logic for a map in SubwaySim 2.

It is responsible for:

	*  registering the map in the ContentManager
	*  linking the Unreal Engine level to the map
	*  defining stations and platforms
	*  loading AI timetables and services</description>
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        <description>Create Timetables

Timetables define the AI service pattern on a map:

	*  which trains spawn (compositions)
	*  which route they drive (stops)
	*  on which platforms they stop
	*  when and how often services repeat
	*  how depot and dispatching logic supports the timetable traffic</description>
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        <description>Creating a Superstructure

Overview

In this section of the Railtool documentation, we explain the fundamentals required to create railway tracks in SubwaySim 2.

A central and essential part of track construction is the so-called Superstructure.  
The Superstructure is a data asset that contains all important information required to build tracks, such as geometry, materials, rail profiles, and additional infrastructure data.</description>
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        <description>Exporting Assets

This section explains how to export an Unreal Engine asset (uasset) — such as a Static Mesh or Skeletal Mesh — back into the FBX format.

This is especially useful when you need reference meshes, for example:

	*  To create accurate Superstructure Data Assets</description>
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        <description>Importing Switches

Imported switches are used when the Railtool cannot generate a special switch type reliably.

Most standard switches can be created directly with the Railtool.
However, more complex constructions (for example DW, EKW, DKW, special double crossovers, or asymmetric real-world layouts) vary a lot between networks and often require manual modelling.</description>
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        <dc:date>2026-01-21T10:32:07+00:00</dc:date>
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        <title>laying_tracks</title>
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        <description>Laying Tracks

Overview

In this section you will learn how to place railway tracks in your map using the Railtool.  
Placing tracks comes with several important considerations and requires basic familiarity with the Unreal Editor.

If you are not yet comfortable with Unreal Editor navigation and controls, please take some time to familiarize yourself before continuing.</description>
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        <description>Migrating Assets into a User Plugin

This page explains how to migrate assets between multiple plugins without causing reference or dependency issues.

Asset migration is a common and important workflow when building maps or vehicles, especially when you want to reuse existing content provided by the Modding SDK or sample plugins.</description>
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        <dc:date>2026-01-14T14:42:31+00:00</dc:date>
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        <title>prepare_map</title>
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        <description>Prepare a Map for SubwaySim

In this section, we prepare the map so it can be loaded and used inside SubwaySim 2.

At this stage, the basic map layout and track system already exist.  
Now we focus on preparing all required systems so the map works correctly with AI trains, routing, stations, and in-game logic.</description>
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        <dc:date>2025-12-30T15:24:32+00:00</dc:date>
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        <title>railtool</title>
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        <description>Railtool

The Railtool is the core tool used to build railway tracks in SubwaySim 2.  
It allows you to create drivable rail networks that can later be used by player-controlled and AI-controlled trains.

Using the Railtool correctly is essential for:</description>
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